Author Topic: StarQuest Online... guide for STO?  (Read 1637 times)

Offline Starbear

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StarQuest Online... guide for STO?
« on: 26 February 2008 07:54 AM »
Some of you may be aware of a little game that launched ealier in the year (well last year) called StarQuest Online (you can find out more about it at mmorpg.com). This game is its "own" (as in it copies but not enough to infringe on license) version of Star Trek set in a MMO game world. The game was made by a small group of developers and has low end graphics yet it reaches for the stars... almost literaly.

So to get to he main point I wanted to bring up the concept that the new Devs of STO could learn a TON from SQO, in game mechanics down to lagistics of how to have a full player crew with Player Ship Interiors (PSI). So let me start out by telling you how SQO works, its ups, downs, and all arounds:

You'll start off creating your character... a fairly common start for any good mmo, in this you chose which school you graduated from and what you graduated in, be it tactical, medical, engeinering, and many other possible choices. The school you chose will shape your job choices in the future... aka after you finish creation (though things can always be changed post-creation), so if you graduated the Starfleet acadamy (yes they are called Starfleet... well I know they spelled it differntly mabey Star Fleet) you start out as an Ensign in Star Fleet (unless your a doctor which you then start as a Lieutenent). Civilians have it harder, they start out on their home planet and must find a civilian captain to take them on.

Now your probably starting to ask... what you need to be invited onto a crew? Yep thats right if you haven't played the game this'll be a new concept for you. All ships are fully rendered interiors and exteriors, and every station must be crewed by an actual player. So one person on tactical, another on command, one on comms and so forth and so on. Even engeiners will find themselves running around the ship as sections are damamged in a frantic attempt to repair things before its to late. So that gives you the scope of the game, it is what everyone orgionaly theroised STO would be... a fully player crewed ship, and more than one. The two major fleets in Star Fleet roughly 8+ ships are all player crewed, with around 15-30 active players... thats on a good day mind you.

Now to get into some debate now that you have an idea of what SQO is (keep in mind you can read more about it at mmorpg.com) I prupose that the devs of STO realy look into this game, as it is quite ground breaking in its deisgn. Back when STO was first announced in 2004 people begain theorising that STO would be a very similar game, with 50+ players on one ship, with a player captain and a fully player crew doing everything from bridge command all the way down to the ensign on deck 12 in stellar cartography. SQO has proven that this can be done... and they did it with only a hand full of programers.

Now this sounds great and all but I must point out that SQO has its downfalls, and they are quite crippling to the game and prevent it from holding a large ammount of subscribers (including myself... though I'd like to go back with some friends, but thats a topic for another thread). First off ships are perma-destroyed, if it blows up in combat its gone. This leads to captains being ultra protective of their ships and making it so that only senior crew can take the ship out when the captain is offline. I found many a day where I was board out of my mind because we were stuck in space dock waiting for the captain or a senior officer to get on and take us out on a mission or patrol.

Other issues included skill grinding, if you've ever played UO then you'll know how SQO works its skills, you basicaly have no levels you just grind a skill percentage 0-100.0% though you can go over a 100 its not highly recomended as you have a finite amount of points to play around with (skill cap). When the captain was offline I found myself doing a repetative grind, just camping on a terminal and pushing the "fire" button to train up my tactical skills (of course with the wepons powered down). So if our unkown developer is reading this obviously somthing needs to be done about enjoyment levels when it comes to working up skills or levels.

The other main issue with SQO is that most of the game is focused around the bridge. To often ships would have issues of having to many crew members, and this lead to people sitting battles out on the sidelines because the bridge only had so many seats. This could be fixed but it would take a fair ammount of concept work and some realy "out of the box" developers.

The upside of SQO is that every concole is done in simulation goodness. The tactical station is made to look and feel like a massive ships tactical display, the helm plots out your current system and has all the speed and heading buttons you can think of, every station is well thought out and has all the functions that you'd expect. This lead to complaints about needing a better titorial because of the complexity behind the controls, but if you got on a good crew they'd teach you everything you'd need to know within a few days of playing.

So here is a list of things that I think STO could do to fix all the issues of SQO and make an amazingly deep Star Trek experience for major fans and random game players as well:

-Ships
   -No perma-death for ships. I say this because many people don't like real risk, and loss of hard work that is ment to be enjoyment
   -Highest ranking officer is in command, even if its Ensign Noob, that way players can always have fun even if the captain is away
   -Standing Orders: Let the captain leave orders for the crew so that they have somthing to do while the captain is gone
   -Random missions, if no standing orders let them go on patrol and find random missions, like a distress call or anomaly
-Freetime and Grind
   -Have a highly detailed holodeck with tools that let players creat stuff (Will Wright is a huge fan of this, and he is an amazing designer)
   -Make even the smallest tasks fun, that is when your fixing somthing mini-game it (Puzzle pirates is a great exmaple, but not one to live by)
   -Make grinding fun, skill building or level building should always be fun even if your doing "menial" tasks.
-Rank
   -Don't make it impossible to gain a command, it shouldn't be an endgame type thing (Like Jedi in SWG)
   -Make admiral playable, it could be like a stratagy game tons of fun but in a new and differnt way
-Crew
   -Just because your ship is a ghost town dosn't mean you shouldn't be stuck in space dock... NPCs can crew you if no one is on!
   -Have all forms of crews, from small shuttle like crews to massive battle ships. The variaty would be amazing and change the gameplay

Those are just some ideas and just the tip of the iceburg in a matter of speaking. The major point to get is that SQO has proven that a full player crew with full PSI can work. With a massive team like any "AAA" development studio has it could be easy to build on the concepts that SQO has layed out and make a truely amazing game that will draw people in and keep them there.

Will Wright mentioned in his latest interview about Spore and his own gaming history, that the markets current folly is not being open to risks in development, and going with the "genre" that makes money... as in following WoW because it works, or making a GTA game because people bought it in huge droves. Lets not let STO be just another MMO, make STO a "sandbox" where players can live out virtual Star Trek lives. I know alot of people are affraid of the concept of a "simulation" but simulation dosn't mean no fun, just look at the game Spore, its a life simulation and its one of the most anticipated games of 2008. STO can be immersive and fun all at once!

Some screens of SQO:

« Last Edit: 26 February 2008 07:58 AM by Starbear »

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Offline Zach

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Re: StarQuest Online... guide for STO?
« Reply #1 on: 20 March 2008 12:51 PM »
A perfect template in terms of gameplay and interaction as well as PSIs - Although the graphics leave much to be desired.


Offline MrJuliano

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Re: StarQuest Online... guide for STO?
« Reply #2 on: 20 March 2008 05:54 PM »
What turned me off about this game was the control interface. It was so difficult to control my character, and figure out how to move around in the world, that I gave up after a few minutes.

I like the concept, but it has very basic issues that need to be resolved before it could be successful.
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Offline Nova

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Re: StarQuest Online... guide for STO?
« Reply #3 on: 21 March 2008 03:04 PM »
I played this game for a short time, and overall the concept in design is there, but when I played it was still very buggy and the controls where very cumbersome.

I did enjoy how the basic framework was setup however what I didnt care for was the lack of direction or guidance that one had, the NPCs where very difficult to keep up with and the PSI where not all that well laid out.

Offline Hamilton

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Re: StarQuest Online... guide for STO?
« Reply #4 on: 26 March 2008 11:53 PM »
It does have a lot of potential.  The graphics have been improved, but I think the interface is still the same (since last I played). 
Its difficult for me to get past the 2.5D graphics (isometric).  Although it has its pains, it is an indie game with a creative budget.  So it does gain respect.

Now just imagine what could be done if they had a couple of million of dollars to work with.
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Offline Falin

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Re: StarQuest Online... guide for STO?
« Reply #5 on: 27 March 2008 03:21 AM »


Now just imagine what could be done if they had a couple of million of dollars to work with.

doesn't need that, just a talented artist, the gam was built in a garage by 4 or 5 programmers, but had no artists, sot he artwork is very clumsy. they bring in a talented artist, the game jumps 10 fold better. get about $500k and they can hire enough staff to make it even better.

you don't need millions of dollars to produce a quality MMO, but you do need a lot of capital to buy the Hardware needed for it and to support the T1 line for awhile after launch.

It's funny to see these big game companies pump $7-10 million into a games development only to have it be a flop. ALl they want to do is mae it so expensive that the indie guys will feel like they just can't do it, when in reality they still can.
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Offline Hamilton

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Re: StarQuest Online... guide for STO?
« Reply #6 on: 27 March 2008 02:43 PM »
I do agree in that millions are not needed, but just the thought of it.

What is scary is some of those flops are consuming in the 20 to 30 million dollar ranges...

And there is talk that in order to make a WoW Buster, $500 million is needed...  geez
(More Money = More Success)  :belch:
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Offline SpeakThoseWords

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Re: StarQuest Online... guide for STO?
« Reply #7 on: 20 May 2008 11:23 PM »
Cool... I'll have to look into this one!

I think that perma-death for ships is okay, but that shouldn't prevent a starship captain from getting a new commission... perhaps with some prestige loss (set back one ship-size or ship-class, perhaps), and even badly disabled ships should still be salvageable... but there's no reason that the Enterprise can't be destroyed... we are on E, after all...

I think that player ships should accept with missions even if Captain is off-duty, but I don't think that those below, say, Lt. Commander should be able to get full control of the ship in normal situations.  I, personally, think players who love solo should be able to level up in NPC run ships that take missions that the Ensign NPC has a growing amount of control over.

I personally think that being Captain should be an endgame type of thing that requires a great deal of skill (that is, a high consistent success rate, not powergrinding, per se), I believe that lower ranks should still be able to get commissions on smaller or lower-powered ships though (say, Akira class...)

I agree that small tasks should be fun, and puzzle pirates is a good idea... I think it should be designed to be inherent to the system and how the toon's tools interact with the environment, like an adventure puzzle game (Zelda, Mario, Banjo-kazooie) as opposed to a pure puzzle game (Tetris, Dr. Mario, Street Fighter 2 Puzzle Fighter Turbo). 

As for Admirals... not sure... I think that should kinda be that unattainable thing... beyond Jedi in first SWG... just have it this insane requirement and risk and etc for real hardcore powerlevelling min-maxing overachievers... if they get there, and maintain their Admiral status, they get a seat at the big conference table where they argue and vote strategy against various opposing factions... strategy which translates into what missions are given to what ships.
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