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    Star Trek Online

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    Post by Noiselessrope Fri Jan 30, 2009 11:24 pm

    Kinda scary to see this! but here it goes anyway...
    Star Trek MMO....I wonder if it will be any good.


    Main site

    http://www.startrekonline.com/
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    Star Trek Online Empty Re: Star Trek Online

    Post by Shu Tue Dec 08, 2009 8:46 am

    We recently brought you the news that contents of the Star Trek Online Collector's Edition had finally been unveiled, including a hardbound art book, a Star Fleet comm badge and a bunch of other in-game goodies. In addition, Cryptic will host an open beta and an early-start event, both of which are available if you pre-order any version of the game (make sure you buy it from a "participating" retailer, though). The STO open beta runs from Jan. 12 to Jan. 26 in 2010, and the early start event begins Jan. 29 until the game's launch on Feb. 2.


    Yesterday, Cryptic announced that multiple pre-order bonuses will also be available—even for the "regular" game edition—depending on which retailer you decide buy your copy from. Seven retailers are announced so far, including both Internet and brick-and-mortar stores. Each bonus is an in-game item or character, like the "Liberated Borg" Bridge Officer or your very own pet Tribble (Klingons get a pet Targ instead). Click on the jump below for a complete list of participating retailers and descriptions of the all the pre-order bonuses.


    All Star Trek Online pre-orders receive guaranteed access to the Star Trek Online Open Beta test from January 12th to January 26th, 2010. In addition, Star Trek Online also offers an exclusive Early Start Program with pre-orders at all participating retailers that runs January 29, 2010 through launch on February 2. The Early Start Program allows players to get a leg up on other interstellar explorers and access the Star Trek universe the weekend prior to the game's launch. Unlike beta play, all in-game progress made during the Early Start Program will carry over to the live adventure.



    All customers who pre-order Star Trek Online receive access to the Open Beta and Early Start Program. Details on exclusive pre-order content for Star Trek Online include:


    GameStop


    GameStop customers receive the ability to command the exclusive and always classic USS Enterprise from Star Trek The Original Series.


    Best Buy


    Best Buy is offering their customers a fun in-game pet. As a Federation Captain, players own a famed Tribble of Star Trek lore that will accompany them on their travels into the final frontier. As a Klingon commander, players control the boar-like Targ, a beast found on the Klingon home world of Qo'noS.


    Amazon


    Amazon is offering an exclusive "Liberated Borg" Bridge Officer. This bridge officer, who comes with unique nanotechnology augmentations, assists in missions and gains experience as the player does.



    Wal-Mart


    With the Wal-Mart Bonus Skill Points package, receive addition skill points that enable players to improve their characters quickly.


    Target


    Target customers who pre-order Star Trek Online receive a unique ground weapon -- a TR-116. This rare projectile weapon is used in dampening fields and other challenging environments; it is also modified with a micro-transporter which beams the fired projectiles to targets at close range so that a user can fire without a direct line of site.


    Direct2Drive


    Direct2Drive customers receive an exclusive Multi-Spatial Personal Shield. This advanced personal shield system is based on Borg technology, which constantly regenerates itself and the health of its wearer.


    STEAM


    STEAM is offering customers Chromodynamic Armor. This armor is based on technology brought back from the Delta Quadrant by USS Voyager improves the damage and critical hits of energy weapons.

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    Star Trek Online Empty Re: Star Trek Online

    Post by Shu Fri Dec 11, 2009 5:10 am

    Star Trek Online 152451


    Editor's note: All screenshots are a work in progress from the Star Trek Online closed beta.


    Whether you’ve enjoyed their super hero MMOs or not, it’s easy to admit that the character creation portion of both City of Heroes and Champions Online have been the most robust character creation tools ever devised by an online development team. The level of detail that can be drilled onto each character is phenomenal, and you can end up with online video programs completely devoted to the creation of a player’s character in these games.


    Their background automatically sets the bar incredibly high for Cryptic’s character creation in Star Trek Online and, if it doesn’t meet the unspoken standards by Cryptic’s fans, there might be hell to pay. So when we fired up the latest beta play session in STO, character was the first segment of the game that we had to take a crack at.

    In many ways, the Star Trek Online character creation system was exactly what we expected from the developers at Cryptic, but there was also a level of caution employed as well. Unlike its super hero cousins, STO is based off of a licensed property that has always been firmly planted in a "humanistic" reality. Starting a character (at least initially) in STO means that you’re signing up to be a part of the Federation’s Starfleet, and that means you won’t be donning any hot pink capes or neon green masks anytime soon.


    As STO fans are aware, you begin your creation process by selecting between an engineering officer, a science officer, and a tactical officer. Once you've made that choice, you can then choose between the pre-created races – Human, Andorian, Bajoran, Bolian, and Vulcan – or you can create an "unknown" race of being.


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    This is where the real appeal – at least for most MMO junkies – kicks in. Unlike Champions Online and City of Heroes before it, the customizable portion of Star Trek Online is more focused on a player’s face and the developers give us options that seem more organic and "real" than what you see in CO.


    Gender, eyes, neck, face, ears, forehead, skull structure, skin type, pattern, nose details, tattoos, scarring, all of that can be customized to an extravagant degree. Gradients on coloring and facial details can be adjusted to make your alien’s face appear softer or stouter depending on your needs.


    Of course, experimentation needs to be done when you have so many options at your disposal. Over the course of a few hours, the ZAM staff set out to create two completely different looking aliens: an enormous, burly, yet still scandalously sexy reptilian woman (that’s a mouthful!) and a midget-sized, super-intelligent, arrogant, obnoxious-looking male alien from a race that has never seen the light of the sun until they discovered space travel.



    As you can see from the screenshots we’ve included in this article, we managed to attain both types of aliens – and both will appear very different at the helm of a starship.


    So what else can you expect to find during character creation? Although we can’t show you details, each alien is allowed to select four racial bonuses (for the known races, two bonuses are pre-selected) that help characters in various forms of gameplay. These range from traits like "Aggressive," which gives a bonus to combat damage to “Cold-Blooded,” assists with resisting heat damage. There’s a vast number of traits to pick from the pool, so we made sure to give our female alien an assortment of combat buffs, and our little STO gnome a host of abilities that help him with starship piloting.


    Even at this early stage, it’s easy to notice that players will have the ability to pick out the traits that suit their desired play styles – those that want to focus on ground combat can select those bonuses while those that want to stick to the blackness of space can benefit from other traits that enhance those stats.


    While we can’t give you the numbers that we saw – we know that you’d like to see as much as you could – rest assured that there are just as many starship related traits as there are ground combat types. It’s a nice selection of flavored abilities and they will certainly make for some interesting characters down the road. 


    But how did Brains and Scales (as we lovingly refer to them) manage once they got into the heat of combat in the STO beta? Check back in with us soon to see just how they fared!


    Star Trek Online 152452

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    Star Trek Online Empty Re: Star Trek Online

    Post by Shu Thu Dec 17, 2009 3:35 pm

    Two weeks ago, I finally had a chance to try Star Trek Online. The server didn't be open until a specific notice was released. After much effort, I was able to experience the game and get its first-hand information. Although it is under the closed beta test and everything may be modified in the end, it is unexpectedly funny. Next, let's visit Star Trek Online world together!


    This is CBT client interface.



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    As soon as they log into the game, players have to create a character and choose one of the three careers: Tactical Officer of tank type, Science Officer of DPS type and Engineering Officer of Buff type.


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    Choose Your Species and Gender (I haven't made a further research on whether each species has special skills)


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    Three selectable traits


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    The loading interface


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    This is the user interface, the left side is character status (including Bridge Officer), top is social panel (guild, friends etc), bottom is skill window and the right side is inventory.


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    Map and Mission Log


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    Post by Shu Thu Dec 17, 2009 3:35 pm

    Having been familiar with the user interface, it is time to get down to newbie missions. Here you can get access to the Ground Combat System in Star Trek Online for the first time which is similar to common European and American MMOs. The difference is that this game is Sci-fi genre, laser guns and melee skills are both available. Note that you are allowed to switch weapons freely.


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    Newbie missions mainly require you to beat back the ship invaders. After that, land on the planet ground and start the quest of rescuing hostages, including collecting items and so on. This screenshot shows the battle against enemies in the front line.


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    Your rank goes up on completion of several missions. The progression system is embodied in the form of point distribution in accordance with players' preference.


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    This is a Bridge Officer's character status. In this game, players have to develop their characters as well as Bridge Officers and ships. Bridge Officers also have their own skill points and players must spend these points in a certain rank, in this way the Bridge Officer can be promoted to a higher rank.



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    Space exploration and ship construction is the main gameplay of this game. This screenshot shows players first appear in the game interface.


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    In the screenshot below, the light blue ring is the ship's shield and players can enhance it through fours arrows on the UI. For example, if enemies focus firepower on the upper side of the shield, players need to press "Up" arrow to enhance that side of the shield. The Speed Controller is on the left side, Q Key and E Key are used for slowing up and down respectively. Full Impulse is extremely speedy flying state, in this state, ships will lose battle ability; Reverse is for going backwards. Tactic Modification can draw up tactics for your ship; Press Attack to open full firepower (defense and movement decrease), Defense to full defense, Speed to full speed and balance to set a normal state. Emplacement is used to open fire and Fire All is recommended. Additionally, auto-toggle target function will take effect when ships are attacked. Generally, I set tactics before meeting enemies, open Fire All within attack range and then enhance shield according to enemies' firepower direction. Don't forget to add Buffs during the combat. Besides, it is worth noting that players can turn round their ship to absorb damage by all sides of the shield. Likewise, enemies can also do that to decrease the damage to ships. Once the shield disappears, the ship will suffer direct damage. Players had better concentrate firepower on a certain side of enemies' shield so as to destroy them in a minute. In a word, the combat system is very interesting.


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    Post by Shu Thu Dec 17, 2009 3:36 pm

    This is the earth station players will come to after completing space newbie missions. Wow, a large number of players can be found there.


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    Inside the station, players are able to trade loots, exchange, beatify ships, accept quests and so on. Like other MMOs, the game will have hubs.


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    This is ship's equipment column and players can equip the best weapon to their favorite ship here.


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    This is regional star map and you can see some different star systems. Plus, there is outer space map, which illustrates the scene out of regional stars.



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    This is solar system.


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    More star systems and other players


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    This is meteorite system, let's visit it.


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    After entering a star system, players will automatically get missions which range from smashing all enemies there to landing on the star surface and etc. These missions will lead to ground combat mode.



    Full SizeStar Trek Online

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    Post by Shu Thu Dec 17, 2009 3:37 pm

    Back to the regional star map and then move to the outer space map mentioned above. The outer space map which includes several regional star maps can be considered as the most magnificent map currently.


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    Enter a region with three stars.


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    Generally, the rewards after destructing hostile ships are primary emplacements.


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    Another huge blue star is very beautiful. (Science knowledge: in the universe, blue stars are hotter than red ones and stars can give off light)



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    This is a planet and its rubbles, a satellite torn by the planet's great gravitation is on the right side and a star is in the distance.


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    This is the largest-scale war I met in the game (a group of players are doing missions)


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    Finally, look at my ship.


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    Conclusion: The CBT client is quite stable and it seldom lags, even though I have enabled all effects. Star Trek Online is a game between EVE and MMORPG. Its space battle is under the impact of EVE, while its ground combat is similar to common MMOs'. The game definitely gives me a sense of space exploration which is close to original Star Trek movie. I have only played PVE system this time, although I've no idea about the PVP system, I am sure it is certain to be interesting. Compared with EVE, this game's system is simplified and the ground combat plus exploration is funny. It is a space-themed game not just focusing on ships. At present, not much game content is released and the missions seem somewhat boring and repetitive, which is a common shortcoming of most MMORPGs. Overall, Star Trek Online is better than I imagined, so I am considering getting its collection client.

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    Post by Shu Thu Dec 17, 2009 3:38 pm

    if anyone have test it post review and feedback.

    seem to be pretty well done in term of gameplay.if they have a lifetime edition and they have open beta later on i might test it
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    Star Trek Online Empty Re: Star Trek Online

    Post by Shu Thu Dec 17, 2009 4:55 pm

    A user on the official Star Trek Online forum pointed users toward an interesting podcast interview with Producer Daniel Stahl, who confirmed on the STOked show that Klingons will have no episodic or genesis content, and will be completely focused on PvP.


    Needless to say, the thread became so popular that Cryptic's Jack Emmert decided to respond. Emmert confirmed that "Klingon gameplay is almost entirely PvP," but did say that the team will add more content if players demand it. Cryptic has apparently already added some PvE content for Klingons.


    "If people like the federation gameplay, we can put that in for the Klingons. If players have a different set of requests for klingons, we can do that instead. We can make STO into the game that YOU want," Emmert said. So we'll ask that question to our readers: What do you want to see in Star Trek Online? Would you like Klingons to remain mainly PvP or not?


    Keep reading after the jump for Emmert's full statement.


    Seems like good ole Dan kicked off Klingon month in STYLE!

    First, let me apologize that info has been slow to get out. Believe it or not, December was supposed to "klingon" month. I have zero clue why it's Dec. 15th and still nothing, but I can tell you this WILL change (I just saw the threads yesterday).

    Secondly, yes, Klingon gameplay is almost entirely PvP. We are trying to get some PvE in (there's already a tad bit). And, if the players demand it, we'll add more content (like episodes). I want us to be agile as a company and respond to what the customers want.

    Third, I'll reiterate my point in the other thread. I'm most excited about playing a Klingon. I love combat in a bird of prey. Klingons are getting attention - from me. It's not as much as I'd want, but we have a foundation that we can grow into. If people like the federation gameplay, we can put that in for the Klingons. If players have a different set of requests for klingons, we can do that instead. We can make STO into the game that YOU want.

    I'll close with that. MMORPG's aren't just about release. They're about community and the years of gameplay. Disappointed that there isn't more Klingon gameplay? Play STO, tell us what you'd like and we can deliver that. Every passing day, we can make STO into what the fans want.

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    Star Trek Online Empty Re: Star Trek Online

    Post by Shu Fri Dec 25, 2009 8:28 pm

    The Star Trek Online intellectual property is so huge that it is impossible for Cryptic Studios to please everyone. In fact, it's near on impossible for them to fully satisfy anyone. To meet the expectations of many hardcore fans, a Star Trek MMO would take hundreds of millions of dollars, at least a decade and no doubt a time machine more improbable than the red goo from the latest movie. Even Cryptic COO Jack Emmert lamented things they had not been able to include in a recent interview.



    So, when it came time to preview the soon to launch MMORPG, I have not been looking at it to see if it captured everything that I dreamed a Star Trek MMO would be. Instead, I've asked myself if it did enough.

    Honestly, it's too soon to tell. So far, the game is a mixed bag. Some of it is a lot of fun, while other parts need a lot of polish in very little time, and still other aspects leave me scratching my head.

    The following hands-on preview is based on hands-on time with the game through their ongoing Closed Beta testing. I've logged, as a rough guess, about 20 hours in the game over that time. This preview won't cover every single detail of the game, but honestly, I think it's a fair amount of time and as much as any prospective customer is likely to give it before they make up their mind.

    Missions

    Star Trek Online has a pretty standard formula when it comes to PvE content. Episodes, as they've been dubbed, are just themed missions. I'm one of those terrible players that ignores the story entirely by default, and if that's you, you can easily navigate a mission without paying attention. For those who do read, there is a bit more depth there and lots of references to the lore.

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    The average Episode is a pretty standard thing. It always begins with an NPC who sends you out in space to explore something or other. Refreshingly, they took advantage of future communications and don't actually make you return to the quest giver every time. You simply hail him from your UI to redeem completed missions and pick up new ones.

    It gives the game a kind of forward progress. Players work their way through zones naturally in a geographic order. This is aided by "patrol missions" that keep you moving and bread crumbs where eventually your superior in that sector is done with you and tells you to go report to someone at a base in the next sector.

    The main piece of this game though is the episodes. Once you arrive at the target sector, the formula remains. You first face some kind of space-based obstacle to overcome. Sometimes this is as simple as killing five bad guys, but Cryptic did a very good job at this stage of keeping the simple fresh. There are usually twists in the Episode missions. In one case, I had to fight along side another (NPC) Federation vessel. In another, I took out my "seven squadrons" of bad guys naturally as I chased a run-away freighter. The missions, at this stage, largely consist of two options: kill it or scan it. It's not a bad thing though, because they did a very good job of mixing it up just enough to keep things interesting.

    Once that first step is complete, you usually have to beam down somewhere. Sometimes this means to a planet, other times it's a ship or space station. These are inevitably dungeons. Again, like space, they did a good job of not just making it about "kill five guys." There is usually some goal, such as shutting down consoles, and the combat is more something you have to do to reach the end.

    The structure here is very "dungeon" based, usually. You fight your way through a series of corridors and reach some kind of "end boss" or goal. Usually there is a twist at the end, such as the need to defend a console that's downloading data for a set period of time from an onslaught of Klingons, or to incapacitate an enemy and tag him to be beamed back to your brig.

    The away missions are the least polished content, but the basic concept was good. The best thing about Star Trek Online for me was the constant switch between the two modes. Neither one requires hours of gameplay, so it constantly gives you a new challenge. The away missions specifically are usually relatively short. Never did I find myself bored with a planet or area and ready to move on early. If anything, perhaps the game could use a bit more away mission content.

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    Once completed, you tend to beam back to your ship where you usually face an additional space encounter. Again, they bring twists in to keep it interesting. When dealing with a particularly nasty shape shifter who had escaped me on a planet, I was left face to face with his vastly superior ship. My instructions from Starfleet were not kill the bad guy. They were to survive. I had to engage the enemy long enough for help to arrive.

    In each area there is usually a small pile of missions, although rarely is it more than a few at a time. There is no need to pile up and take 50 at a time so you don't have to run back to town. The communication system cuts that need out.

    The patrol missions are more about moving the player through the game world. These are far more basic. They usually say "go to sector X and visit every solar system." In each solar system is one of a few kinds of missions: escort missions, kill missions, scan missions (that require killing), collection missions (the only ones that sometimes send you down to an away mission), or some combination of the above. They're simple, and the OCD completionist in me kept me going. My only complaint is when you go to grind one of these out ,the magic they achieve in the Episodes by constantly moving you between Away Missions and Space is lost. I end up spending more time than I'd like in my ship and they can sometimes begin to drag on.

    That constant switch back and forth between Avatar and Space Ship is where the bread and butter of Star Trek Online will be in the end. It keeps things interesting and allows them to cut out a lot of the boring bits. You fight a fun space battle, you beam somewhere and do a mini-dungeon, then you beam back and fight another space battle. Hail the Admiral, collect the reward instantly and start on another mission. Nowhere in there did anyone have to run a long distance (sector space rarely takes very long and is the closest thing to a time sink they have) or do anything else boring.



    Avatar Combat (PvE)

    The away mission combat is one of those easy-to-learn systems that has more to it than you first expect. At first, I was disappointed with only having two real solid attacks. Each weapon basically has a default firing option and a special attack. You also have a third attack for melee. You control these by pressing 1, 2 or 3.

    My biggest complaint about this system is that this game really, really needs auto attack. Since 99% of your shots are from the 1 button, it's downright annoying to constantly spam it. Especially since it's not like one click is one shot. It tends to fire a phaser burst that takes a couple of seconds. Min/Maxers will drive themselves insane trying to time the bursts to optimum efficiency... or more likely write scripts that do it.




    On top of the weapon attacks, each player also has a kit. The kit further defines their role within a group and is a huge part of customization. There are, for example in the Tactical line, ones that concentrate on buffs of weapons, all the way to AOE attacks, stealth kits, and melee. These kits are nice. They let you really change things up and having a good collection will be important to being a productive member of a group.

    I started off with a photon grenade kit. Usually I'd begin combat by launching one into my enemies, knocking them all down. Later, I took on a martial arts kit, which was insanely handy when fighting groups of enemies who would crowd me. Finally, I ended up in a weapon buff line that gave me a bit more bang with my primary weapon.

    The combat itself isn't really quite like anything I've tried in a sci-fi game. It's not a shooter by any stretch - the game is all dice rolls - and while at first you can be content to plow through firing at will, it quickly becomes apparent that some tactics really help.

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    Almost every mission brings four NPC crew members down with you. I tended to roll with one science officer, one engineer and two other tactical officers. The tactical guys did damage, the science officer healed, and the engineer played a support role. It was nice to have a group in a can. Generally though, I let them do their own thing. They followed me around and contributed well enough not to bother me.

    Over time, I learned some basic controls and would focus on key enemies early in the fight. I also learned that you could really annihilate an enemy by using your crew to bring them into one location, then circling out and flanking them.

    The basic mechanic of combat is an expose/exploit system. Essentially, every weapon's second attack is one or the other. Some do an expose, which visually flashes on the enemy. Once someone is exposed, a shot from an exploit ability can usually vaporize them instantly.

    This makes itemization very important. You need to balance the group out so that enough of them have expose weapons to create the opportunities for you and the others with exploit weapons.

    Most of these secondary attacks also have their own benefit. They tend to be high damage and also do things like knock back, so it's not as if they never get used unless someone is exposed. Although, there is nothing worse than sending off a nice knock back only to be waiting on a recharge while they're exposed in front of you five seconds later.

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    Melee changes the dynamic of this combat quite a bit. Every weapon has a basic melee attack. Usually, it's just there to knock your opponent away from you so you can keep shooting him. Naturally, most Klingons, for example, tend to like to close the gap and whip out the bat'leth. Martial Artists though will actively seek out melee. For example, when I had that kit, my first ability was one that rapidly charged the enemy and socked him in the face. My second was a 360 leg sweep that got people off of me. So, if there was a hoard of enemies, where I'd normally toss a grenade in and stand back, I could actually dive into the centre and act like a grenade myself.

    One totally unexpected feature that comes up often in away missions is the ability to pause the instance. Yep, you can pause in an MMO. This is a useful thing when you need to hit the head, and also helpful for the ability to analyze a situation and micro-manage your crew if that's your play style. It struck me as odd at first, even sacrilegious, but the truth is that I found myself using it in spite of myself. The pause button, by the way, is on a 45 second timer to prevent people from using it in group away missions to the point of annoyance.

    Generally, Away Mission combat seemed to have a nice pace. If anything, I could have used a bit more of it. However, it is also far and away the least polished element of Star Trek Online. There were lots of visual and sound bugs in Away Missions that the team is ironing out. If they can make the experience a bit smoother though, I think the Away Missions will be a very welcome and major part of the STO experience.



    Space Combat (PvE)

    Where Away Missions are fast and frenetic, space combat is far more tactical. Two things are always in mind in a space encounter: positioning and power management. The first is huge. Each ship has shields on four sides and which way you face literally changes the outcome of battles.

    Every weapon you equip has an arc of fire. Usually the equation is to sacrifice potency for arc. The average phaser or disruptor has a 75% radius around the ship. This means it can fire from the fore or aft (depending on which one it is equipped in) and both sides. Torpedoes tend to be one direction (fore or aft) and some higher end phasers, such as dual, also have a small radius.




    Projectile weapons like torpedoes are also primarily used against the hull of a ship, while beam weapons are for shields.

    The basic ships have three slots for weapons. This means to start you have fore and aft phasers and some torpedoes in the second front slot. The typical tactic in this configuration is to stay side on to your enemy and circle them. You blast with both your fore and aft phaser banks simultaneously from this angle, then swoop in for the kill when the shields go down with a well timed torpedo volley.

    Other situations call for other configurations. When I was in single-target encounters against a much stronger enemy, I would equip dual phasers in slot one and dual phasers in slot two up front. Then keep my wider arc on the back, abandoning torpedoes altogether.

    Star Trek Online 3866_5_t

    Rather than dive in and get to a side position as fast as possible, I'd instead inch in to 10 KM away from my enemy (max firing range) and then cut the engines. From there, I'd move all power I could to my forward shields and blast him with the two sets of dual phaser banks. Naturally, the larger ships are slower and would take some time to close the gap. If they started to get close at all, I'd toss the thing in reverse, always being sure to keep my front shields towards him. The key to this strategy was not to get flanked (it was suicide if he had lots of friends), but the phasers blasted so fast that they quickly decimated his shields and would eat away the hull integrity before he could compensate. The downside to circling these foes with the side strategy is that you end up going fully around them and have to eat away all four shields to get the kill unless you're lucky. With a stationary strategy I could rip through the ship from one side.

    The crew also plays a nice role in all this. The basic ship has one slot for each of an engineering, tactical and science officer.

    The science officer does debuffs and buffs. For example, I tended to use someone who had tachyon beam experience, which was basically a shield debuff on a single target. Although, tractor beams (essentially a speed debuff) were also popular.

    The engineer is usually more internally focused. They can give you a quick boost. Remember when Picard yelled "Emergency power to shields!" That's what the engineer does. They can give you a quick shield boost, more power for your weapons, some extra speed or whatever you chose. Being a tank type, I had someone with the Emergency Power to Shields ability.

    The tactical officer is about the weaponry. Here I rotated since I had two tactical officers on staff. One gave a buff to torpedoes. Essentially, for 30 seconds, you could fire a volley rather than one at a time. It was really handy if there was a brief opening in the shields. The other had "Fire at Will," which let me use all of my guns when outnumbered. If I was at an angle where one of my phasers was not facing my target, this ability would have it fire on another target in its radius.

    Another huge part of space combat is how you set up your power distribution. There are four components: auxiliary, engines, weapons and shields and you have 200 points to distribute. The game comes with four basic presets, each one focusing a full 100 on the area of choice, 50 on a secondary complimentary system and 25 on the other two.

    The choice of where you put your energy modifies the efficiency of those systems. More power to weapons makes for more damage, more power to auxiliary improves your science skills like tractor beams, etc. Generally though, as a largely solo tactical captain, I found myself almost eternally in Attack, which goes 100 to weapons, 50 to shields and 25 to auxiliary and engines. It's not quick enough to reliably change during combat, so usually this is a choice you have to make early.

    Star Trek Online 3866_6_t

    In space, like land, there is death penalty. If you die during a mission, you simply respawn nearby and keep working on it. There is also a pause function here too when you're in an instance.

    Occasionally the controls (A and D bank left and right, W and A go up and down) can be a bit tough on the fingers. Again, an auto-attack would be nice. I found my thumb literally going a bit numb from mashing the space bar, which fires all available laser weapons, all night. Holding CTRL while hitting space fires any projectiles, but usually I just hit the three button. Managing your shields, engines, where you're facing, the camera and the weapons all at once can be a bit daunting, but is easy enough once you get the hang of it.

    Movement can be a bit slow in space. There are wide turning arcs and sometimes a fight can lead you far from where it started. To make basic travel inside space areas faster, you can shoot to full impulse, but the down side is that this takes all power away from other systems. In other words, you have to be very careful not to get caught with your pants down since the systems take time to readjust.

    Space combat is a welcome contrast to the ground content, and far more polished. The only complaint I have with it is that it seems Cryptic knows it's more polished and has made a lot more content revolve around it. I occasionally found some of the missions dragged on.



    Visuals and Sounds

    The first thing you'll notice about Star Trek Online is the sound. Cryptic would have had to go out of their way to screw this up, and naturally they didn't. From the first loading screen, the music is dead on what you'd expect. Once in the game, the voice of the computer, the sound of phasers and doors is all exactly what you'd want it to be. The computer on your ship, which provides helpful tips like "Enemy's shields are down" either is the voice of the "computer," or someone who did a bang on impression.





    In space, they did a reasonably good job too. Space, by definition, is a boring black void, but the environments of Star Trek Online rarely feel repetitive or bland. They've used light to great effect and done a lot with the distribution of asteroids, space stations, space clouds, rings around planets and debris to really make the space environments pop. It's not realistic, sure, but neither is sound in space. These work.

    On land, they suffer an age-old 3D MMO problem. Stuff is just really, really big. To do a third person game, it's long been accepted in MMO circles that the environments need to be a bit bigger than normal. Thus, doors are giant, archways are frequent and stairs really wide. It all has a bit of a "Mario in Big World" effect to it, but it's become so common that at first I didn't even notice.

    Star Trek Online 3866_7_t

    That said, given the IP, I'd have liked them to at least try and do it a little closer to scale. Assassin's Creed, for example, has the same camera angle and has all sorts of realistic sized buildings. In that game, however, you spend almost all your time outside (travel is on roofs, not inside most of the time) and the streets of Ancient Jerusalem or Renaissance Italy were, I promise you, not nearly that wide. So, while it's unfortunate everything had to be so big, I'd rather deal with large environments than bad camera control.

    The characters are generally pretty solid and I saw a huge variety of looks during Beta. Some races, such as the Ferengi, could probably use a bit more diversity, but that's likely a detail that will soon be ironed out (they were the most recently introduced Federation race).

    The animations on away missions are also pretty good. The game has a full array of emotes and tends to blend the animations very well. It doesn't break any new ground, but it is what you'd expect from a AAA MMORPG.

    The ships also do a good job, from the first tier at least, and are absolutely in line with what you'd expect from Star Trek. The only complaint here is that since the majority of gameplay in space requires the camera to be zoomed pretty far out a lot of the visual impact and even sound is diminished.

    Star Trek Online 3866_8_t

    Sector Space, the map area that represents a lot of warp travel, is also nicely done. It's one of the better map systems, at least from a visual perspective I've dealt with.

    Artistically, from a sound, environment and overall "feel" point of view, Cryptic nailed it. They didn't make the mistake of going hyper realistic. There is a style to this game, but I'd call it something closer to accented reality. Photo realism can be creepy and never seems to get pulled off. They found a nice middle ground here.

    Until Next Time

    There is a lot more to Star Trek Online than I've outlined here, so consider this part one of two. In a future article after the holiday I'll go into PvP, character progression, the skill system, customization (ship), items, the user interface, and offer a broader impression of where STO is at and how it stacks up against other MMOs out there.

    Shu
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    Post by Shu Wed Dec 30, 2009 6:06 pm



    new trailer
    Shu
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    Post by Shu Tue Jan 12, 2010 6:43 am

    Atari launched the OPEN BETA of Star Trek Online today. For players who want to take part in this test, an open beta key is necessary. Till now, the keys can only be obtained via FilePlanet, but it is stated that more ways would be available soon. For more information, check out the FAQ please.

    from shu:if anyone is trying out the game post review.i don't recommend buying the game btw.i heard a lot of negative features about it like all instances yet p2p,no serious penalty for pvp death when ur ship get destroyed,dice roll for some encounter.players can only aim for captain rank in game and no teamwork is needed much in manning a ship so u can't have ur friends or guild members control a ship together and have extra bonus in ship pvp etc.

    of couse all is still just stuff i read on forums so it might not be true.but nevertheless i will not recommend buying unless u test it for sure to see if u like it or not ^^
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    Post by Shu Thu Jan 14, 2010 11:18 pm

    k they come out with lifetime subscription in the end hehe.but seeing they mess up on beta testing for everyone i will pass on this and consider buying guild war 2 instead if gw2 is also lifetime as in b2p ^^

    still if anyone else here tested sto then post ur reviews.i am still intrigue about the game in some ways heh
    ==========================================

    As with Champions, they are offering lifetime subscriptions to STO. Check out the Exclusive Specials page!


    Now I can't promise that you will be able to see the lifetime sub offer, because it looks like you have to have preordered (and entered your preorder key already) to be able to see it. Essentially anyone who preordered is offered a 12month and Lifetime subscription.


    12 month - $119.99/yr USD



    • Annual recurring subscription locked in at the discount price

    • 2 Additional Character Slots


       


    Lifetime Subscription - $239.99 USD



    • Lifetime Access to Star Trek Online

    • Playable Borg

    • 2 Additional Character Slots



    Essentially the 12 month gives you a discounted yearly rate that you can continue to subscribe at year after year, rather than being for 1 year only. I don't know if it lets you pick it again if you've canceled your account at some point.


    Notable fine print: Note: A retail box or digital download purchase is required to play Star Trek Online and future expansion packs. Lifetime subscription covers your subscription fee for as long as the game is in service. 12-month discounted subscription covers your subscription fee for 12 months and will recur at the same price at the end of the 12-month period. Subscription fees are non-refundable. We make no explicit or implicit warranties on the service period of the game. This offer ends February 1st, 2010 11:59PM PST. While supplies last. Prices displayed are not inclusive of VAT for purchases from the European Union (EU). VAT is charged in accordance with the local legislation in each member state and varies from 15% to 25%.




    Q: What are the playable Borg’s in-game traits?

    A: The Liberated Borg begins with the following two traits. You can select another two traits from a general list.


    Borg Nanites: +10% Health Regeneration

    Description: Ground Trait. Constantly regenerates shields and health.


    Efficient: +5 Starship Shield Efficiency, +5 Starship Engine Efficiency, +5 Starship Energy Weapon Efficiency, +5 Starship Auxiliary Systems Efficiency


    Description: Space Trait. Provides a bonus to efficiency stats, improving the effectiveness of many of your power management abilities.


    The Liberated Borg also has a unique optional trait.


    Neural Blast: 30 second debuff. Drastically reduces run speed. Every 4 seconds, Neural Blast has a 40% chance to hold the target for 3 seconds.

    Description: Activatable Ground Trait. Inject the target with neural toxins, which continually attempt to hold the target for the duration. Also reduces the target's movement speed.

    http://www.startrekonline.com/exclusive_specials

    Shu
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    Post by Shu Fri Jan 15, 2010 8:13 pm

    http://www.mmorpg.com/giveaways.cfm/offer/135/Star-Trek-Online-Open-Beta-Key-Giveaway.html

    they finally decided they milk enough players for paying for premium or paid subscription membership at games forum site and decide to give free keys now a few days left in open beta hehe

    can go try if anyone is bored.

    post review if free ^^
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    Post by Genlog Thu Aug 09, 2012 12:04 pm

    wow Shu i saw you only write here and nobody els -.-
    poor you make so much hard work for a game ^^

    ok i play this now frozen
    tell you the truth its amazing rely

    i first was nah is it good are grapic good is it like in the serie and so on
    but then i download it instal patch

    and here we go i pick klingon only for 1 reason Orion Race
    becouse they look sexy luv

    Star Trek Online Screenshot_2012-08-08-23-08-03

    Star Trek Online Screenshot_2012-08-09-10-42-31

    i no you might be thinking question Orion are Green and yes they are but i made them human skin color ^^

    the charater creation is mind blowing so many option just like Perfeckt World
    the grapics are rely good ad full setting

    the city,s are rely great and alive
    in space is just cool fly your own ship ^^
    its first pretty hard to handle but you get soon the hang of it ^^

    best is you can make your ship in skills you want
    i have a Mirror Vor'Cha Battle cruiser its a kind of Cash Shop ship ^^

    i have 1 tack 3 engin and 2 science officers
    and then ea officer i can give a skill what i like to use in battle and ground

    so its rely up to you how you build your team ^^
    rely nice done

    for the rest am not so good in review
    there is plenty to do rely plenty
    quest daylies main story pvp crafting
    build your own station more up
    ore hangin out ad the bar


    yup alot of silly player ^^


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