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Join Date: Jun 2012
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# 4
07-10-2012, 04:48 PM
Geko: I think a lot of people would love that. I think that would be a fun faction, too. That?s (whistles) that?s out there. Sorry. That?s not going to happen for a while. We got a lot more work to do before that happens. But, um...but, we have all kinds of plans of things we want to do, so, um it?s certainly not outside the realm of possibilities. I think you?d probably see Romulans before you would see Borg.

Concentus: Oh definitely. There have been demand for Romulans much more than there has been for Borg.

Geko: I think there?s a lot more, um, accessible and agreeable to more people. I think more people enjoy them. But, I think I would enjoy more doing a Borg faction than say a Dominion. faction. So, I think there.... Although, I think it would be fun if you were a Jem?Hadar soldier and always had to have your ketracel white or you went nuts and killed your crew or something.

Concentus: Use the ketracel white item every 10 minutes.

Geko: Yeah (laughs).

Concentus: Let?s see. On a related note of things you?d like to do. There has been talk of new sectors of spaces. There hasn?t been a new sector added since the Orellius sector.

Geko: Yes.

Concentus: And I know Dan Stahl keeps hinting at it every now and then that there?s a new one coming soon. Any hint at what it might be? What might be there? Where would it be?

Geko: No. Not going to spill the beans on that, I?m sorry. It?s too way too early. We gotta get Season 6 out the door. I don?t want to get the people too excited about Season 7 before we even finish Season 6, but the plan is--the current plan, which is still very early--is to release a new sector with Season 7. But um...but it?s too far out to talk in detail. Too much could change between now and then.

Concentus: Any new social zones coming up? Like Bajor, like uh Drozana station?

Geko: Um, no Season 7 may come with some new um social zones, um, still too early to talk about that, not planning on adding additional zones. We still, we've got a lot of social zones that just are not doing anything, and so I personally would rather see these social zones being made more vibrant and more useful before adding any additional ones. We uh... Andor is empty and we had big plans for that and never really came back to it, uh, Vulcan has not much going on, and we wanted all kinds of little Foundry missions and things you could explore around Vulcan, the Captain's Table is something that is sorely just.. unfunctional. So I'd rather be improving those social zones, and Risa for that matter. So those four I'd rather see them do something than add an additional one -- I think there's plenty of social zones. ummm but it's not just if there were to add one like you know, we'd do what we did with Bajor and have it much more robust than the existing ones we've done. So I don't know if we're going to add one, I have really no idea at this point if we'll add one with season 7. I don't think we'll be adding them willy-nilly just to do.

Concentus: Just to, I would like to see expansion of Vulcan, I know one of our DJ's would love to see expansion of Andoria, especially with the hope of adding Ushaan-tor arenas.

Geko: mmhmm, yeah that was the plan, I mean you go there and it's like "Oh we're gonna go there and ushaan, and uh tournaments there" and there's really nothing to do there. I really want to get ushaan dueling as just something fun to do. So um, though I don't think we can tie our hands together, so.. at least not yet.

Concentus: Let's see, why do pets keep getting added to the game, and on the same subject, why do skills that stop and immobilize players keep getting added to the game, and apparently they make the game more annoying. I will agree with the stuns and immobilizations are very annoying. They drive me crazy in the other Science Fiction MMO that shall rename nameless.

Geko: Umm... so... why do they get added? First of all, I'd like the question to be a little more specific as far as ground or space. Like, there's, you know it's like any other game where, I think maybe a lot of people not taking their stun and control resistance abilities, and then those things don't last as long. Umm.. we don't really feel like we add a lot, and it's one of those things that when it happens, it kinda, you remember it and it's not fun when it happens to you. In space we're a lot more forgiving, because we've got more levers where we can take your engines offline, your weapons offline, your auxiliary, your shields, and um I don't think there's any actual holds in space that I can think of. And let's be clear in the terminology, that immobilization, you might call a root, where you can't move, and a stun could be in Star Trek, on the ground, is basically a hold, where you can't move or attack.

Concentus: Stasis Field!

Geko: Stasis Field is like that, yes. And then there's a disable, which means that you can't use your abilities, but you can still move around, the best example would be like the um, the coliseum area, all your abilities are disabled, you can only use hand to hand weapons.

Concentus: Or the high-yield Tricobalt explosion

Geko: that will disable you, right, in space, but you can still move, and use your shields, but you can't use your abilities, but you still have shields and passives. So a couple things, when when uh, designing a new critter or a new weapon, there's only so much that we can draw upon, and we're always trying to think of new ways of doing things, and it's, it gets kinda dry if it's "okay, well this guy is really tough, we'll just make it more damage, more hit points". So we're just trying to add different ways to make the game play interesting and ways for players to deal with certain challenges. Um and um.. tractor beams, that's one way of doing that, but it's not even a true root or immobilize, because it just slows your engines down really really slow, so that one's a little more analog with a little more flexibility. The stasis field you mentioned is actually a fragile, we call it a fragile hold, so while you're stasis, while you're held, if you get hit it breaks, right, so it's kinda like an analog sleep. It's like a sleep power, but instead of getting hit once you wake up, you get hit a couple times and it wakes you up. So, generally we make our holds fragile, so if you are held and you get hit, the effect goes away more quickly, so we try to be a little better at it. We are conscious to it, We underst- we umm.. sometimes we're just trying to make it more interesting. And I really don't think there's a lot in the game. If you put your points into your control resistance abilities, I think you're going to see it's a lot, lot less painful, if you do that. And you know what, the skill system is designed, so if you don't really want to spend your points, just put three, that's not a lot to put in, if you put it into your control resistance skills, just put three, that's your best return on your investment there, and you'll see a remarkable difference in the hold, stun, and root times.

Concentus: The only one that really drives me crazy is the Borg tractor beam from the cubes because I've got maxed dampers and it still immobilizes you, can't turn, can't move--

Geko: That is actually a bug that Jeremy Randall found on Friday, so that is getting fixed.

Concentus: Yay! I've been reporting that thing for ages.

Geko: eHeheh, yeah, so Jeremy Randal says "why is this number a thousand instead of one?" so I don't know what happened. He was taking a look at Borg and uh, just some of the particular balance issues with Borg, and um, someone probably probably typed in a bug, or just got a little Borg-happy and made it a thousand 'cause they thought it was clever, but it's getting resolved so you'll be able to break free --

Concentus: move?

Geko: yeah, well you'll be able to resist it with the proper, it'll be stronger than regular tractor beam, but it'll be able to use things like Attack Pattern Omega, or Evasive Maneuvers, or just put some skill points to be able to resist the effects of that.

Concentus: 'cause it's always really fun on escorts to fly by it and then just sit there going "okay, am I going to blow up first, or am I going to be able to move first?"

Geko: Sure, sure... no I appreciate that, and I'll agree the Borg needed a little balance pass, 'cause there's a lot of things going on, 'cause the borg themselves are tough, and then sometimes when you play them in STF's in the background they're a little tougher, so I think there's a little double-dipping going on that makes the Borg a little tougher than they should be, um.. but you know what, when the Fleet system comes out and everyone gets a hold of fleet ships and fleet gear, um... we're probably going to start feeling a little easier. So um we're going to be rasing the bar. Your other question you had was why do we keep adding pets to the game, ah... because people keep buying them. So that's um, that's really plain and simple if we're talking about cosmetic pets. People like them, they like to collect them. If you don't like them, you don't have to collect them.

Concentus: I like them, but I wish there was a way to manage them that didn't involve using up inventory space. Because I like flying along in Sector Space with this armada of small craft following me and sometimes on a new character you've got a quarter of your inventory filled with pets and similar items.

Geko: Sure, well I don't really have a good answer for you. I don't think we're planning on making a separate pet inventory bag, I mean that could be done, but... Star Trek has of all the games I've ever worked on, of all the games Cryptic has worked on, probably any MMO, the largest data footprint of any other game, because you have your character's paper doll, and your ship's paper doll, all your ships, all your bridge officers, it's a lot of items, not to mention your bank, your fleet bank... so that's why we charge for inventory space, because it's expensive on our side to manage all that data, run out of harddrive space, to be honest, so we have to keep buying harddrives that fill. So giving away 6 or 10 slots just to keep your pets in would be expensive for us, not just to implement, but also to maintain. But it's also more stuff people have on them, the slower it is to load every time because people have all this stuff on them that includes all of their pets and all of their ships and all of their bridge officers, and all of their inventory, you have to get all of that information, so it gets bigger and bigger, so it's a technological challenge. Um, we are making one quick change to pets, both ground and space, some people who like pets are going to enjoy. Right now pets only appear, can only work out of combat, and uh we do that for the player's benefit and for other player's benefit so that way there's not a lot of spam of just pets flying around or monkeys jumping around in combat that are getting away. But the problem is that you run around and you have your pet mugato, or your shuttles following you and you get into combat and they all go away, and then after combat's over you have to click them all on again. So we're going to make them so when you click them on they stay on, but as soon as you start combat they go away, but as soon as combat's over they automatically reappear so you won't have to re-summon them.

Concentus: That's nice!

Geko: So you can just turn them all on, and then you can just kinda forget about them, they'll stay on. Umm, and they'll just kinda disappear and come back when when combat starts and when combat's over they'll come right back. So it's a nice little touch that Jeremy Randall was working on that he was looking for a solution and then he worked on that and he's starting to put that in, so people should like that. I like that, I like flying around with all the different shuttles behind me as well.

Concentus: ... okay, is there any plan in adding some kind of bridge officer functionality to PVP or STF's? I'd love to have a solo version of an STF with definitely not the same rewards that you get for the full team version, but an end-game mission that you could go repeat other than the storyline missions, that you could take your bridge officers into.

Geko: You know that's something that I had uh wanted to see a long time ago, and I'll be honest I think we just kinda forgot about it, but I'm glad you brought it up, and I um I agree that at end game you're collecting a lot of end game gear, and you want to collect it all for your bridge officers and you have them all dressed up with no place to go. so um... I can look into that, I can bring that up and put a bug into people's ear and see if we can see some of that happening. Certainly with Season 7 going forward there will be lots of new content, that will be regular missions, but maybe STF-style where you could bring your bridge officers, I think that's a great idea, and I think we should revisit that.

Concentus: There is that whole issue of "Why is Starfleet letting me go-- why is Starfleet letting the Captain, the First Officer, the Chief Engineer, the Chief Science Officer, all beam down to a hostile planet all at the same time?"

Geko: Because Kirk did it, damnit! That's why.

Concentus: There we go...

Geko: eheheh

Concentus: Rule of cool.

Geko: There you go.

Concentus: Rule of cool trumps all regulations.

Geko: That's right. And.. and because it's a game.

Concentus: Yeah, it's a game. On that Same note, a lot of people want--

Geko: I don't think many people play the first officer. We don't play a game called first officer, but you could be the first officer if you want, and just have the captain--

Concentus: Well if you were Riker the whole time, yeah.

Geko: Yeah, there you go.

Concentus: On that same note, what's the status of the first officer system? The long-rumored and much-anticipated one.

Geko: Umm... sure! First officer system kinda dovetails into the department head system, and we had originally planned on releasing it for season 6. We had planned on going wide instead of deep originally, so season 6 was going to be Starbases, but starbases lite, so we see the system that you see now, but no Starbases interior and no content to go with it, along with um the first officer along with department head systems, a crafting system, and maybe a pvp system, uh um a pvp improvement. But instead we decided to focus the entire team on just Starbases. So all those other features that you know, we still want to do them, but we decided that "no, we're investing everything into Starbases, we want them to be a full, complete system that will have lots of legs that people will be able to play and invest in for a very long time, so that put all the other features to the wayside for a while, basically when you have a small number of people, you have to make designs on what you're going to keep. So um, like I said we're in the process of determining what are the final details for season 7, as we ask the forum what about the kit revamp, so that might make it, but the same people who would do the kit revamp would be doing the first officer system, because that's a system task, it's not a content task, so we might do both, we might do both, we might do neither, we'll have to see where the chips fall when the schedule is worked out, and we know exactly what we're going to do, but um it's one of those things "Okay, is this the best opportunity to do it now? okay, let's wait and do it. Is it now? yes, okay we'll do it." So I'm gonna say it's on the "soon" radar. Along with that, one I want to do as well, is a trait revamp, to improve the trait system, I want to improve the traits themselves, and I want people to be able to respec their traits, and be able to collect and unlock traits. And maybe even let people start buying and getting more than four traits, have a trait tree that unlocks.. maybe. But basically we have to sit down and deside what it is. So those are kinda little systems, they're really not that big, the first officer system is not that big and won't take much effort to do, neither would the trait system or the kits, but they're big enough that we can't always just squeeze them right in, but you'll see them come in like one at the time over the next few seasons.

Concentus: You hinted at a crafting revamp, 'cause I know that's another thing that a lot of people have been looking for especially since dilithium got added into crafting.

Geko: Sure, and I mean that's the same answer, the crafting revamp is really, unlike the last three systems I mentioned, the crafting revamp would be a major, major system. So that is not something that would take a little bit of work, we'd really want to sit down and take a look at what we can do with crafting, not only with the system itself, but maybe making all new types of items that people could make. Right now the only thing unique that people can make is the Aegis set, so we want to do more than that. So um, that's a major revamp, originally we thought maybe we could do it for season 6, but that's basically one or two designers alone, forget about engineers and UI engineers, that would just take a really long time. So we just said "nope, we're just going to focus on fleets." So um, big feature, lots of fun stuff for players, lots of opportunity for everybody, um, probably not going to happen Season 7, maybe season 8 or season 9 features, but that's a big one that not only we want to do internally, but something that Perfect World has really wants to see. So I want to make sure people understand, this is not just something, I'm not giving a corporate spiel "yeah we'll do it one day" kinda thing, this is something all the way up to Perfect World guys up top, they want to have an improved crafting system. So, we all have some ideas what we want to have happen with it. So, it's happening, it's just BIG, so it can't happen fast.

Concentus: uh let's see... Oh now for the infamous balance question. What's the balance target for new ships and skills and items, is it balanced for the 5-player team in mind, and why do so many "broken and unbalanced powers" slip QA and make it straight onto Holodeck?

Geko: I actually find it a very esoteric question, because um.. it's, I don't really agree with a lot of it. you can always find balance problems, you know it's, sometimes things being unbalanced are on purpose. If things were always balanced and neutral, it would be pretty boring. So there are, there will always be balance problems, it will never be perfect. that is something I can guarantee you. It's just the nature of the game, because we can build things and test things, but the game as massive as an MMO, as complex as Star Trek Online, there's just so much more than the sum of its parts, and players will always be able to outthink us, and come up with new and clever ways to build something, or combine with this thing, or that sort of thing. I mean if we want to get into how the game is engineered from the ground up, as far as the game is concerned, I teach a class on this internally as far as building class tables, and excel sheets on how to calculate these numbers. You know, you basically start with a uh, an idea of how many kills, how long do you want the battle to last, a given battle, how long do you want a particular pvp battle to last, how many hits, how many clicks do you want it to be before that target dies, so what numbers look good, that becomes a little more feel, a little more squishy, but we wanted it to be 20 clicks before somebody dies, before you kill a particular enemy, and you kinda start from there, and then you start with some basic numbers. Let's start with 100 hitpoints, well that doesn't give us the resolution we need, so... 200 hitpoints or a thousand hitpoints, or a spaceship feel bigger, the reason the starships have 10,000 hitpoints is irrelevant, they could've had 100 hitpoints but it doesn't look as good when your human has 100 hitpoints. So, we're getting a little deep into the way it works, and then you just kinda do the math from there, and you figure out the math, okay, now the critter, when you're level 50, how many more hitpoints do we want you to have form level 1. Okay instead of 100, we're gonna let you go to 1000, well then that's increasing your hitpoints by tenfold, so the damage should increase by tenfold, as a base. But now, you also have armor and damage resistance, so critters have to hit even harder! Otherwise we'd never go through that damage, so now once you get that, that's just plain damage to hitpoint ratio. So then you can say "well this is a light attack, this is a heavy attack, so this light attack is 50%, so we'll take 40 of these attacks, well this is really heavy, so maybe it only takes 10. How much would that cost?" And these are just philosophical and strategic ways of building or architecting something this large. Now when it starts getting things like holds, and uh stuns and power drains, it's a little harder to mathematically predict "what is the value of something", you could say "well if you're holding someone then you're not doing damage for this amount of time" so it's this amount of damage resistance, it's still not quite the same, but you can use that as a foundation for balancing things.

Concentus: And then you run into all the different playstyles, especially if it's like "oh you can't turn for x amount of time, I use turrets, that doesn't matter!"

Geko: Yeah, exactly, so what?s that worth? So, um, its always more sensitive on PvP than it will ever be in PvE. Critters don?t complain whether their powers feel nerfed or not. Um, they don?t complain when they?re held and in PvP it?s become much more sensitive an issue. And so, then you got, there?s one of the things we talked briefly about holds and let?s talk about confuse, for instance. That?s a great status power, especially the way we have. So confuse, if players don?t know what confuse do, exactly, and like Scramble Sensors, an example of confuse. Confuse means that if you are confused, everybody around you is considered a friend and an enemy. So all all your AoE heals will heal your friends and enemies, and you can target anyone and cast a friendly or hostile power on any target while you?re confused. Additionally, every time you attack there?s a chance your reticule might randomly select something else. You might have someone selected, but you?re confused. So, if you do that for a short enough length of time, players never even notice it. If you do it for a short amount of time to a critter, it?s basically worthless. And trying to find, but if you do it for a real long amount of time it can be fun, it can be frustrating. It?s supposed to be frustrating. Alright, it?s like how do I manage this? You can clear it, you can cast Science Team or you just have to be really careful and not start spamming Fire At Will and killing all your allies. So it?s a manageable hold, not like your control power, not like a hold. But finding the sweet spot on balancing that, finding out if its overpowered or not. It?s very easy for a control power, for instance, to become overpowered in PvP and be completely useless in PvE. And so, that might be the crux of where a lot of these issues where players fell how is this so obviously broken? Since it?s not obviously broken. It?s not a cut and dry question and answer. I?ve seen posts like oh, if you give me a spreadsheet and half hour I?ll have this whole game balanced. You know that?s nonsense. We?ve got working on this stuff for years, the spreadsheets are hundreds of megabytes in size, they?re massive. I?ve actually run out of memory on Excel and had to open [scrambled stammering] in the data that we have to manage for this game. So, part of it, the answer is it's hard, part of it is it?ll never be perfect, and part of it is you?re dealing with not only the gameplay styles of players but the playstyle changes in the game, between PvE and PvP. And part of it is if we want people to be excited about something, if we want people to really want that spinal lance or that antimatter spread or that photon torpedo point defence system you kinda on purpose make it a little overpowered. Just a little bit. Just to make it exciting. Because if we made those powers perfectly balanced, why the hell would I want that? I can get it for free from this bridge officer. So then you do things like, okay, well we?ll make the recharge timer three minutes, so you can only use this oh god power, oh **** power, once every three minutes and then it?ll be really cool and spectacular. Sometimes it hurts PvP a little, and I recognize that, but there?s always counters, we?re always developing counters for these things. So, I hope that answers the question I know there?s gonna be people who go oh, they still didn?t fix this bug, I mean, yeah. I haven?t fixed all the bugs in my life. I?ve still got, the sink is leaking in my bathroom and I have a broken pipe in the backyard, and I got all these bugs all over the house and eventually I?m gonna get them fixed. But sometimes there?s things you just don?t get to, and sometimes someone picks up and says oh, I think we can get to this one and, erm. But balance is relative. It?s not black and white. Sometimes, oh yeah, the Borg tractor beam is actually set to a thousand instead of one and so its clearly not balanced, it?s more of a bug. But if it was set to twenty instead of ten? I don?t know, he?s a Borg, they?re supposed to be that good.

Concentus: Make it more fun.

Geko: Yeah, it?s supposed to- you know, when I play a game what I remember is that really hard bad guy or that really cool power I got that was awesome. I don?t remember those ones that were perfectly balanced.

Concentus: The boss battle that took you five tries to beat.

Geko: Yeah, then you finally beat it because you finally levelled up and got that really cool whatever power that allowed you to just plow through it. So, part of it is supposed to be memorable and desirable.

Concentus: On that note actually, what?s the story behind, I know the story behind the respawn on the ground, the respawn timer. What?s the story with that on space? Because on the ground, yeah, you can not bother clicking respawn, someone can come rez you and you can jump out of the pool of plasma to safety. In space, nobody can rez you after you blow up.

Geko: You want to know why do we have a ten or fifteen second respawn time before you can respawn?

Concentus: Or ninety seconds.

Geko: You mean like after repeated deaths and similar.

Concentus: Oh yeah. When you get critted by the inevitable Borg high yield torpedo that does seventy five thousand damage.

Geko: The real answer is its a death penalty. If there was no death penalty you just hit respawn and run back in and you could just zerg it. You could just zerg rush that boss or that critter or that piece of content over and over again without any fear. And by having that escalating penalty, especially in some of the new content that we?ve been building, that makes you be a little more scared to die. And I think Star Trek has a pretty mild death penalty in the game. If you play at elite or advanced you start having to use the components because you start getting damage on your ship, but that?s only if you play those hard difficulties and if players don?t realise that when you play at higher difficulties you get better rewards so, a lot of people don?t realise that. Putting it at advanced or elite difficulty will give you more numerics, more skill points, more bridge officer skill points, more energy credit drops and a better chance of getting higher quality gear to drop. It is quite noticeable when you start playing, you?ll see a lot more of those bigger loot drop icons will drop, you?ll see a lot more blues and purples drop

Concentus: Like prototype tech. Not that I ever see the prototype tech to begin with.

Geko: I don?t think it affects prototype tech

Concentus: Nah

Geko: It?s just the random, the regular, standard drops throughout the game. So, it might affect prototype tech, I

Concentus: You only get the proto tech from the elite STFs

Geko: Yes. So you can?t change the difficulty so yes, of course. That?s already preset.So, um, the death penalty in the game is pretty mild so, it?s what it is. It?s the death penalty and we don?t want people just not caring about dying and saying I don?t care if I die, I?ll just run in and go again, it?s supposed to make death hurt and make you want to think about what you?re doing first. So, that?s why it?s there and yeah, we don?t have the ability to let you rez a ship. Do CPR on a ship. I mean, we could possibly have built something like that and have someone come over and fix your ship. Maybe we could do something like that, it?s not a terrible idea.

Concentus: Instead of having you blow up have you sit there at zero percent with hull breaches and plasma venting, someone can come and give you an engineering team or something.

Geko: Yeah, we would have to do something, it?s a very specific six seconds after your ship dies you get the explosion and six seconds later you have the warp core breach and your ship explodes. So that?s tied to a certain amount of art and everybody get away from this warp core breach. I we wanted to let people come and try to save you we?d have to extend that time, six seconds is not enough time to react to an ally exploding. We?d probably have to extend that time a little bit and modify the art to allow them to rez you that way and something like Engineering Team would have to be made to work on something that was already dead. But that?s not an undoable task, that?s not an unreasonable request. At this point I?m just speculating.

Concentus: I remember when the respawn timer started increasing and my first thought was oh no, everyone?s gonna play a tank now. And then I went, eh, if you build the escort right you can avoid drawing enough threat if you have a properly built tank on your team. I typically play tanks, so I?m used to drawing threat and never having it off me, you just try and be as survivable as you can

Geko: Yeah, you just gotta play a little different, I think people will, I mean, escorts are not meant to always be in the fray. You can build a tankier escort and you can play a little smarter, get in, get out, let your tanks cover you. But you hit really hard. That?s kinda the, that?s always been a contentious thing. There?s actually been an interesting article about it on Massively recently about how do you make DPS classes viable because they get so squishy. It?s just a typical trade off between the two of them.

Concentus: It?s the infamous glass cannon conundrum, It extends all the way back to tabletop RPGs and wizards

Geko: Yes. And, with the new fleet ships, all fleet ships that you get from the fleet system have ten percent more hitpoints and ten percent more shields. So those escorts and birds of prey and raptors will all get a little tougher, so, and they also all get a tenth console. Some of those might be in engineering, some of them, depending on the ship that you?re getting, may not be, but uh, that will add a good amount of survivability to those classes.

Concentus: Definitely looking forward to the tenth slot on the Odyssey and getting that extra engineering slot

Geko: The Odyssey already has ten consoles.

Concentus: Oh, you?re right.

Geko: There is not a fleet version of the Odyssey. The Odyssey has kinda set the bar for fleet ships, the other ships are kinda coming up to speed with that ship. There is an Odyssey available in the fleet, but its actually the free Odyssey that we gave away at the anniversary events and it will be free in the fleet, in other words you only have to pay fleet credits for it, you won?t have to pay any cpoints in order to get that Odyssey, but you will have to unlock the tier five shipyard to get those.

Concentus: But even then that?ll make a lot of people happy, because I remember a lot of people missed that week and were like oh, how do we get this? And I flew that Odyssey until the cstore ones came out because even that one was a very good cruiser.

Geko:Yeah, so it?s in there, its available, that one and the Bortas will both be available with tier five shipyards at the fleets, but there is no fleet version of the Odyssey. You want the ten console Odyssey with all the bells and whistles, you?ll have to get that from the cstore.

Concentus: It?s a fun ship, though.

Geko: It is.

Concentus: It makes a great tank and you can even fly it as DPS, I tried that once. It?s a very weird thing flying a DPS in a ship that has a turn rate of four degrees, but its doable.

Geko: You can really improved that turn rate if you put enough points into thrusters and putting in the RCS consoles and you can certainly run plenty of abilities that will increase your turn rate, so you?re not really stuck at four degrees per second all the time. I think with just skill and RCS thrusters you can get that up to eleven, which is pretty respectable.

Concentus: I have another character that has a Marauder and when I got that I was like I want to build this for quad cannons so I had to go how can I make this thing as maneuverable as I can and I had to go through gear, skills and abilities it?s got the maneuverability of about an escort, fully buffed its forty something degrees per second and it just flies.

Geko: So the Orion Marauder you?re talking about?

Concentus: Uh, no. The Ferengi Marauder.

Geko: Yeah, that one, I can?t remember, it?s already, uh, it?s a fun ship, I wish more people could get an opportunity to check it out, it?s transformation and everything since you can go from a tank to a DPS class. More tanky and more DPSy, we?ll say, it?s not like a Garumba or saucer seperation

Concentus: Yeah, it can?t sit there and absorb damage, but it can put it out. The EMP is fun and definitely the missiles are fun. I did not get mine from a lockbox, I had to buy mine off of another player. I have absolutely no luck with anything involving the random number generator.

Geko: I just got off talking to an interview to Priority One and one of their fleet members got seventeen of them.

Concentus: We have a listener who has gotten, to date, something like four of every single chance ship.

Geko: Yeah, it?s just random numbers, so, you know. I remember someone talking, says the first box they opened they got the ship.

Concentus: Luck. It exists. Okay, let?s see, what else is on this list? DJ Yumene would like to know how you feel about tribbles. Personally I think they?re ecological hazards and side with the Klingons on that.

Geko: I love tribbles. [laughs] I don?t know what to say.about that question. I love tribbles and the game loves tribbles and if you don?t like them you can just discard ?em. But they?re kind of fun, it was something I can remember being picked up early on when we released the game, the press really loved it, the players really loved it and the first time people really see hey, I have two tribbles, where?s my field rations? I think tat?s kind of fun. Some people like to collect them, I would like to see a feature that we wanted to add to the game for a long time, which was actually getting a tribble terrarium we could have on your starship or starbase and you could keep all your tribbles in there and when you want to breed one you could put the food and the tribble in there so you knew exactly what tribble was eating what food and you could get the exact tribble that you wanted. But they?re there for fun and I love them and we?ll still keep making them. You don?t like them, um

Concentus: The buffs are very useful, I will say that.

Geko: There, they are and they?re lots of fun and some of them are more useful than others, some of them are kind of near worthless but they?re meant to be more flavourful than anything. And there is one thing I wanted to do for the Klingons, who hate tribbles is I would love to see a targ breeding game and the idea is you would get a targ pup and it would be a combat pet, it would start off being, maybe as a non combat pet, maybe start with your non combat pet and you could feed it tribbles and depending on what tribbles you fed it would determine its development. Would become more DPS or more tanky or whatever depending on what breed of tribble, maybe get more cold resistance or more sonic resistance or whatever, just based on the tribbles that you get it. And eventually it would become old enough to basically take a bridge officer slot, on the ground, I mean, not in space. You couldn?t, you could take it on the ground with you in place of a bridge officer and it would be whatever it is you developed based on what tribbles you fed it. So that way Klingons would like to see tribbles, oh yeah! I wanna just breed this because I want to get that, whatever, that particular tribble that I want because I want my targ to be more tanky or my targ to have this particular resistance. And I?ll feed it a Borg tribble and it becomes a Borg targ. So, that?s something that we?ve wanted to do since we designed the tribble game two years ago. But it?s one of those things that one day will happen.

Concentus: One day. One day we?ll have to get you back on the air for another interview.

Geko: Alright.

Concentus: Yes. So, thank you for your time, thank you for answering those questions.

Geko:You?re very welcome, I?m more than happy to answer the questions and very happy to return.

Concentus: Excellent. Alright, then, we shall wrap up this interview. I am DJ Concentus, I have been interviewing Captaingeko.

Geko: Thank you for having me. Live long and prosper.

Concentus: Thank you and have a nice night.

Geko: Goodnight.
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