Ten
Ton Hammer: Is it possible to
lose a ship in combat? Or is there a threshold in terms of how much
damage a ship can sustain before you’d lose it entirely?
Craig
Zinkievich: I think that
you’ll be able to blow up the other ship, but that
doesn’t mean that your ship will be a total loss. We
don’t want to get to the point where you spend hours and
hours and hours refining and finally getting this ship, then having it
blown out of the water so that you’d have to go through all
of that again. So with ships I think that’s a place
we’ve maybe broken reality a little to the point where you
explode, it’s huge and really fantastic but then you go,
“OK, let me go back and I’ll respawn. I lost that
system, that system got totally destroyed and the durability on some of
my weapons is hurt.” But you’re not going to go,
“Oh my God I went AFK and I came back and my Galaxy craft was
gone, gone, gone!” So yea, we don’t want that.
I mean, it adds something to a game – I remember times in EVE
when I’d be teamed up with someone and they’d say,
“Hey, do you like my new freighter?” And
they’d accidently attack me and the police would come and
destroy his 80 million credit freighter. I remember those times, so it
adds something to games, but it’s not really an experience we
want in STO.
|

STO
will offer a high degree of symbiosis between ships, bridge officers
and characters.
|
Ten
Ton Hammer: Will the bridge
crew play a role in effecting repairs on your ship, or will you have to
find specific places where you can dock and handle repairs from there?
Craig
Zinkievich: There’s
definitely docking stations where you’ll do repairs, but also
– it’s not your bridge officers per se, although
some of the bridge officers have skills to help you repair your ship
and do hull repairs. But it’s your ships greater crew that
does that, and kind of the makeup of that crew that helps you repair
your ship outside of combat.
Ten
Ton Hammer: Going back to the
ship configurations a bit, you’d mentioned that there are a
dozen different configurations; will there be somewhat of a direct or
predetermined path players will take in terms of advancement from one
ship class to the next? So for example, will players start out with a
smaller ship and advance along a set path, or will there be points
where a given player might decide to go in a different direction in
terms of which ships they obtain?
Craig
Zinkievich: There is a
progression in terms of advancement for the ships, but
there’s also a whole lot of choice across the board. There
are different roles that the ships take, and also there’s
lines where going from one class to the next class that opens up to you
once you get skilled to open up that ship – how much that
previous ship is effective depending on how you have it outfitted,
there’s not a clean line where it’s like
“OK, get out of that ship because it’s useless to
you now.”
I’m not going to say that you can take the very first ship
that you’ll have in the game and use that all the way until
you’re an admiral, but you can actually pull it along much
further after you’ve opened up other ships. So you can keep
that ship much longer rather than there being any kind of clean line.
Ten
Ton Hammer: So between the
different ship configurations and the separate career paths, two
different players can start out in roughly the same place, but
ultimately end up in two very different places based on advancement
choices?
Craig
Zinkievich: Definitely. If
they took the same career choice, that doesn’t mean that
they’ll end up in the same ship by any stretch of the
imagination. They could really end up anywhere with the ship, and
because the career choices are so broad, they could end up playing to
totally different games. What really makes up who that player is, what
role they play in the game is a combination of their career choice,
what skills they’ve chosen within that career choice, what
ship they’re flying, the bridge officers that they have, the
equipment that their ship have and that their bridge officers have. So
there are a whole lot of customization elements and a lot of different
routes that players can go based on what they choose for any of those
things.
Ten
Ton Hammer: Are the bridge
officers another of the customization elements that players will
acquire throughout various aspects of normal gameplay?
Craig
Zinkievich: Definitely.
You’ll pick up different members as you play, or
you’ll run across unique alien races that have unique, cool
skills that you can’t get any other way. And whether or not
you take one of those guys and recruit him into Starfleet or whether
you ask him to train one of your bridge officers in those skills is
really up to you. I mean, you don’t want to start off with
Spock and then have to cut Spock loose just because you found some phat
loot. So you’ll be able to train up your bridge officers.
Some people don’t care, but personally I do – the
attachment to the bridge officers is a big part of the game.
But the skills that they learn, the bridge officers will level up those
skills. You get points that you’ll spend to say, look with
this guy I want
this
skill to be better.
They rank up along with you,
so you have to promote them throughout the game. So there’s a
lot of advancement for your bridge officers as well as you.
Ten
Ton Hammer: It definitely
sounds as though there’s a lot of symbiosis between the
ships, bridge officers and player characters.
Craig
Zinkievich: Yep, it all comes
together to really define what role you’re going to play
based on all of those things.
Ten
Ton Hammer: Well Craig,
thanks for taking the time to talk with us!
Craig
Zinkievich: No problem! Thank
you very much; it’s been a whole lot of fun to do this!
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