Lt. Commander
Join Date: Dec 2007
Posts: 120
# 51
04-03-2009, 05:47 AM
Two thoughts:

1. Will the ground game be twitch based?

2. Will we ever see another successful sandbox (SWG) style MMO again?

Regardless, a fantastic interview.

-Snuffles
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 52
04-03-2009, 10:16 AM
Quote:
Originally Posted by Flatfingers View Post
EBA: [W]e're looking to develop an economy that is deep but very much in the Trek genre. Gathering resources, inventing technology and understanding alien technology - and then trading those items and knowledge - will be the basis of the economy.

Resource gathering?

By Starfleet officers and doughty Klingon warriors?

Really?
If I am asked to put anything on my starship that could possibly be described as a "mining laser" I will sharpen pitchforks for the angry mob.

Assuming that Cryptic is not going to implement such an obvious "EVE clone" feature, how could resource gathering be implemented in a Star Trek manner?

For the Federation, agreeing to provide material resources could be required for Federation membership. I wouldn't at all be surprised to hear that member worlds are required to pay dues of some sort. Therefore, whenever you explore a new star system, make First Contact, and successfully persuade a planet to join the Federation, you're opening a new stream of resources back to the Federation for which you will constantly be credited (unless and until the system decides to leave the Federation for one reason or another, e.g. being conquered by the Klingons. There's the "indirect PvP" Craig was talking about.)

If a freshly-contacted FTL-capable civilization likes you but isn't ready to join just yet, you could still arrange a trade of some kind. They could agree to send a freighter full of refined dilithium (or something) Starfleet's way in exchange for valuable technology or information. This would be a one-shot resource boost to the Federation for which you would be credited.

In either case, the Federation's ideals of diplomacy and exploration would be fulfilled and would also have the effect of gathering resources in a manner for which players could be credited.

Things are considerably simpler for the Klingons. Replace "negotiate" with "conquer" and "trade" with "pillage" and you're most of the way there.

In any case, military starships from either faction should NEVER be filling their holds with commercial cargo. That is not the job of a starship, it is the job of a freighter. If a starship needs to get cargo from point A to point B, it should do so by escorting a freighter.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 53 game
04-03-2009, 11:05 AM
how much longer wil it be befor we can play the game?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 54
04-03-2009, 01:03 PM
i just cant imagine how the spacecombat works. could the dev-team pretty please upload a short ingame-video from the perspective of a player? even if its just 30seconds long or something, just for the sake of understanding.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 55
04-04-2009, 03:08 PM
This has really made me more excited to play this game.

More Cryptic, more more more hehehehe.......

Ok i sense i need a break.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 56
04-04-2009, 08:20 PM
Why do the new screenshots say Atari on them? That seems really lame to me.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 57
04-05-2009, 01:41 AM
Quote:
Originally Posted by Sherp View Post
If I am asked to put anything on my starship that could possibly be described as a "mining laser" I will sharpen pitchforks for the angry mob.

...

If a freshly-contacted FTL-capable civilization likes you but isn't ready to join just yet, you could still arrange a trade of some kind. They could agree to send a freighter full of refined dilithium (or something) Starfleet's way in exchange for valuable technology or information. This would be a one-shot resource boost to the Federation for which you would be credited.

...

In any case, military starships from either faction should NEVER be filling their holds with commercial cargo. That is not the job of a starship, it is the job of a freighter. If a starship needs to get cargo from point A to point B, it should do so by escorting a freighter.
We are definitely thinking along the same lines here.

I don't have a problem with player actions benefiting the faction (or possibly a player fleet, though I might have to think about that one) with respect to resources. What concerns me is the prospect of "resources" being defined as specific, tangible items that individual players can "mine" and then put into their personal inventories. That sort of thing is lovely in other games; it's pretty much all I did in SWG towards the end... but it's not right for this particular game.

Klingon heros don't get their hands dirty with mere economic labor.

And Starfleet officers don't engage in commerce for personal advancement.

I've spoken in favor elsewhere of certain gameplay features being so important or valuable that they trump the need to respect Star Trek canon. I don't think this question of "resource gathering" is one of those bits of gameplay.

And that's because there are other ways of designing resource gathers (i.e., economic gameplay) that don't stick a thumb in the eye of canon. Your notion of trades as a result of diplomatic actions is one perfectly valid approach. Not only does it set the right tone lore-wise, it gets the economic job done gameplay-wise by directing resources where they're needed.

I suggested elsewhere another approach, which was to let player Admirals create optional missions for other players in particular locations. Over time, if the players of one's faction were mostly successful, military and/or political control would be imposed over areas of space containing worlds containing faction-strategic resources. At that point the benefits of that strategic resource (could be raw economic resources, or alien-manufactured goods, or even a special stationary object like the Guardian of Forever) would become available to all players of that faction.

The point is that these are just a couple of (I believe) reasonable ways that an economic game can be designed that doesn't require turning warriors and explorers into Cyrano Jones. If you and I can come up with ideas this easily, surely the pros at Cryptic can think of even better ways to enable economic gameplay that's both fun and functional without unnecessarily honking up the important "heroes don't engage in direct commerce" aspect of Star Trek lore.

It's definintely going to be interesting to see how STO's designers have chosen to define "economic gameplay" for the MMORPG based on this special IP....

--Flatfingers
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 01:14 AM.