Rather than having a single, massive hotbar stuffed full of skills, the
available options in combat were neatly fit into a number of separate
UI elements that when taken as a whole, give players a more interesting
set of options on how they want to approach combat. For example, I
could manually manage how much energy went to my shields on a given
side by tapping the corresponding arrow key on my keyboard, while at
the same time wearing down my opponents shields with a series of quick
shots that would then allow me to unleash some more damaging torpedo
attacks. Meanwhile, each of my bridge officers also had certain
abilities that could contribute to combat in a specific way, such as
being able to fire off a volley of attacks or boosting the overall
maneuverability of my ship for short bursts which would allow me to get
into a more tactical position. Some standardized energy layouts were
also just a click away, so for example while approaching my targets I
could shift power over to my engines, but then once I closed into
firing range it was another quick click to divert power over to my
shields.
After blowing the pixilated snot out of a few groups of Klingon
vessels, the combat shifted scenes giving me my first taste of
‘away team’ combat. Some basic principles carry
over from ship to ship combat so that it’s not an entirely
jarring experience to transition between the two. For example there are
certain tactical elements such as finding adequate cover or even the
more simplified central hotbar that’s enhanced by a number of
other gameplay elements that you can tweak at any given time such as
the abilities brought along by the bridge officers brought along to
round out your away team of 5. In the live game those other team
positions can naturally be filled by other captains, or
you’ll also be able to have a few human teammates with a
couple of bridge officers along for the trip.
The specific bridge officers you bring with you can also have a direct
impact on how you’ll ultimately want to approach the mission
content you come across. For example a team that’s heavy on
science and medical officers will no doubt tackle situations much
differently than members of your crew with a stronger combat focus. As
we’d learned previously, each of these officers will truly
act as “living loot” – in other words
they can be trained up alongside of your character as you advance, and
will typically be found while out exploring alien worlds. At any point
they’ll also be tradable to other players, which Craig
Zinkievich went on to explain has the potential to turn into an
interesting business all on its own. For example, you could build a
reputation for training up some the best science officers around which
you could then sell to other players who may have a different approach
to training up their crew.
While the graphics will no doubt be tweaked a fair amount in the coming
months, one of the things that immediately struck me as my away team
beamed down to the surface of a nearby planet, was that it felt like I
was stepping onto a soundstage or film set. Whether or not this was
intentional, it surely enhanced the notion that I was the star of my
very own mini-episode a Star Trek show.
I’m certainly looking forward to seeing how STO progresses
over the coming months, but overall I can say with certainty that the
wait so far has been well worth it.
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