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Star Trek Online executive producer on how ship combat will play out

Filed under: Sci-fi, Game mechanics, PvP, PvE, Star Trek Online


Star Trek Online is a game being built upon many years of television and films of the sci-fi IP, which has been packed with hundreds of skirmishes and full-on battles. It's not surprising that a number of gamers who are curious about STO want to know about the game mechanics of space combat in the upcoming MMO, and if they'll be able to do the things they've seen play out on their television screens. This was the focus of yesterday's dev chat at Cryptic Studios, where Star Trek Online executive producer Craig Zinkievich fielded questions from the game community.

Starship navigation in Star Trek Online will allow for a range of movement but it won't be possible for ships to dogfight. (And honestly, should these massive ships really be pulling barrel rolls in combat?) But even the smaller vessels with very different attributes will be subject to limitations in movement, so "there's no strafing, no moving backwards and shooting (kiting)" says Zinkievich. He clarifies this by saying that ships can move in reverse, but doing so wouldn't be useful in combat. So apparently the game will not have Jumpgate Evolution-type scenarios where smaller ships move with blazing speed and agility, as STO combat is by design a more tactical experience.

Just as important as maneuverability (via WASD, with E and Q for throttle up and down) in Star Trek Online's space combat is positioning. Zinkievich says, "I don't want to say that the class of your ship has nothing to do with combat, but positioning is HUGE. Making sure that you get to your target's weak side and protect (shift shield energy to) yours is gigantic. Movement and positioning is probably the single most important part of combat."

Unfortunately it won't be possible to pursue an escaping player's ship and continue the fight in warp. The producer says that warp speed combat isn't in the cards for STO; all combat in the game will happen at sub-warp speeds. Since warp speed and combat don't mix, a player who wants to remove him or herself from battle will need to open up the range between their ship and their enemies before they can warp to safety.

What powers much of this phaser array and torpedo-riddled mayhem isn't any type of consumable fuel, but rather how energy is diverted. Zinkievich says, "You put more energy into engines and you move faster. You put more towards the auxiliary and you turn quicker. (Amongst other things.)" Station supplies and consumables will likely come into play, but won't be needed to power your ship. Zinkievich says, "We would rather be able to design slightly unpredictable content - spring a huge Borg cube on you when you least expect it - and not have you run out of gas."

If you're looking for more info about how starship combat will play out in Star Trek Online, the Q&A with STO executive producer Craig Zinkievich may have some of the answers to your questions.

(And thanks to Star Trek Online forum member NeoWolf06 for putting this all together.)

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