Greetings, Captains! Youre listening to Episode 189 of Priority One Podcast, the premier Star Trek Online podcast! This episode was recorded on Thursday, September 4th, 2014 and made available for download Monday, September 8th, 2014 at PriorityOnePodcast.com!
This week we Trek Out our interview from STLV with the team behind the officially licensed Star Trek Beers,
The Federation of Beer! You can also check out our video version of the interview on our new YouTube Channel:
http://youtube.com/p1network. This week in STO News, theres a lot to cover with new blogs on Delta Rising -- We have a new starter pack, new species are introduced, and a new ground weapon that adds a whole new dimension to ground combat.
Later, we interview Star Trek Onlines Lead Designer, Al Captain Geko Rivera to discuss some of the major news that has been announced on Delta Rising. Finally, well open hailing frequencies and see whats incoming from you -- our listeners!
Captains! We have published a majority of our interviews from STLV check them out
HERE!
In case you missed it you can catch the STODev Panel in its entirety during
episode 184 of Priority One Podcast!
Topics Discussed
[*]
Borg Disconnected
[*]
Delta Rising: Operations Pack
Delta Rising: Operations Pack Full Details
[*]
Lore: Path to 2409, Volume 16
[*]
Tribble Maintenance & Release Notes - 9/2/14
[*]
Intelligence Operative Gear: Equipment Briefing
[*]
Fleet Credit ChartThis weeks Community Question
- Captains, will you be purchasing the new Delta Rising Operations Pack? What about the pack is most enticing to you?
- If the Priority One Team*were DoFFs in the game, what traits would you give each of us? Give us list for each host and member of the team if you can!
- What are your Game Ideas?!
Let us know YOUR thoughts by commenting below!
The Priority One Network is
always looking for new team members that have a passion for Star Trek. Please know that all of our positions are volunteer, but we do offer a well known outlet for your work. If you have a particular skill that you believe could enhance our content, then send your contact information and experience along with a few writing samples to
incoming@priorityonepodcast.com
Did you miss any of our great Blogs last week? Stop by
this link and see for yourself! You can also follow us on the social media sites! Were on Facebook! Head over to
www.facebook.com/PriorityOnePodcast and say, "Hi!" Or, Check us out on Twitter via
@stopriorityone for show times and other cool stuff.
Liked this episode? Totally hated it? Leave a comment below,
Contact Us using our handy web form! Enjoy the show!
STREAM WHILE YOU PLAY & DOWNLOAD FOR LATER (iTUNES AND MP3):
Web:
http://priorityonepodcast.com/po189
iTunes:
Priority One PodcastSUBSCRIBE:
OUR RSS FEEDFOLLOW US ON TWITTER:
STOPriorityONE
There are no plans to transcribe this episode at this time.
Comments
Answer: Yes. (Already purchased.)
Most enticing? KDF T6 ships. 'Nuff said.
Orbital Repairs and Rescue Retrieval Mission
BEFORE EXPLAINING THE GAME PLAY:
The following is a mission idea which introduces a space-like version of the grapple gun. In this case, the tractor beam/repulsor unit.
The item would only be available for equipping within this mission. Otherwise, other existing missions, like the DS9 ones, would need to accommodate the new functionality. (And I don't see that happening...)
SCENARIO:
+ The player responds to a distress call. Above a distant world, a starship has incurred serious damage. Assistance is required to make repairs. (Possibility: The player's toon knows the captain of the damaged ship.)
+ The player accepts the mission. As it goes, your player has traits which are necessary to fixing the damaged ship's problems. The other ship's captain asks you to join in the repair work. (Your player knows the captain, or you're returning a favor, or an offer of ___ is proposed, or ?)
The player must equip the following in the transporter room:
- repair tools
- tractor beam/repulsor unit
Note: The grapple gun (from the "Delta Rising" expansion) is NOT optional.
+ Once the space suit is activated, the player is beamed onto the exterior hull of the damaged starship. A series of mini-games (akin to Dilithium Mining) are played to fix the damaged ship.
The player walks along the outer hull of the damaged ship in their magnetized spacesuit boots. The mini-games should be close to one another. To prevent game fatigue, there should be a handful of separate, random areas where the player would get beamed onto. That way the player isn't going to the same repair location every time they play this mission. (Example: the mission takes place on the Primary Hull, OR the Warp Nacelle, OR the Secondary Hull, etc. The view should be spectacular from wherever they are! It would be awesome to see your starship in the distance.)
During the mini-game, the player uses their "repair tools". Maybe outside of the mission, players could use the Crafting UI to create better tools -- for larger rewards (or a chance at better rewards) when they play this mission with them. Those tools could be bound to the character as a means to encourage crafting.
+ At the completion of the final mini-game, a massive explosion occurs: an EPS main has ruptured, sending debris -- and an NPC crew member -- hurling in space towards the planet.
ALTERNATELY: This rescue mission is separate.
The player (still on the exterior hull of the damaged ship) receives a communication: The player's ship cannot get a transporter lock on the NPC with all of the debris. And the damaged ship has lost power; no lock, no transporters. The player is the closest one; they must attempt a rescue. The player's ship CAN maintain a lock on the player. If the player can clear the debris and reach the NPC, then they can beam both of them back.
+ A cutscene shows the player jumping into space, assisted by the tractor beam/repulsor unit.
+ The player hurls towards the NPC. The tractor beam/repulsor is automatically equipped. (Two keys allow the player to toggle between tractor beam and repulsor beam modes.)
The player maneuvers up-down-left-right, staying within a pre-defined trajectory course. (Think Star Trek: Into Darkness during Kirk/Khan's space jump! Or Gravity!) The tractor beam/repulsor unit moves debris out of the way. Sometimes debris will get into the way and need to be pushed or pulled out of the flight path.
I'd love to see a planet's atmosphere on the horizon, coming up fast as you're rocketing towards the NPC. Just enough out of the player's line of sight to allow you to see the debris coming at you. (Shards glowing in the sunlight.)
+ Ultimately, the player catches up with the NPC, using the tractor beam to pull the NPC close enough for transport. Once this occurs, a cutscene shows the players transporting together. Both materialize on the player's transporter pad. Mission successful!
+ If the player doesn't complete the objective, then the player is transported back empty-handed. The NPC is lost forever. Mission fail! Well, until you play again...
Afterthoughts:
* No clue what the rewards should be...
* Have fun creating the Mission Accolades names for this one!
Helpful Tools: Dictionary.com - Logical fallacies - Random generator - Word generator - Color tool - Extra Credits - List of common English language errors - New T6 Big booty tutorial
Nonsense.
The worst thing which could happen is people actually listening to him. :P
Don't forget cherry pick a quote to prove that he hates the fanbase or something like that!
Anyway, nah, not picking up the pack. Maybe if there's a Starter Pack ala LoR, but nah. The only one that catches my eye is the Guardian Cruiser.
Burg-inz
Anyways, DOffs:
Skiffy wants to be an Engineer, how about a Technician?
IIRC, Cookie has talked about going to conventions in her Medical division uniform, so she should obviously be a Doctor.
Jase has shown a great knowledge for ship systems and combat, so Space Warfare Specialist.
I think Elijah would agree that someone needs to make the Nerve Tonics. Bartender!
Ship Obsolescence - I applaud the work and testing done to make sure people could take the ship they currently fly and reach level 60. However, when we talk about our current ships being obsolete, most of us players are thinking end game. It seems based on the work with the T5U ships vs. the T6's a good compromise has been reached and this point is understood. For now (see below).
Fleet T6's - If Cryptic is not willing to obsolete (endgame version, not leveling version) our current gear and ships via upgrade options, I will take it on faith they will continue that policy when Fleet T6's arrive. As Geko said, there should be incentives and reasons to want the new ships. However, those should be based on different options not significantly more raw power vs. what we can eventually upgrade our T5's to.
Chasing new shinies - Geko said he was somewhat confused by players wanting to be done gathering new levels or gear as he felt that's what an MMO primarily was. I disagree, especially those of us on limited time budgets. MMO's that sold us new gear and levels immediately outstripping what players had already worked very hard to get will find themselves with shrinking player bases. We like new options that do not immediately invalidate the bulk of what we already have.
Think of it like Magic the Gathering. You build a card collection and use the many options to craft your deck. A new set comes out, giving you some new abilities and options but they are ones that allow you to tweak what you have, not cause you to want to burn your cards and find something else to do. While we like new stuff we don't want to be on a hamster wheel of revolving gear. Eventually us players realize how pointless that is regardless of how immersed we are in the franchise or community.
How other MMO's handle this is only so relevant. Most of us stopped playing many of those in favor of this. In part, for some of the reasons listed above.
Getting information out - There was a lot of work Cryptic was doing behind the scenes to make sure our investment in our current gear and ships was not a waste with these upgrade options. They really did a poor job communicating it on even a basic level though. Many people I know were apprehensive enough to start looking for another game including members of my fleet leadership. I myself quit STO for nearly 2 months for fear the expansion would invalidate my prior dilithium, time and monetary investments. Based on what is coming out of Tribble those fears were mostly addressed and I bought a Delta pack as a result. The right words, even if vague, might have saved us a lot of that.
Those are my thoughts anyway and I am still enjoying the game. Keep it rolling guys and thanks for all the hard work.
Respectfully,
Varthelm
It could have been worse oh so much worse. Naysayers feel free to tell me how green the grass was on the other side, even when I spent 3 years looking at 8 or so pieces of concept art on a website that was never updated. /end rant Go Geko!
Maybe someone can post the relevant parts of the podcast in the thread. Extra gold star if they can do it without quoting him out of context.
This is from a really old game known to a few of us as Star Trek: Klingon Academy. Other great Star Trek games were born from this, one of them being Star Trek Bridge Commander. They allowed for the complete control of your ship and also offered stunning damage effects and real time damage to ships hull and subsystems. STO needs to be less of a boreville, bang your head against the keyboard-to-win and needs to start taking the initiative to a different direction.
Of course my pipe dream is a Star Trek game with the universe like EVE Online, the ability to pilot your ships like Klingon Academy and Bridge Commander with the micromanaging of Star Trek Starfleet Command 1-3.
Some of the things he said:
- T5-upgrade tokens will probably be tradable
- There will be no smaller faction packs, only Delta Operations pack that is currently out.
- There will probably be some kind of Voyager bundle in the future but he didn't said if it will be based on ships, or similar to DS9 bundle that we currently have on C-Store.
Al probably should brush up on the concept of "Horizontal Game Progression" which is what this game had for 3.5 years -- and was actually a positive thing going for it considering that ships have to be bought (with a pretty ridiculously high price point).