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Author Topic: STO Leveling System  (Read 9256 times)

Offline SpeakThoseWords

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Re: STO Leveling System
« Reply #20 on: 24 June 2008 03:29 PM »
I can hear combat-addled achiever-types whining already.  As that's typically a fairly large group, I'm not sure we want to go pissing them off by saying you can't be an action-minded Captain.  Demoting oneself requires too much humility for most people to muster, in my experience.  I think the challenge should come on the front end.

I do like the idea of having a player lose their ship/command for not maintaining it.  It makes sense, and is fair for all.  It's based on direct consequences: don't take care of your crew, you lose crew until your ship can't run.  Captains who have worked their butts off to get there and suddenly can't keep up with their crews get moved to smaller and smaller ships, like 'position decay' back along the advancement line until they're back on newbie runabouts.  Of course, getting back up the ladder is easy once you've already been up it once.

I don't think giving a player a 'desk job' is... fun.  We're not trying to actually punish the people, we're trying to teach them to play through the system, which means never discouraging them from wanting to play.

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Offline Zach

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Re: STO Leveling System
« Reply #21 on: 01 July 2008 12:36 PM »
I don't think giving a player a 'desk job' is... fun.  We're not trying to actually punish the people, we're trying to teach them to play through the system, which means never discouraging them from wanting to play.

This is Star Trek Though - One thing we have seen is that for all of the Captains and people in the action, there are an equal number of folks behind the scenes making it all work and yes, they are at desks. I think that for Star Trek Online to work as an EXPERIENCE, there will HAVE to be folks at desks - and i can say right now that there are people who will gladly do it, and i am going to use another Starfleet to prove it.

Second Life Starfleet - a four or give hundred strong organization in the MMO Second Life, that have built up their own representation of Starfleet - Desk Jobs and All. You have academys, you have starships, you have captains, you have redshirts - every aspect of Star Trek is simulated in there, and it works very well, and there are folks who runs the academy and that ARE the admirals that have to deal with huge amounts of paperwork to make it all work, and they enjoy it because it IS star trek.

So for STO to work - i think im some area, yes you do have to sacrifice the fun factor, because ST is not all about fun, even if this is a game we are talking about.


Offline Raven

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Re: STO Leveling System
« Reply #22 on: 10 July 2008 06:00 AM »
I don't know how many people here are aquatinted with the old SWG leveling system.  When entering the game, we should not have to, at default, choose a profession, rather, we go through the game doing what we want to do to get to the goal.  To clarify, in the old SWG system, you would enter the game as an avatar, on your profession sheet, you would, see if memory serves, all the possible profession trees, and in order to get each skill, you needed relevant experience.  For example, if someone wanted to go Doctor, they would need to build xp, by healing people, or doing simulations, this xp will in turn allow you to acquire a new skill in that profession, but the xp would not be able to be used for, lets say combat.  This would allow greater flexibility in STO among professions, Captain would be something almost everyone would want, so they would need, I think a more rounded experience plus, perhaps a minor concentration, Picard seemed to have diplomacy/tactical, Janeway, Science, etc.  You in turn of course would be limited to a max amount of skill points obtainable.

Offline Zach

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Re: STO Leveling System
« Reply #23 on: 11 July 2008 08:47 PM »
I never ever played SWG but that leveling system sounds like something that would work VERY well in STO.

Offline wizenwolf

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Re: STO Leveling System
« Reply #24 on: 11 July 2008 10:30 PM »
I can tell everyone here right now.... The ranking system of this game could either make the game, or break the game. It will be so important in establishing the playerrs role in the Trek universe that if there are things that are unbalanced and quite frankly 'censored', then this game could fail. But i know how good Cryptic Studios are at this freelance kind of stuff, so i know they are probably one of the best developers for the job. I just hope they spend as much time as is needed working out the perfect ranking/levelling/progression system with STO.

Offline Raven

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Re: STO Leveling System
« Reply #25 on: 16 July 2008 07:40 PM »
I can tell everyone here right now.... The ranking system of this game could either make the game, or break the game. It will be so important in establishing the playerrs role in the Trek universe that if there are things that are unbalanced and quite frankly 'censored', then this game could fail. But i know how good Cryptic Studios are at this freelance kind of stuff, so i know they are probably one of the best developers for the job. I just hope they spend as much time as is needed working out the perfect ranking/levelling/progression system with STO.

Perhaps they can work out a hybrid system of leveling : ranks, setting up an inverse pyramid scheme where the higher you go the more XP you need to achieve the next rank.  To hypothetically break it down a bit:

Ensign would require a total of 5000xp this would be, in consistancy with my other posts, all profession xp combined, so an Ensign who is in the medical field would need lets say 4500 Medical XP and 500 Command XP.

Lt. Jr Grade Perhaps would be 10000xp and so forth while you advance.

Now alternatively for ranks to work in guilds, perhaps, if they allow guild starbases, you will have different command codes and levels of authorization.


Offline Zach

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Re: STO Leveling System
« Reply #26 on: 24 July 2008 08:16 PM »
Well, there are a number of different ways they can do this, but i think we are going to find out sooner rather than later about what route they are gong down.

This is something that normally has to be decided very early in development