Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Dev Chat: July 28
07-23-2009, 06:21 PM
Next Tuesday, July 28, at 11:30 a.m. Pacific time (we’re GMT -7 right now), we’ll be holding a developer’s chat in the official Star Trek Online IRC chat!

This chat's format will be different from how we've normally structured them before. Rather than running with a general topic, we're going to use this week's Ask Cryptic as a jumping off point. Was anything unclear in our answer? Have any follow-up questions? Now's the time to ask us live!

The chat is scheduled to last 30 minutes. If you can’t make it due to time constraints, we’ll be posting a transcript of the chat on the forums.

If you’d like to join us, point your IRC program of choice toward #STO on, or click right here for a Java client, then type "/join #STO" in the input area. And if you can’t make it, just reply with your question in this post’s comment thread. We’ll be selecting questions from the thread to put to the developers.

Link to the news article.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
07-23-2009, 06:31 PM
I have two "clarifying" questions:

1) Does Escort 2 mean, an Escort in Tier 2?

2) Is the rumour that Tier 1 will only have Light Cruisers (and therefore no Science, Cruiser, or Escort ships) true?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
07-23-2009, 06:38 PM
In relation to my question (about partially damaged ships) and your respons about wanting prevent the 'jump' be an overwhelming determining factor in victory, how long does a typical 1v1 pvp battle take between equally skilled players in open space?

There was talk about Fleets building ships earlier in the dev cycle. Has that been scrapped, put off to a later date...? I am interpreting your answer to Manx's question to mean that grouped/endgame rewards will be the main benefit of grouped fleet players, not resource networks, crafting, etc...

EDIT: I'd also like to add that I like this format better as well.

As a future suggestion for when Rekhan gets up the categorized front page 'about STO' stuff: I think think you should add a new category, say 'exploration', and then have a dev chat that answers any questions people may have about the description on the main page. That way you can get instant feedback and it'll make things as clear as possible.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
07-23-2009, 06:48 PM
Is PvP for joined ship groups in space restricted to areas like the Neutral Zone? For the manner of posstions on a Fed faction ship (or either the Klingon Defense Forces) of tier & abilities for the PC red shirts.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
07-23-2009, 07:01 PM
Thanks for the update! I am going to try to make it if I can (although I am terrible with IRC).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
07-23-2009, 07:59 PM
seeing as the new IRC is not working for me, ill ask my question here:

about how fleets will not be building their own ships and such, Craig said that there would be end game rewards for fleets only (or those who PUG raids, im guessing). Can we get some examples of such items? are we talking Bridge Officers and special ship components. Or more interesting things like unique customization parts and special uniforms?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
07-23-2009, 08:23 PM
Can you guys give us some more information on how the exploration system is going to work in the game, and can you give us some idea on the rewards for being more exploration minded rather than say, combat orientated? Will Exploration give experiance, tangible rewards like items, maybe even various forms of money..? Come on, you know you want to tell us!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8 Good Approach!
07-23-2009, 08:36 PM
Originally Posted by Rekhan
This chat's format will be different from how we've normally structured them before. Rather than running with a general topic, we're going to use this week's Ask Cryptic as a jumping off point. Was anything unclear in our answer? Have any follow-up questions? Now's the time to ask us live!
Bravo. I think this is a good way to do it. It helps clarify existing information and helps the community get on the same page.

Here is the latest Askcryptic for reference:

Ask Cryptic (July 21, 2009)
Posted by Awen

Welcome to the 12th volume of Ask Cryptic, where we put the questions you ask to our development team. In this issue we discuss ship combat, Klingons and high end game play. Read more to learn about Star Trek Online!

Lt.Goranov: Can we target, different parts of the ship? Like the warp core or the impulse engines, or warp nacells?
You’ll be able to target subsystems and disable certain devices, and people will be able to repair them and get them back online. But right now we’ve just begun working on this system, so it’s still in the “making it fun” stage.
Tamgros: How will partially damaged ships be handled in STO (ie: 1/2 hull dexterity)? Will it be like a typical MMO where everything works great until dexterity goes zero, or will you get debuffs/systems going off line?
Your ship and your items will not underperform as they get damaged. Your ship has hull integrity – or hull hit points – and your items, your subsystems, have durability. They’ll continue to work at full capacity until they’re destroyed. We don’t want to force people into a downward spiral in combat where you just keep getting worse and worse. Your shields get weaker, but performance doesn’t degrade until something goes offline.

There is another axis to this, though: You have crew on your ship. We lovingly refer to them as your redshirts. Different ships have different crew complements. The Defiant class staffs 50 people, and the Galaxy class staffs 1,000 people. Your crew help keep your ship running, and will do things like affect the repair rate of your ship and affect certain actions you perform, such as assembling boarding parties, repair teams or medical teams.

In combat, crew can die or get injured. As you lose crew from explosive devices like photon torpedoes, those abilities will weaken. So you may be less effective at repairing your hull, or launching boarding parties. You can revive some crew based on how good your medical skills and medical officers are, but inevitably, you will need to replace some of them.
marscentral: We know it's Science, Tactical and Engineer for Starfleet types, but what about the Klingons?
The simple answer is they’re exactly the same. No one ever said Klingons don’t have scientists or engineers; somebody built those ships. Klingons will probably have a few distinctions in skills and certain other areas, but the classes will be the same.
Manx: Will there be ways for solo players to get the high end ships, or will they be strictly for fleet members only?

Solo players will be able to access highest-end ships in the game. Everyone will be able to fly a Sovereign class ship or a Prometheus class ship once their skills and rank allow them to do so. That’s not to say there won’t be endgame rewards and things only guilds can do. But ships will remain available to everyone.
MagnusTyrel: We know the Klingons and Federation will be the Primary playable Factions and the Romulans will be one of the Main villans in the game, how exactly have you come about balancing the Federation ships with the Klingons giving that most Federation ships seem to be like flying Fortresses and are usualy seen disabling Klingon ships in a couple of easy shots, I know ofcourse that most of this is due to the Hero Ship/Crew factor but looking at online sources for ship specifications its seems the Federation has a large advantage... Any Information on this would be Appreciated.
First and foremost, we’re trying to build a balanced game. We are trying as hard as possible to remain accurate to the IP, but when it’s not fun and balanced, we take liberties. We have to. It’s the same as a question we had a couple weeks ago about Vulcans having what amounted to super powers in the series – we have to balance that, and we’ll do the same thing here.

Without going into too much detail, we know that Federation ships will be able to choose between escorts, science vessels and cruisers. Those three different paths represent the different shows. Escorts represent warships like the Defiant in DS9, science vessels will feel more like the science ships in Voyager, and the cruisers will represent the Enterprise-like ships from TOS and TNG. Klingon ships will be distinct and each will feel entirely different. You can expect to see your favorites like the Bird of Prey, Vor’cha, Negh’Var, and more, plus maybe a few surprises.

But the bottom line is there will be balance. There will be ships that are tougher than other ships. That will exist on both sides. Federation and Klingons will have different specialties that’ll counter each other.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9 Questions:
07-23-2009, 08:53 PM
  1. With regards to Sub-Systems, can you say how many sub-systems there are? Can you give us examples of some of the Sub-Systems we might be thinking as being Sub-Systems (ie other than Impulse/Warp/Phasers/Torps/Disruptors/etc)?
  2. With Regards to Sub-system Damage not affecting Performance:
    • How fast do you expect sub-systems to go from 100%-0% - assuming the shield is already down?
    • How fast are they repaired? I mean am I going to spend 2 mins destroying my targets Phasers, only to have them repaired in 30 seconds?
    • Is this open 'making it more fun'?
  3. With Regards to Crew death.
    • What does it affect other than repair rates, medical healing rates and 'boarding parties'?
    • Can you 'destroy' a ship just by killing its crew?
    • Will losing 50% of your crew affect the performance of the ship (outside repair/medical/bp)?
  4. Can you go into any detail on what and how Boarding Parties will work? Are they a DoT, DD, or something Else.
  5. Can you better explain the 'Sub-System' Targeting/damage idea? Why waste Damage on a Sub-system that you have to destroy before you see any results, and can be 'healed' to full effectiveness by being repaired to 1%. TBH, I am not seeing the tactical value of such targeting.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
07-23-2009, 10:27 PM
You said in the last dev chat there is (currently) 3 different kinds of ships science, cruiser, & tactical.
In terms of career paths, will there be certain ships only career specific jobs can obtain (i.e. science/medical can obtain Luna/Olympic) or does everyone have access to all and are they possibly more useful to that career based member (would a more tactical player have more advantages in a tactical/escort ship than others).

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