A Few Words On Exploration

Werit had a solid post on Exploration a couple of weeks ago. The thrust of it was that Exploration in an MMO needed to be Interesting and Persistent, and that as a result, procedural generation was not a good option for it. The backdrop is STO and how to integrate exploration into it after pulling the plug on their previous system.

I have to confess I do not agree with this stance. I loved the Exploration system in STO and spent most of my time doing just that. It *felt* like the most Trekky part of the game. I would load my ship up with supplies and head into the unknown clusters. Each point of interest either spawned a shiny in the form of a crafting node, or a mission. Sometimes a planet to explore, sometimes an asteroid base to defend, sometimes a Borg invasion that I had arrive just in time to quell. And sometimes it was no mission at all, but rather aid and diplomacy – passing out industrial replicators or medical aid to a planet in distress.

At the end of the night, I would warp home, my bay emptied of commodities and filled with trinkets and crafting goodies, to receive a commendation from the Admiral. Even the duty officers had tie ins, with special missions to establish colonies and such and even recruit the rare species of that cluster on to the ship. In other words, it was very interesting, at least to me.

Was it persistent? Not in the sense that I could revisit the same planet twice, but then again, how often did they do that in Trek? How many Encounters were there at Far Point? Every episode was something new, and in that sense STO did it right. The point was not to find a new home base, it was to explore new worlds. And those I liked, I took screenshots of, which are what you see in this post.

I have never again visited the AT&T planet, as I called it. But it is persistent – I have a record of my time there, and I still remember the mission. Which is more than I can say for some of the “featured episodes” and definitely more than I can say for any Foundry mission I have ever done.

So…

To me, the real crime was that the system was simply dropped instead of being tuned and made better. How could they have done that? A couple of things.

The first was further tie in with the duty officer system, and in particular the Diplomacy subsection. Colonization and Diplomacy should have been broken out of the duty officer rotation and into its own reputation mechanic, much as they have done with the special Task Forces and New Romulus and so on. And exploring the planets and points of interest in the clusters should have afforded the commendations necessary for those unlocks. Here is where your Ambassador titles and cross-faction immunity buffs come from, as well as special uniform and item unlocks.

The second was to further flesh out some of the missions. The aid missions boiled down to dropping off supplies and a small pat on the back. Commodities, rather than being bought, could have been (and still should be) a crafted item, much as The Old Republic does with its new conquest system. Get enough commodities to the planet, and good things happen. This could even be a long term missions. Many people don’t realize that while the generation of the planet was in some way temporary, it was tied to your mission log. If you kept the mission open and uncompleted, the client/server was able to return you to the same system again and again. If the mission objectives were changed or made long term, you could keep returning to the same system, unlocking new sub goals (as you would in a regular quest) with each step of aid granted. Or perhaps they could be tied to the project system directly in the Reputation system as it exists today.

With some improvements, you have the PvE version of all the damn Reputation grinds that STO is so enamored with these days, all of which center primarily around PvP or required group content.

Instead, unlike other “useless” aspects of Star Trek (like starship interiors) that developers have realized are actually important to subsets of the community (like Roleplayers), and put a little bit of time and effort into improving and strengthening the tie ins with the rest of the game, it was jsut tossed aside, with nothing to take its place. It is mind boggling that any game would simply throw away content, particularly without having a replacement in development, or at the very least, to have an idea of what they eventually wanted to replace it with. It still ranks high on my list of “worst developer moves in an MMO” category of failures.

Would it work for every game? No. But in this game, with this lore, it was a pretty good emulation of what Star Trek is about. Exploration was not only possible, it was truly, for the first time in an MMO, not limited by the creativity of the dev team or artists, while also leaving room for the player to make his mark on things.

Gaming Devs Gone Stupid

Awhile ago I wrote that I hoped for the best with Dan Stahl no longer at the helm over at STO. Turns out my hope was misplaced.

STO announced last week that they would be removing Exploration from the game permanently, and shifting any and all active gameplay tasks related to it into the (passive) duty officer system.

Literally every screenshot I have ever uploaded here comes from Exploration clusters and missions.
Literally every screenshot I have ever uploaded here comes from Exploration clusters and missions.

Want to explore strange new worlds? Hell no. You think this is Star Trek or something?

Have a roleplaying group and want to run a random mission together as the basis of your roleplay? Hell no.

Only have a half hour to kill, but want to enjoy some time in STO? Hell no.

The crazy thing is that they are not replacing this source of content. Their only suggestion is to play player-made Foundry missions. But those are an hour or more of gameplay, and someone else is writing the story for you.

Even crazier is the reason – new players might be turned off by this content. Um, 1) there are very few new players coming in at this point. 2) New players are pointed expressly to the storyline missions and new group content. And in a slightly related 3) Nobody is complaining about the extra content. Nobody.

Why, oh why, would you remove content from the game (without a replacement)? Content that people enjoy and that nobody is complaining about? Content that is in no way unbalancing to the rest of progression or anything else?

This is strike two for STO (strike one being the continuing addition of ridiculous Transformers battleships). At strike two, we are at the point where you get no more of my money.

The only thing I can say at this point is thank God I didn’t buy a lifetime sub!

Fit the Pilgrim Part II

So after some – okay, lots – of good feedback, here’s round 2 of fitting my Pilgrim.  The salient points:

1) Someone pointed out that I had no way to draw aggro from the drones.  And nobody liked the tractor, so I swapped it out for an…antagonizer.

2) The sensor booster was cake, and as we all know, the cake is a lie.  So I added an afterburner instead.

3) The drone selection was…poor.  I have chosen more wisely this time.

Behold:

[Pilgrim, Low Sec Recon]

280mm ‘Scout’ Artillery I (Domination Carbonized Lead S)
Core Probe Launcher I (Core Scanner Probe I)
Salvager I
Covert Ops Cloaking Device II

Codebreaker I
Analyzer I
Cap Recharger II
Omnidirectional Tracking Link I
Y-S8 Hydrocarbon I Afterburners

Damage Control II
Medium Armor Repairer II
Co-Processor II
Energized Adaptive Nano Membrane II
1600mm Reinforced Rolled Tungsten Plates I

2x Medium Gravity Capacitor Upgrade I

5x Hammerhead II
5x Hobgoblin II
5x Warrior II
5x Vespa EC-600

Outfitting a Pilgrim

I mentioned in my previous post my frustration on trying to get the Pilgrim to do what I wanted it to do.  The “All-In-One-Solo-Lo-Sec” fit I pulled from Battleclinic captured my attention and desire almost immediately, but I quickly discovered that I would need to go to Recon Ships IV to fit it as described.  Taking a 1 day detour from Command Ships is not bad, especially with the Pilgrim and Curse as a reward for that detour.  However, a 5 additional day detour to pick up Recon IV is not something I wanted to do now, when I am *soooo* close to Command Ships (only a little over a month left to go).

So I needed a workaround.  The basic problem is, of course, CPU.  I’m pretty much maxed on upgrades there, so I went the obvious route of adding a Co-Processor.  This necessitated a changing of the armor tanking, which had called for active hardeners, a repper, and a 1600mm plate.  This is where I got stuck for awhile.  I tried any number of combinations.  Removing the plate made the ship far to vulnerable for my tastes, removing the repper or downsizing it to a small left my DPS soak very low – too low for lo sec combat.  I went to passive tank instead of hardeners and that helped, but I was limited to only one slot at that point.  It was then that I remembered that, duh, I had finished Hull Upgrades V.   I trotted out an Energized Active Nano Membrane II, and the problem resolved itself.  Well, partially anyway.

I did still swap one item on the mids around.  Because I wasn’t running hardeners, the cap was now stable with only one recharger.  I debated removing the tractor beam as well to make room for a 10nm Afterburner, but I decided to leave it for now and intead run with a Sensor Booster II.  So here’s the final listing:

[Pilgrim, Low Sec Recon]

Small Tractor Beam I
Core Probe Launcher I (Core Scanner Probe I)
Salvager I
Covert Ops Cloaking Device II

Codebreaker I
Analyzer I
Cap Recharger II
Omnidirectional Tracking Link I
Sensor Booster II (Scan Resolution)

Damage Control II
Medium Armor Repairer II
Co-Processor II
Energized Adaptive Nano Membrane II
1600mm Reinforced Rolled Tungsten Plates I

2x Medium Gravity Capacitor Upgrade I

5x Hammerhead II
5x Hobgoblin II
5x Mining Drone I
5x Light Shield Maintenance Bot I
5x Hornet EC-300

I’m not sure about the drone loadout, but my reasoning was that the ECM drones could be a good escape plan should something bigger and meaner than me lock me down, so that I could warp out.  The shield bots are there to help cut the down time between running complexes.  I could drop them and go to larger ECM drones though.  Mining drones are really only there in case I can’t pass up a load of some rare roid.

I’m also not sure I need the tractor beam, but it was in the original suggested loadout.  Same with the tracking link and the sensor booster.  I still think an AB could be helpful in there somewhere.  But all in all, I was pretty happy that I found a way to save myself the training time.

Thoughts?