Lt. Commander
Join Date: Dec 2007
Posts: 120
# 191
10-04-2009, 01:05 PM
It is still not clear to me how the paths of the different professions will work in space.

If I decide to flollow a science/medical career, I will get a medkit and serve as a doctor on the ground. Fine, thatīs perfect.

But itīs absolutely illogical (at least to me) if this doctor is also an tactical ace in space combat as well, only because the player is spending points in this direction and is choosing an escort class ship. From my point of view there should be at least some logical restrictions between the different paths in space, otherwise there donīt need to be any classes at all.

Ot did I miss something?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 192
10-04-2009, 02:46 PM
I am curious how long Cryptic envisions the average player (10-12 hours of play per week) will take to get to admiral. Since there are only a few ranks, I am guessing that they set things up so this goal should take a while. I would hope for the better part of a year. I would really hate to see admirals flying around in a Prometheus after only a couple months.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 193
10-04-2009, 04:32 PM
Quote:
Originally Posted by Merivon View Post
I am curious how long Cryptic envisions the average player (10-12 hours of play per week) will take to get to admiral. Since there are only a few ranks, I am guessing that they set things up so this goal should take a while. I would hope for the better part of a year. I would really hate to see admirals flying around in a Prometheus after only a couple months.
Well, considering you may have some that will be playing 10-12 hours A DAY. I would still go with the suggestion of having a 'time in grade' (Real time not virtual) before advancing in rank.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 194
10-04-2009, 08:58 PM
Quote:
Originally Posted by Captain_Starblazer View Post
Well, considering you may have some that will be playing 10-12 hours A DAY. I would still go with the suggestion of having a 'time in grade' (Real time not virtual) before advancing in rank.
I kinda like that; but I have a feeling that there could be a problem with it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 195
10-04-2009, 10:24 PM
Quote:
Originally Posted by Merivon View Post
I am curious how long Cryptic envisions the average player (10-12 hours of play per week) will take to get to admiral. Since there are only a few ranks, I am guessing that they set things up so this goal should take a while. I would hope for the better part of a year. I would really hate to see admirals flying around in a Prometheus after only a couple months.
My observation of MMOGs over many years is that players always find a way to "powerlevel" (i.e., a way to level much faster than the game designers anticipated or planned for). And, over time, the combination of experienced players leveling alts, players generally having access to mission guides, and loosening some beginning parameters for XP gain, tends to accelerate this process.

Keeping a lid on the proliferation of powerful items is one way to brake the drive to level, and another would be the use of real-time for certain parts of the game (I believe that EVE does this, as does Pirates of the Burning Sea in their econ play, and I'm sure that there are others).

Since there will be provision for multiple characters, no one will reasonably be denied the opportunity to play, regardless of how fast they can rack up skill points.

Perhaps one way to further limit the opportunities to powerlevel characters would be to have very limited ability to transfer items between characters. IF ships and equipment are "granted" to players as a result of their performance, then the opportunities for higher-level characters to finance their alts' advancement or outfitting will be limited. Of course, this would seriously impair any economic game or character (or race for that matter).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 196 Career Advancement
10-12-2009, 01:23 PM
Quote:
Originally Posted by Captain_Starblazer View Post
Well, considering you may have some that will be playing 10-12 hours A DAY. I would still go with the suggestion of having a 'time in grade' (Real time not virtual) before advancing in rank.
I would think they would keep it fairly simple and striaght forward: successfully completed missions, conduct, for Klingons it would be more Warrior-based attributes as opposed to Federation being more "Acting like an officer" but both would definitely be leadership based and both would include, IMO, acts fo heroism; time should be a factor but leadership, skill, conduct, and success rates should count more because they are better measures (someone who does little and accompllishes nothing much doesn't deserve a promotion- merit, skill, and how one conducts oneself among others are far better criteria for a promotion but at the same time just doing jobs and, excuse my language, kissing ass shouldn't get you promoted (nor should sleeping with the boss although I don't expect that to be an issue with this game).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 197 25th century toilets
10-12-2009, 01:28 PM
Quote:
Originally Posted by Captain_Starblazer View Post
I don't know about the 25th century, but in the first days (circa: 2150) When the NX-01 Enterprise launched, a grade school sent a communication to Archer and the crew asking questions. And one was about 'how do you go to the toilet' , and Trip answered "Just how you normally do, but then its broken down and molecularly re-sequenced into something else.

Since there is artificial gravity on starships, I assume toilets are pretty much the same But, Lord! don't let the gravity go out at the wrong time
Vacuum suction followed by molecular breakdown that way you don't have to worry about gravity gone awry unless you have to go and can't make the toilet for one reason ro another including gravity issues.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 198 Admiral rank
10-12-2009, 01:30 PM
Quote:
Originally Posted by Kairutk View Post
I have no problem with an admiral rank, but I think that it needs alot of prereqs, for starters they should be wel rounded. so alot of at least almost maxed out skills. an insanely high reputational rankings, with pvp experience and have explored so much. kinda like an uber bonus. but i would think that some in between lvls would be good to give it some spacing.
I think the other categories aren't necessary although Admiral should have a choice between Fleet Admiral and sitting back home at Starfleet barking orders to Captains.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 199
10-16-2009, 08:15 PM
1. how many hours of active gameplay do you project to reach admiral. I imagine that the XP system is designed in a fashon that you can control this. are we talking 4 months at 15-20hours a week or 8 months?

2. will ships be available for free when ascending to the next rank or will they have a cost.

3. will lower teir ships have a purpose once we reach end game or is everyone going to be in T4 ships?

hows about end game content where you need fast ships like T2-T3 to get the job done.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 200
10-20-2009, 06:27 AM
OMG, i was just reading the front page news and i saw my name in the news

You guys answered my question and its on the front page news post, i thought i had no chance since there are hundreds of questions and guys only answer around 5 of them.

thats totally awesome

part of enjoying the PVE content is playing co-op with vs AI and its a big thing for me.

Id just like to say thanks to Rekhan and the STO team, keep up the good work.
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