. We've talked about
with
the team a couple of weeks ago, and this week, we wanted to delve in a
bit more into ground combat. How does the game play feel and differ
when on ground? How does ranged combat work? How often will we be on
ground? All of these questions, and more, were answered by our guest,
who was more than happy to explain Star Trek Online ground combat to us.
Ten Ton Hammer: How frequently will
players be involved in ground
combat?
Dan Stahl: Let’s take the
Klingon Federation Front as an example. It’s
the first hub in the game. Within that hub, you have a number of
episodes. Each episode is a five act instance. Within those five acts,
one to three are ground maps. Just like a tv show, one episode may be
to fly to a system, take some readings, maybe go onto a ship, where you
might get a clue where they beamed down to the planet, so you beam
down, and then maybe you’ll have to chase them back up into space. So,
within those five acts, you have a couple of space maps, and a couple
of ground maps – one interior, one exterior. So, that’s one episode,
and there is a certain amount of episodes in every hub.
Then, in addition, you have patrol missions. For patrol missions, I’d
say they’re about 75 to ninety percent space. We do, however, have a
few that do contain ground. On top of that, there are star clusters,
which is pure exploration, and I think the balance there is closer to
50/50.
But, in general, there’s always going to be more space content than
ground, simply because we never have you go from the overhead map
directly to the ground. You always have to go through a system map to
get to a ground map. So, by default, there will always be more system
maps.
Ten Ton Hammer: So it wouldn’t be
possible then, for a player to choose
to simply do only ground missions.
Dan: Episodes are always going
to involve, for the most part, some sort
of combat in both arenas. Patrol missions are mostly space combat.
Star clusters are a little bit different, and this is where we try to
balance things out. In exploration, there are space maps that have zero
combat in them whatsoever, where it’s just to go look for scientific
anomalies. Then there may be a clue to send you to a planet to find out
what’s going on. So there certainly is content that has no combat in it
whatsoever.
In addition to that, there are fleet actions, and these are our 20-man
open missions where we try to get a bunch of players on the map and
have them work together to complete objectives. There are both space
and ground versions of those. For example, in the Klingon Front, you
may go to the Gorn mine field, or Star Base 24 if you really like space
combat, or you may choose to go to the Ice Mining Rig, which is just a
huge, giant ground map.
Ten Ton Hammer: Would you consider
ground combat more tactical, or
action based?
Dan: Where we’ve slowed down
space combat to make it more tactical, I
think the fun on the ground is definitely more action. Less Gears of
War, more Halo. With that said, we have been adding more tactical
features just so you have class differentiation. Science officers can
do certain tricks on the ground, as can Engineers and Tactical
officers, and then on top of that, your bridge officers have a whole
bunch of fun things.
Early on in the game, it’s hard to get an overall view of that. Just
like any MMO, for the first ten levels, you’re not going to get a
really good representation of class benefits.
We’ve been recently playing some content in the later hubs, and it’s
really impressive to see how different the encounters play. For
example, when you’re fighting Romulans, you may know that Romulans like
to do things a certain way, so you adjust your tactics to suit that. So
we do have some tactics in there, but we’re trying to keep it fun and
fast. It’s not a turn-based combat system.
Ten Ton Hammer: How does ranged combat
work? Is there a targeting
reticule?
Dan: You select an enemy as a
target. You don’t have to aim, so it is a
little bit RPG style.
We do calculate things like flanking, whether or not the person has
shields, if they have buffs, what kind of weapon is being used, so
there’s a lot of RPG number crunching going on in the background. All
of that stuff is taken into account in terms of how much damage you’re
going to do to your opponent.
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