The customization options in STO extend light years beyond the cosmetic.
Any
MMO bearing the Cryptic Studios name is bound to have a staggering
amount of customization options available to players. But what happens
when you take that core concept and extend it far beyond the cosmetic
and fully into the realm of functional mechanics? Thanks to a
robust alien creation tool, upcoming
Star Trek Online
could very well raise the bar in terms of
cosmetic
options, but character
customization doesn’t end there, not by a long shot. Ten Ton
Hammer recently sat down with executive producer Craig Zinkievich to
discuss ship customization, learning some interesting details about the
impact of bridge officers along the way.
Ten
Ton Hammer: Will ship
customization in STO be as extensive as what we’ve seen with
character customization, or is it a separate type of system that
players will build on over time rather than work through up front as
with the race creation tools?
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Craig
Zinkievich, executive producer for Star Trek Online.
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Craig
Zinkievich – Executive Producer, Star Trek Online:
It’s not the same level of customization as the alien creator
is. As a kind of general overview, there are over a dozen different
classifications or configurations are what we call them, of ships
within the game. So you have your basic Miranda type, your Akira
configuration, your Galaxy configuration. The customization within
these configurations – it’s actually pretty awesome
what the ship guys have been able to do – the different
nacelles, the pylons which are the things the nacelles attach to, the
different bridges, the saucers to the actual materials that you put on
it such as the windows you choose or the color detail around the ship.
But the goal within a configuration is to make sure that
there’s a great amount of customizability so that the player
can feel like they’ve made what their ship looks like, but so
that another player looking at somebody’s ship can say,
“I know what configuration that is, I know what ship that is,
I know how powerful that guy is.” So generally
you’ll know what role that ship is playing whether or not
it’s more of a support role, or whether it’s more
of a DPS role you can kind of tell that by looking at
somebody’s ship.
Now, based on all of the
other
aspects of the ship that
aren’t cosmetic; what weapons you’ve slotted, what
systems you have on board, how your deflector dish is configured, what
bridge officers you have on your bridge – that really, really
narrows down what role you’re going to end up playing, what
powers you end up having and really what sort of subclass you have.
So there’s the cosmetic customization which is
really
cool,
and then there’s the functional customization that, within a
configuration of a ship, you can really bend and specify how you end up
using that ship.
Ten
Ton Hammer: So
you’d still walk away with a ship that’s highly
personalized, but at the same time another player wouldn’t be
completely clueless as to what configuration it is if they square off
with you in combat.
Craig
Zinkievich: Exactly.
Ten
Ton Hammer: In terms of how
players gain access to ship customization options, is that something
you’ll gain over time through general gameplay? Could you
explain a bit how that end of customization works?
Craig
Zinkievich: On the cosmetic
side vs. the functional side; one of the cool things about the way
Star Trek Online
is being put together is that the items, the weapons, the panels that
you put into your ship, what sort of systems you have online
– those also allow the player a lot of customization within
the career that they’ve picked, or the configuration of their
ship. We want to make sure that the things that are long term choices
like the player’s career or what ship they’ll be in
for a while – there’s a lot of ability for the
players themselves to choose how that’s going to act.
With the major careers in the game being Engineering, Science and
Tactical, you could say, “Oh man, there’s only 3
classes in the game, how boring is that?” But we’ve
purposefully made them really, really wide in how they function. So
within those classes, or within your career choices there’s
so much that you can explore. The player can say, “Look,
I’m really going to try to learn
these
skills or really try
to push myself in
this
direction and maybe it’ll work or
maybe it won’t. If it doesn’t I’ll just
go learn
these
skills now and play
this
today.”
So on the ship side to go back to your original question, when you
customize the functionality of your ship – all of the items,
the weapons, the systems, how you slot your warp core – all
of the functional things, you can look at that as kind of normal loot
within a game. Those are the things you can get from Starfleet, or that
you can find from that really cool advanced alien race that you did a
favor for and they give you that really special warp core. All of those
things open up throughout the game.
On the cosmetic side, there are some things that we are putting
throughout the game. So say you did this big task or fleet action,
you’ll get this special thing for your ship. But Cryptic
really likes to allow as much cosmetic customization to the player, to
give that away for free as much as possible. People really, really
enjoy that. The majority of the cosmetic customization is kind of open
to the player when they get that configuration of ship.