Posts Tagged ‘Star Trek Online’

Star Trek Online Overview – Part 2

Friday, February 5th, 2010

In Part 1 I covered leveling, ground weapons, and ambiance of Star Trek Online. Today I continue the overview with space combat.

Space Scene in Star Trek Online

Space combat is entirely different from fighter-style run-and-gun gameplay that I’m used to in space games. The ships are slow turning, massive things that rely on shields and heavy guns to get the job done. Aptly placed skill points improve meneuverablity considerably, but only to a point. You are always piloting a floating city, not a sports car – and for STO, this is a good thing.

Upgrading a ship comes in four primary forms: 1) Weapons, devices, and tactical consoles, 2) bridge officer skills and abilities, 3) your own skills and abilities, and 4) trading in the ship itself for another class as you increase in rank and gain access to better ships. I’ll discuss each of these below.

Space weapons consist of phasers, disruptors, and photon torpedoes, and can be placed in one of the front or rear weapon slots. The starting ship (everyone gets the same ship until reaching Lt. Commander) has 2 weapon slots in the front and one in the rear; more advanced ships get more weapon slots. Each weapon you equip has a firing arc. Right now my ship is equipped with a phaser bank with an arc of 250 degrees on the back, a disruptor with 250 degrees on the front, and a torpedo launcher with a narrower 90 degree arc. This means that when I angle myself broadside to the enemy, I can fire with both phasers and disruptors. I turn to face the enemy head on to fire off a torpedo. Devices are usually the equivalent of potions in WoW or inspirations in City of Heroes – one-off boosts to shields, weapon power, speed, etc. Consoles, one each for the positions of science, tactical, and engineering, usually provide boosts to a particular ship stat.

Bridge officers are acquired through mission rewards or by requisitioning them for credits at a starbase. You can get one of each class to man the stations on your bridge, each one bringing a single ability (in early levels, anyway) to space combat. You can have more than one of each class assigned to your ship, but you can only assign one of each to the bridge at any given time, one for each station, and will only have access to the chosen officers’ abilities during battle. Like ground abilities, space abilities for both yourself and your officers can be improved through skill point assignments. Note that ground and space abilities draw from the same skill point pool, so you must be careful to allocate skills to both types when you skill up. Space skills can improve virtually any of your ships’ stats, from overall power levels to maneuverability.

When you increase in rank from one grade to the next, such as moving from Lieutenant to Lieutenant Commander, you gain access to new, better ships. You can choose to pilot a cruiser, an escort, or a science vessel and can then begin investing points in a skill tree of the same name. According to Cryptic, cruisers are the slow, beefy, “tank” ships, escorts are the zippy damage dealers with lots of guns but few shields, and science vessels are somewhere in between with a focus on auxiliary systems such as deflectors, tractor beams, and sensors to find and incapacitate the enemy.

It took some time to get used to the control scheme of space flight, but with some practice I was finally able to get the hang of it. Controlling the ship and the camera independently is a must, since the weapons are able to fire from all angles of the ship, and the ship itself doesn’t turn fast enough to keep up with the action if you are relying on “straight ahead” viewpoint. Early space combat usually deals with two or three enemy ships against one, lending itself to some truly epic space battles. Despite these odds, I’m not often killed in space. However, I should mention that defeat is almost as much fun as survival, as your ship explodes in a dramatic, screen-shaking two-part explosion. There is a short respawn timer but otherwise no penalty that I have noticed.

Defeat in Star Trek Online Star Trek Online Defeat

During battles, ships are surrounded by shield indicators which give an instant visual cue as to where their shields are weakest. It looks distracting in the screenshots, but during battle the prominent visual display is really very helpful. Phasers and disruptors are best for taking out an enemy’s shields, while torpedoes are best against the hull, so it is important to see when an opening is present before the enemy can repair or redistribute shields.

Shield Display in Star Trek Online

After defeating an enemy, they sometimes drop loot in the form of glowing icons. Flying near one enables you to collect what is usually a common ship device but is occasionally a new bridge console or weapons array. Out of combat space loot appears in the form of “anomalous readings” which you can scan and collect certain combinations of to exchange for items in STO’s equivalent of crafting. When teamed, although combat loot is assigned to specific team members, out of combat loot is not (on the ground or in space), so it’s collected on a first-come-first-served basis.

That concludes the STO space overview. Next time I’ll give an overview of the character and ship editors.

Star Trek Online Overview – Part 1

Monday, February 1st, 2010

If I were to say this is the best MMO I’ve ever played, I’d be lying. It’s not perfect. It has bugs, more than I think an MMO should out of the gate, but not more than is strictly acceptable for the genera. It has UI issues that annoy me, and the default camera settings suck. There is a rather excessive number of currency types. The AI and many of the animations are ripped straight out of Cryptic’s other major release, City of Heroes / Villains. These are all frustrating, irritating, and rather disappointing points about Star Trek Online. That being said, I’m still instantly hooked.

The best part about STO is the universe in which it’s built. Cryptic did a wonderful job of recreating the Star Trek world, from interface sound effects to Lenard Nimoy’s voice-overs while you explore the galaxy. They put all the right sound bytes in all the right places, making any Trek fan, especially those of the Next Generation series and beyond, feel at home. The races are also done well, keeping to their particular species’ quirks. References abound to previous series in the form of descendants of well-known characters. Sulu’s grandson is one of the first characters you meet, and I totally geeked out when I met Tom and Bellana’s son and saw a portion of his story.

Start Trek Online Space Flight

That’s all well and good, but a game’s strength has to be in how it plays or the story isn’t worth playing for. STO has two settings which intermingle constantly throughout each mission: space combat / exploration and away teams sent to the surface. Every mission I’ve played thus far has both components, often multiple times before the mission is completed. For instance, you might warp into a system to find the planet of interest guarded by Klingons, so you must defeat them before you can beam down. In another scenario, you might need to defeat a ship so that you can board it. The constant switch between ship and space was disorienting at first, but has quickly become second nature and is an integral part of what makes this game fun. I don’t find either type of combat inferior to the other, although I’m a bit impatient to rank up and receive more abilities which will make ground combat more interesting.

STO has a ranking system integrated with the leveling process. Each rank (ensign, lieutenant, leiut. commander, etc) has grades. You must be Lieutenant grade 11 before you can rank up to Lieutenant Commander. At first this confused me, but it became clear that “grades” are just levels, and the count doesn’t restart at each rank – so you can think of leveling exactly the same in STO as in any other MMO. The levels come as you allocate skill points earned through fighting and missions (comparable to xp), bettering your abilities. The ranks come when you are high enough level, and give you new abilities in which to spend points. This means you don’t unlock a ton of new “powers” as you level, only a few as you increase in rank. You do, however, get different weapon settings depending on what weapons you equip. You also get the abilities of your NPC officers as you recruit them, and you get “kits” to equip which give you one (ground) ability each when equipped. So although the acquisition of innate abilities is slow, you are able to switch out weapons, officers, and kits that augment this.

Each ground weapon has a standard fast-recharge, damage-dealing setting and a longer-recharge special setting. The special setting is either designed to Expose the enemy or to Exploit an already Exposed enemy. Successful ground combat consists of a good balance of both. Fortunately, each player is able to carry two weapons (their NPC officers only get one), so you can carry both an Expose and an Exploit weapon if you choose.

There is a lot more to ground combat that I won’t go into in much detail here, partly because I don’t have time and partly because I’m only level 6 and there is a lot I haven’t experienced in depth yet. Each character gets racial bonuses at creation which often factor in to ground and space combat both. Each class (scientist, engineer, or tactical officer) gets a different skill tree to enhance and different types of abilities, both of which add interest and tactics to ground combat.

I will end here so that I can get some sleep before work tomorrow. Look for an overview of space combat, character creation, and anything else that needs reviewing later this week.