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New official Explanation of Sub-System Targeting

"We ended up cutting it from the Cruiser Class and the Escort Class, and it's a fundamental part of the Science Ship gameplay. And then we took that feel, because you've got to have the idea of targeting those sub-systems, we ended up making those bridge officer powers for everybody else. A Cruiser guy could end up having a science officer who's good at targeting other people's engines. You can use that as just a quick power. "

www.videogamer.com/pc/star_trek_online/preview-2064.html

The Sub-System targeting is in the game for every vessel as long as you have a science BO that has the skill. The Science ship is especially adept at targeting sub-systems .

In the interview he explained how they initially had it as an innate ability for every ship. He then explained it made things too cumbersome when combined with all the other things you have to do in ship combat. They decided to make Science vessels really good at it, and then allow the other vessels access to it through Science BO's. I cut those parts out of my quote because it can be confusing and make you think that only Science vessels get Sub-System targeting, which isn't true.

Comments

  • tamgrostamgros Member Posts: 88

     Makes sense to me.  I played at PAX and there really is a lot going on. I didn't even get into subsystem targeting and skills, and it was more than any MMO i've ever played (and I've played over 40).

     

    I'm always for more layers of complexity, but I think the average player would have found microing this waaay too cumbersome. 

  • MMO_DoubterMMO_Doubter Member Posts: 5,056
    Originally posted by tamgros


     Makes sense to me.  I played at PAX and there really is a lot going on. I didn't even get into subsystem targeting and skills, and it was more than any MMO i've ever played (and I've played over 40).
     
    I'm always for more layers of complexity, but I think the average player would have found microing this waaay too cumbersome. 

    Not if he had some team mates on the ship controlling the systems.

    Oh, but players only want to be the captain.

    "" Voice acting isn't an RPG element....it's just a production value." - grumpymel2

  • tamgrostamgros Member Posts: 88
    Originally posted by MMO_Doubter

    Originally posted by tamgros


     Makes sense to me.  I played at PAX and there really is a lot going on. I didn't even get into subsystem targeting and skills, and it was more than any MMO i've ever played (and I've played over 40).
     
    I'm always for more layers of complexity, but I think the average player would have found microing this waaay too cumbersome. 

    Not if he had some team mates on the ship controlling the systems.

    Oh, but players only want to be the captain.

    Player crews probably would have been way too cumbersome for the avg gamer too.  I would love for a well run player crew game as well, but the reality is that the alternative is actually quite good...

  • MMO_DoubterMMO_Doubter Member Posts: 5,056
    Originally posted by tamgros



    Player crews probably would have been way too cumbersome for the avg gamer too.  I would love for a well run player crew game as well, but the reality is that the alternative is actually quite good...

    I think players who think player crews would be to complicated or unwieldy must have little or no experience running instances in games like WoW. In my experience, lots of players are quite capable of handling a specific role in group content.

    That's the way I see multiplayer ships working - as an instance group - although it would imply more grouping with regular team mates and less PUGing.

    Got to be some devs out there who can see how many people want a good group-crewed starship game.

    "" Voice acting isn't an RPG element....it's just a production value." - grumpymel2

  • whpshwhpsh Member Posts: 199
    Originally posted by MMO_Doubter

    Originally posted by tamgros


     Makes sense to me.  I played at PAX and there really is a lot going on. I didn't even get into subsystem targeting and skills, and it was more than any MMO i've ever played (and I've played over 40).
     
    I'm always for more layers of complexity, but I think the average player would have found microing this waaay too cumbersome. 

    Not if he had some team mates on the ship controlling the systems.

    Oh, but players only want to be the captain.

     

    I was thinking the EXACT same thing.

    Hmmm ... what should we do?

    A) Keep a complex and diverse game that would allow, though NOT require, other players to board your ship and take over some of the more challenging roles. Create opportunities for groups of people, some who might not be the slightest bit interested in flying a ship about, but absolutely LOVE the social aspect and medical (or engineer, or ... ) mini-game. Create opportunities for people who are brand new to the game to sit in the safety of a huge ship and still contribute to the overall success of the group. Recreate great scenes and RP opportunities that allow people to relate to over 95% of the content of ALL the series and movies.

    B) Remove the complex and diverse parts.

    Let's go with B ... and would someone PLEASE turn off that "WoooooooW innnnnn SPAAaaaaaaace!" they've cobbled together from Mrs Piggy and the Muppets?!? It stopped being amusing when it became accurate.

     

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