Ten
Ton Hammer: Players are
naturally going to try and create their own races, or recreate that one
really obscure race. With the cosmetic customization for ships, will
there be ways for them to make a ship that helps distinguish their race
a bit more from a cosmetic standpoint?
Craig
Zinkievich: I think those
players will be able to do some things, but definitely at first release
the two major factions are going to be the Klingons and the Federation.
So the majority of the ships that the Federation players will be flying
and customizing will still look very Starfleet. We don’t want
to make it so that you can go in and customize the ships to the extent
that you have the Oscar Mayer Weiner Bus flying in space. It still is
very Starfleet, very Federation.
On the Klingon side I think there’s a little bit more
freedom, because you have the Klingons, the Gorn, the Orion –
you have a few more races that have their “look”
that can be played with. But you’re definitely not making
crazy crazy, you’re staying within the military that you are.
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Bridge
officer selection adds another layer of depth to ship customization.
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Ten
Ton Hammer: With the bridge
crew, how large of an influence do they have on the overall abilities
of a given ship class? Do they reflect the innate abilities of the
ship, or enhance them? How will that relationship work?
Craig
Zinkievich: It’s an
interesting, parasitic relationship between the ship and the bridge
crew. One of the things that the ship configuration defines are how
many of what type of bridge officers can be on that ship when
you’re in space flying that ship. You’ll have your
stable of guys, but which ones are active or which ones are actually on
the bridge is specified by the configuration or class of your ship.
Having said that, the coolest powers that are in the game currently for
me are bridge officer powers, the things that your bridge officer has.
You ask your Worf to line up the photon torpedo spread, you ask your
Data to realign your deflector dish to send energy pulses back at the
person who’s attacking you. So it feeds upon itself
– the ship defines what sort of officers you can have on the
bridge or what kind of permutations you can have, but then your
officers really affect the way that your ship functions.
So if you get a more escort class ship, you’ve got more
tactical guys, you’ve got more pew-pew. If you’ve
got a science ship you probably have more seats for science officers on
the bridge, and so the science guys can actually bring their really
cool skills to the ship.
Ten
Ton Hammer: Do you think
that’s an area min/maxers are going to really get into?
Craig
Zinkievich: Definitely.
What’s really cool, going back to the customization,
it’s like, OK, I got this science ship that has those extra
science stations, and maybe I’m a science officer
so that would be really, really specializing. But then I have 4 or 5
science officers in my stable that I’ve really worked on
– who am I going to slot today? Who am I going to use today?
How do I feel like playing my role today? It’s actually
really exciting and cool.
Ten
Ton Hammer: So far, what
would you say is the coolest part of ship combat, or what aspect have
you been enjoying the most?
Craig
Zinkievich: I think the
positional aspect of ship combat is really, really cool. In team play
it adds another order of magnitude to the strategy that’s
available. Knowing that, say let’s all go to the port side
and maybe your third guy’s got his photon torpedo
salvo lined up and ready to unload is just waiting and trying to get to
that side to bring down the shields. That sort of cooperation or
synchronization within teams I think is really awesome.
In terms of game development, it’s neat how every once in a
while you find gameplay in things that you didn’t mean for
gameplay to show up in. In space your sensors definitely can see much
farther than you can engage, and there’s that sort of
‘engage’ range where you know what the range of
your weapons are, you know what range the enemy’s weapons are
and how far away they are. So there’s that sort of
‘hundred units’, that little bit of time right
before you’re actually in combat where you’re
really analyzing how they’re situated, what ships they have
or what configuration they’re coming at you with.
You’re lining all your power up to go into combat.
It’s that breath before the plunge that’s become
actually really exciting in the game, and we never planned on it or
expected that to be a big aspect of it. But it’s how the
whole team, in that very short period of time kind of figures out what
they’re about to do, get their ships all configured in a way
that goes into this next battle and then goes in. That, to me, is
something that just came out of the blue and is a really exciting part
of the game.
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