I don't mind playing my whole staff, but I think if that's going to be the mechanic, then it needs to be simplified. Shield directionality would be first on my list of things to remove. Auto shots would be something to put in. I sincerely doubt a Trek weapons officer has to press "go" every time the phasers fire. They're already computer controlled.
I see the potential for strategy, but the interface feels too clunky for me to perform many rudiments of ship-to-ship strategy. Consider the rather basic set of tactics of trying to stay out of an enemy's torpedo arc. You need to be able to judge ship pacing, turn arcs, etc, and react to the counter-turn, handle the matter that you're over-exposing one of the four shields if you get the holding pattern right, and find time to manually fire.
I'm really glad it's not twitch-based, and maybe if I was fearing that, I'd have a better reaction. If all I'd done was twitch-based stuff, this would look more strategic. For me, it's kinda like how I gauge a flight game. I immediately attempt a Split S and some sort of pace changing maneuver (either an Immelman turn or its diving opposite) to see what happens. If they don't work, I assume it's not a flight sim.
The mechanic you're describing, incidentally, was what I'd heard the original plan for Star Trek Online to be. That got lost early on, from what I recall.
Yeah, that was what Perpetual was supposedly going to do with it but Cryptic dropped that when they bought the rights. That's probably my biggest disappointment in the game. You can invite people on to your bridge but it's simply for RP purposes. There is no real functionality that lets you feel like you're on the bridge of your own ship, and that's something I really wanted out of it.
Really. That's pretty sad that it just has an RP effect and nothing else.
I'll keep playing through the beta...my guild doesn't offer raid times I can make, so my desire to keep emblem grinding is a bit low right now...so I'm willing to put time into playing it. Maybe I'll warm to the ship combat. The game does seem kinda broken by design to me, though, and what you just mentioned here doesn't help that impression.
Something I literally just learned. Right click on the phasers in your action bar. They will get a green border around them. From that point on once you attack phasers will auto fire whenever available.
I see the potential for strategy, but the interface feels too clunky for me to perform many rudiments of ship-to-ship strategy. Consider the rather basic set of tactics of trying to stay out of an enemy's torpedo arc. You need to be able to judge ship pacing, turn arcs, etc, and react to the counter-turn, handle the matter that you're over-exposing one of the four shields if you get the holding pattern right, and find time to manually fire.
I'm really glad it's not twitch-based, and maybe if I was fearing that, I'd have a better reaction. If all I'd done was twitch-based stuff, this would look more strategic. For me, it's kinda like how I gauge a flight game. I immediately attempt a Split S and some sort of pace changing maneuver (either an Immelman turn or its diving opposite) to see what happens. If they don't work, I assume it's not a flight sim.
The mechanic you're describing, incidentally, was what I'd heard the original plan for Star Trek Online to be. That got lost early on, from what I recall.
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I'll keep playing through the beta...my guild doesn't offer raid times I can make, so my desire to keep emblem grinding is a bit low right now...so I'm willing to put time into playing it. Maybe I'll warm to the ship combat. The game does seem kinda broken by design to me, though, and what you just mentioned here doesn't help that impression.
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BTW, do you know how to file a bug? I put it in 16:9 full screen mode and it resizes to be larger than my screen.
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