New Adventures, New Ship

Champions

I was totally surprised to see  Issue 1 of the first Comic Series announced on Twitter today. The initial series is called Aftershock and issue one is Dead Air. UNTIL’s Camp Lantern in North Africa is not responding to communications and scouts dispatched to investigate have not returned.

The new series is scalable so any heroes level 11 or higher can experience the new content. There are supposed to be five more weekly issues in this series.

Despite how quickly the first issue snuck up on me, I’m very excited to get in and check it out. I started playing through the second Adventure Pack Demonflame this last weekend (more on that when I finish it) and it’s not quite the experience I was hoping for. From everything I’ve read, the Comic Series are intended to be more like the excellent Featured Episodes in STO, if they turn out to be even half as good then I’ll be spending a lot more time in Champions on a regular basis again.

Star Trek

The first Dev Diary about designing the Enterprise-F is up. Most of the controversy that surrounded the winning design has subsided now based on the dev diary forum thread (or I’m just no frequenting the right parts of the forum). The current clay model is interesting. I like how close the saucer and engineering hull are to one another and the dual neck looks much more substantial now that it did in the initial sketches. My only nit to pick is the saucer is a bit too pointy.

 

Cryptic bought by who?

On my way into work this morning I glimpsed a couple of Tweets about Cryptic getting bought but didn’t see by who. So once I got to work I found this article on Gamasutra and thought, “Oh. Ok…. Who’s Perfect World?” I’m not a fan of the eastern-style MMOs and I long ago stopped paying any attention to that aspect of the genre. So I had to do some catching up to get an idea of whether or not I should be worried or elated.

Two interesting items on the money-side of the story. Atari bought Cryptic for $28 million (plus sales-incentives) in 2008, and Perfect World is paying $50.3 million. Perfect World is coming off of a good first quarter compared to the prior year, as payoff for investing in long-term projects. If that’s truly representative of PW’s attitude towards business then Cryptic’s in much better hands.

Besides their fiscal history, I didn’t realize that Cryptic isn’t the first development studio that PW has purchased. They bought Runic Games in May last year, but has stayed mostly hands off since then.

There’s still some important details unknown about the deal though. Does Atari still has publishing writes for NWN? I assume they do. If that’s correct, is Cryptic still developing that game? I’m guessing that Atari has passed the risk on to Cryptic and PW and is charging a licensing fee. This gives them a piece of the revenue with little further investment.

Since PW is primarily in the F2P end of the MMO market, what happens to STO? For that matter does Champions stay a hybrid model or does it go full cash shop? I’ll give even odds on STO going F2P but if it does it’ll go hybrid like Champions did. I think that’s a ways out though, I get the impression that Cryptic wants to see how regular weekly content releases affect their subscription numbers. I don’t see either game going full F2P like their eastern-market counterparts. There are very few games, Runes of Magic is the only one I can think of off the top of my head, that do well in the western market as full cash shop. Perfect World seems (in my limited research) to be a bit smarter than that.

One other thing I’m unclear on is what the actual corporate structure is. There’s Perfect World and there’s Perfect World Entertainment. PWE seems to be their western-market facing corporation, and I assume that PWE would be handling management of Cryptic. But the press release announcing the acquisition was on PW’s site.

In the end, it’s much much too early to panic. For the short-term, this is good. It removes uncertainty about the fate of the development teams and their games. For the long-term we’ll have to wait and see, but I’m optimistic based on what I’ve read so far.

Jupiter Uniforms

The Jupiter uniforms are part of the 500-day Veteran Rewards and also due on the C-store around June 2nd. When I first say them mentioned for the Veteran Rewards, I had no idea what a Jupiter-style uniform was. Apparently I wasn’t alone in that, since Matt Highison, who  is the character artist working on them, posted on the forums recently (he’s also go more picture links there) to explain that Jupiter is the name for the new series of uniforms. The old uniforms in the tailor have always been labeled as A and B, and they are being renamed to Antares and Sierra.

I think the uniforms look really good. Bryn will be getting a wardrobe update once they become available.

Security Clearances Instead of Ranks

I started this thread to suggest a game change on the STO boards which I’m going to duplicate here:

One of the reasons I play STO is to put myself in the Trek-universe. While I accept a lot of the compromises Cryptic had to make to design a fun Star Trek game, there’s one that’s always bugged me: non-captain ranks. Starting out as an Ensign and getting command of a ship has always seemed quite a stretch regardless of how badly the wars with the Klingons, Borg, and Undine may be going. Of course the game does need to have some form of progression, some Trek-like way to advance. So why not make all players Captains and change the Rank/Grade system to refer Security Clearances instead?

When you start out with a new character, you could go through a promotion ceremony and get assigned your first command: a Miranda-class ship. Then you pick one (or more) bridge officers and start through the normal tutorial events with slight alterations.

In the game proper you would still collect skill points and merits, only instead of increasing in Grade from 1-10 on your way to the next Rank, your Captain would increase their Security Clearance starting at Alpha-1 through 10 and then Beta-1 (which would allow for tier 2 ships), and so on. After all, Starfleet can’t give command of their most advanced ships to just any command officer. Only the most trusted Captains would have access to high-level technology. This would make a VA-1, which is basically level 51, a Captain with Epsilon-1 Security Clearance.

The SC system would be functionally the same as the existing Rank system, but the new terminology allows for quite a bit more expansion through the remaining letters of the Greek alphabet, plus it’s less jarring from a lore standpoint.

The Admiral ranks could be re-purposed for a secondary system for Fleets (as in guilds) or fleets (as in handling multiple ships), similar to how the Ambassador ranks are used for the diplomacy system.

While there’s no major mechanics changes, this would still be a sizable change to all of the mission dialogs and UI, but it would be a huge boon to immersion and also give Cryptic more room at the top-end of the game to expand further without getting into more Admiralty ranks.

If you like the idea, or you have suggestions to improve it, then go over to the forums and leave a reply.

Avalanche?

When accolades were activated back in Season 1.2, I had a one minute and forty second flood of Accolade notices the first time I logged in. One of the things I’ve heard about Duty Officers is that some will be earned Accolade awards. I wonder, am I going to be buried under an avalanche of transfer requests when Season 4 goes live?

News, Good and Bad

Some good news and some bad news today, let’s start with the bad news first.

Up for Sale

Interesting news day for Cryptic, Champions, and STO today. Apparently Atari has decided to get out of the development business and is putting Cryptic Studios up for sale. I have to admit I’m surprised, but I really shouldn’t have been. There’s been a lot of movement towards social and mobile games, so it’s not too surprising that Atari’s headed that direction.

Naturally Twitter, game blogs, and STO’s forums have been buzzing with the news. I was pleasantly surprised by the mostly positive reaction on the STO forums. There were two dev responses I wanted to highlight:

Wishstone - The headline is chosen a little unfortunate by the colleagues at Gamasutra and makes it sound like we’re a kicked puppy standing in the rain. That’s not the case. 

Right now I have no further details other than what has been mentioned elsewhere. Support for Champions Online and Star Trek Online will be continuing as normal, our staff is working hard on their projects (and the folks from the Champions team deserve an extra cheer for their new stuff by the way) and there are no planned changes to the way any of our games and projects will operate.

So Stormy is here, I am here, Dan and the gang are here, your GMs and QA staff are working hard. It sounds way more dramatic than it actually is.

Dstahl -btw… several of STO’s new devs are starting in June – so that is one reason they haven’t responded yet.

Now of course the dev team is always going to put a brave face on things, so we’ll have to wait and see how the situation pans out. Personally, I’m not sad to see Cryptic and Atari part ways but I’m even less happy about the thought of EA or Activision acquiring the studio. There’s been some chatter on the forums about CBS, and I guess if Warner can get into the publishing business then so can they. There are lots of open questions about the situation though. Cryptic owns the Champions IP and CBS owns Trek, but I’m not clear on what Atari acquired when they bought Cryptic or who CBS actually granted their IP license to. Plus there’s the who question of Atari Points vs. Cryptic Points for the C-store currency. Interesting times indeed.

Regardless, I hope that Cryptic’s future gets resolved quickly and leaves the company in a stronger position to continue improving their games.

UpdateSente over at A ding world has some good background on the fiscal aspects of the situation.

Ground Combat

Aside from all of the corporate drama, there’s a new thread related to ground combat prompted by comments made by Al Rivera (Captain Geko on the forums) in the latest Stoked podcast (it’s an excellent interview by the way, you should watch it). Salami_Inferno jumped in on the thread and offered to answer any questions (have I mentioned recently how much I love the STO team’s communication?) and yielded some interesting tidbits:

  • The optional aim mode will probably be something you want to turn off if healing, otherwise you’ll have to aim first to determine who gets affected by your Medical Tricorder. post link
  • Pressing ‘Z’ will swap weapons and ‘X’ will switch aiming mode (from shooter to RPG and back). post link
  • All weapons have a zoom, no head shots (maybe later, just didn’t work with their current code). There’s no cover system like Gears or Mass Effect 2, but they’ve made line of sight more significant. post link

 

May Engineering Report

Daniel Stahl’s released the May Engineering Report and it’s got some really really exciting information in it. Season 4, especially Ground Combat 2.0, has been on the horizon for so long, that it felt like it was never going to make it into the game. Now suddenly it feels like it’s almost here. Stahl has announced a tentative, let me repeat that tentative, date of July 7th for Season 4’s release, with features starting to show up on the test server in early June.

Stahl also gives a short summary of what the new ground combat is like by saying that it is going to be faster. There’s a new optional over-the-shoulder aim reticle mode which eliminates tab targeting and leads to some cool new mechanics:

It also means being able to drag weapon fire across an area an hit multiple targets, or dumb throw grenades in a general area.

Weapon stats, ranges, firing modes, reload times, sound effects, and visual FX had all been updated. Mobs HP scaling has been adjusted when changing mission difficulty, this is something I’m very interested in since I like space combat on the advanced difficulty but ground combat at that level is very tedious.

I’m starting to get excited again now that it feels like we’re more than halfway through the lull between Featured Episode Series 3 and the Season 4 update.

More on the Duty Roster

I’ve been keeping an eye on Heretic’s latest forum thread on the Duty Roster and there’s been some more good information posted besides the work-in-progress interface.

First, the STO team isn’t happy that duty officer names can’t be customized either, but it’s a technical limitation. I’m sure this is primarily a database issue. Because a character in STO is more than just a single individual, it’s always had more restrictions on the number of characters you could have without paying for additional slots in order to offset the higher storage costs.

The species traits I commented on yesterday will combine with a duty officer’s assignment to affect mission outcomes. Heretic give the example of “Aggressive” duty officers having a better chance of succeeding in military category assignments. Also in that same post, Heretic confirms that duty and bridge officers are completely separate resources (at least for now), so you can’t take surplus bridge officer candidates and convert them to duty officers.

Duty officers can’t be promoted and their rank contributes to the effectiveness of their passive abilities as well as the chance of success on away missions. Promotion is technically possible but not on the schedule currently. Civilian duty officers cannot be place in the active roster list, they are solely for mission assignments. Heretic give examples of: traders, advisors, and holodeck characters (which sounds very neat).

Clarification that the duty officer system is a precursor to the department head system, where you’ll be able to select a Chief Medical Officer, Chief Science Officer, etc. from among you existing bridge officers.

Duty Roster Sneak Peek

Cryptic developer Heretic posted a sneak peek of the work-in-progress Duty Officer interface today on the forums today.

Obviously the interface could still change quite a bit before Season 4 launches, but it does give you an idea of how Duty Officers fit into the game mechanics. There are limited positions to fill within each department, and each officer assigned adds certain passive bonuses. The traits, shown as icons in the list and detailed on the personnel file, are new to me. I wonder if those are intended as flavor text or possible have something to do with what kinds of missions you can send them on.

Season 4 looks like it’ll be amazing, since not only will I have another subsystem to play with in the game, but there’s a (much needed) revamp to ground combat, and some really cool new environments coming based on images Dan Stahl has been tweeting.