Lt. Commander
Join Date: Dec 2007
Posts: 120
# 31
09-04-2008, 03:55 PM
Sweet! Thanks Cryptic!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 32
09-04-2008, 03:59 PM
One of the questions I have about scale is that, in Star Trek canon, full impulse is one quarter light speed (or approximately 75,000 kps), and I hope that Cryptic will not be penalyzing people with larger ships wiht less maneuverability. This would especially be true if, as we advance, we are graduated into a bigger ship, which would mean that players would be penalyzed for advancing.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 33
09-04-2008, 04:09 PM
Quote:
It's not unreasonable to expect a Vulcan to be more resistant to psi attacks and control, or a Betazoid to have a bonus with NPC interaction.
<perk> Betazoid? Did someone mention Betazoid?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 34
09-04-2008, 04:17 PM
Quote:
Given that the story and character of Star Trek are almost iconic, how will the story element be delivered? Will there be voiceovers or cut scenes?
It's been pointed out that this question wasn't answered. The answer tells us there will be characters from previous Treks in the game. Some of the question implies that answer is wanted, but the main question is, how are missions/story elements given to the character?

In City of Heroes, all NPC and mission interaction is done through text, also there were no cut scenes, and no in-engine cut scenes. If this ends up being the case in STO, I'll be fine with it, since I want to play the game, not watch the game. I don't want to read pages of text either, so any text needs to be short, and voice over wouldn't help because I can read faster than voice overs. However, if most communication is done by displaying the character's face on a screen, and showing text with voice, that would be cool.

Quote:
Space is vast. Will it feel vast in STO?

Very vast! As we are constructing Star Trek Online, it is sometimes amazing to experience just how vast space is. We are paying close attention to the fine balance between delivering the true experience of vast space and keeping gameplay fun and engaging.
I'm glad to read this. However, from what I've seen of the in-game stuff so far, it appears that planets and solar system distances will used compressed scales. Considering how fast impulse and warp are, I don't see any reason why distances and planetary size shouldn't be completely to scale relative to the ships. If connection speed is an issue, I can understand that.

In that case, there is a way around the problem. The draw distance could be limited, and a visual scaling effect could be used, so you cannot, for instance, see Mars from Earth, just what looks like a red star. As you get closer to Mars, Earth appears to shrink away completely, and then simply isn't drawn once it appears small enough, that way you can't see the ships around the planet at distance either.

For an example of a galaxy, with stars, and planets, that uses real scale, check out the program Celestia.
Quote:

We have been working on that recently, and we are in the process of defining ship scale and size ratios. Most of the time it is not a problem. But there are a few exceptionally small ships, such as shuttlecrafts, that become problematic. At true scale, they become nearly unperceivable when you are flying a ship the size of a Galaxy class, and that's simply not fun.
There are at least two ways around this that don't involve making the smallest ships larger than they should be. The first method is already being used in the game, the light trails ships use make ships visible at very long distances. When too far away even for that to be useful, I suggest putting brackets around the ship to mark off where they are. A second type of bracket would be used for when you're actually targeting the ship, with various other brackets or text showing hits and damage levels. Or, just give the light trails enough levels of detail that you can clearly see the trails for smaller ships at maximum visual distance.

It might be nice if your crew could say those damage levels of the other ship when their state changes, instead of only displaying those levels.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 35
09-04-2008, 04:29 PM
It seems like they are going to be making there own ships for this game. if the want to start us off with same ships. Make the Defiant or Delta flyer the starting ship sizes. Next size Interpid, Luna, Galaxy, and a new 25th ship size.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 36
09-04-2008, 04:38 PM
Quote:
Originally Posted by Kestrel View Post
Ask Cryptic returns with answers on story, space, psionics, society, ships and logs. Thanks very much to our development team for taking time out of their busy schedules to answer these!
As we looked closely at the IP and built our story, we realized there were certain truisms we needed to honor. The Federation is an idealistic society that seeks to better themselves and others. It is a fundamental part of Gene Roddenberry's vision the future will be brighter. Other societies like the Klingon Empire or the Romulans are not evil, but they are different. They are motivated by different values and handle situations very differently than the Federation.
Read more here!

Yes I would like to see the Captain's log feature in STO.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 37
09-04-2008, 04:44 PM
"Star Trek Online takes place about 30 years after the events of Star Trek: Nemesis and Star Trek: Voyager, in the year 2409. Many of the characters have retired, passed on or otherwise evolved. "

Why are they dead? There are multiple Trek references about people easily living past 100 years. During the start of the very first episode of TNG Data is talking to Dr. McCoy and comments he is some 130+ years old. I guess that this would infer that those people died from other circumstances? Passed on? Did some die while serving together on Enterprise? Or from some new war? Or attack on earth? Or some kinda crazy disease? Will this be explained in the game storyline? So many ?'s! lol
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 38
09-04-2008, 04:54 PM
The developers response is very much appreciated.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 39
09-04-2008, 04:54 PM
the log entries stuff seems fun, I hope they figure out how to work the shuttle craft sizes.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 40
09-04-2008, 05:04 PM
Quote:
Originally Posted by Tetracobalt View Post
"Star Trek Online takes place about 30 years after the events of Star Trek: Nemesis and Star Trek: Voyager, in the year 2409. Many of the characters have retired, passed on or otherwise evolved. "

Why are they dead? There are multiple Trek references about people easily living past 100 years. During the start of the very first episode of TNG Data is talking to Dr. McCoy and comments he is some 130+ years old. I guess that this would infer that those people died from other circumstances? Passed on? Did some die while serving together on Enterprise? Or from some new war? Or attack on earth? Or some kinda crazy disease? Will this be explained in the game storyline? So many ?'s! lol
Just because the average modern life span is around 75, doesn't mean people don't die before that point. Disease, injury, and attacks all still kill people in Star Trek, and as you get older the first two get more likely.

In thirty years, Picard would be about 108, the character is ten years older than Patrick Stewart. Despite what we saw with, McCoy, at that age, he could easily be dead, not that I would prefer that.

Even so, the reference to some character being dead probably refers to all of the TOS characters, and a few of the later ones, thanks to mission related deaths.
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