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Exclusive Interview: Star Trek Online's Steve Nix (Combat Sytems Designer)
http://www.rarityguide.com/articles/articles/209/1/Exclusive-Interview-Star-Trek-Onlines-Steve-Nix-Combat-Sytems-Designer/Page1.html
By chronodev (Ron)
Published on 01/23/2010
 
RarityGuide.com interviews Star Trek Online's Combat Systems Designer, Steve Nix, at the Meet and Greet in San Francisco, January 23 2010

Less then 2 weeks way from the launch of the new Star Trek MMO, Star Trek Online, We interviewed STO's Combat Systems Designer, Steve Nix.

STO Steve Nix

RarityGuide: Are you involved in designing the Ground Combat, Space Combat, or both?

Steve:
Both.

RG: Let's talk about Ground Combat first. I've read some complaints that it is too simplistic. How do you respond to that?

Steve:
Ground combat is more action oriented, while in Space Combat you have to think a bit more. Ground combat starts out a bit simpler, where you rely mostly on your gun, but later you can get different kits which allow more options for the ground combat.

RG: Are there different roles like in other MMORPG? For example a tank, a controller and a healer?

Steve:
Yes. We have the Tactical officer who does the most DPS (Damage per Second). Engineering is the tank, while the Science Officer is the support.

RG: Is it possible for the Science Officer - the support character - to Solo ground missions?

Steve:
Certainly. You have an away team of 5 members. If you are grouping with other players, they will be part of the away team. Otherwise you choose your own officers for the away team. So if you are a science officer, you can add to your team tactical officers and engineering officers, for example.

RG: How is the AI (Artificial Intelligence) on these computer controlled away team members?

Steve:
You can give them a variety of instructions, in a manner similar to controlling pets in other games. For example you can tell them what powers to use, set them as aggressive, defensive, have them target your target.

RG: Can you respec your character?

Steve:
Yes. While you cannot change the class of your character, you can change its skills in a similar manner of the talent trees in other MMOs. In addition, you get Kits that let you use different powers.

RG: Let's talk about space combat. I've heard complaints that it has been dumbed down and gotten too easy?

Steve:
There was a build released recently in which the enemy ships were too week and you could destroy them easily by just keep pressing the button. We heard the complaints and rebalanced and in the latest build we have made enemy ships tougher. We have added enemy ships the ability to use different bridge powers as well. In the end, the result is that the space combat is much more challenging and rewarding now.

RG: Tell us about the different types of ships

Steve:
There are Escort ships that have lots of weapons and do lots of damage but are vulnerable if they don't destroy the enemy quickly. Cruisers have a strong helm so can withstand a lot of damage. Science ships are the best shielded.

RG: Can a Science Ship go head to head against a Cruiser Ship, for example?

Steve:
Yes, and we have many players with science ships defeating players with cruiser ships, claiming they have built the ultimate science ship. And other way round too, we have cruiser ships winning against science ships. All types of ships have a chance against other types.

RG: Let's talk about the death penalty. Some people say it is not harsh enough.

Steve:
This is a game, and we dont want to make death a frustrating experience.

RG: What happens when your ship is destroyed?

Steve:
You lose crew, so your ship is less effective.

RG: How fast is the recovery?

Steve:
Recovery is pretty quick.

RG: So basically if the penalty is minimal, there's nothing to lose by dieing?

Steve:
There is. In PvP, you lose the battle. In PvE, someone who dies often will take longer to progress because he will have to wait for the crew to recover. But as I said recovery is pretty quick so it is not up to a point that it is frustrating to die. You don't even have to go back to a starbase to recover your crew, they recover on their own with time.

RG: Is there a logical explanation as to how a ship respawns if it's blow up? For example City of Heroes had Super Hero Hospitals of sort which would detect when you die and beam you in for recovery. How do you explain a blown up ship respawning with it's captain alive?

Steve:
We don't. It's just a game, your ship gets blown up you try again. On a related note, later in the game you can blow up your own ship using a self destruct like power, hoping to take the other ship with you.

RG: Is the game geared more toward casual players or Hard Core Gamers:

Steve:
I would say Casual. Most of the people playing are Star Trek fans and not necessarily hard core gamers. But Hard Core games will find their place in the game too.

RG: Let's talk about instances. I've heard complaints that the game is too much instanced?

Steve:
We had 2 choices, either have multiple servers, or one server with many instances. We chose to have a single server so it is easier for people to get together with who they want and group. But the tradeoff is that we have to create instances in the game to support this. But when grouping you will all get to go in the same instance.

RG: While exploring space, do you run into other players?

Steve:
Yes.