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Will you be able to travel and explore space? Yes. Space travel is going to be a fun and unique experience. Mission assignments will include dozens of ship types which are open environments that move through space.
Will you be able to explore the surface of planets? Yes. Action on planets will be an important part of game-play. |
all good
Now we get to the good stuff ..
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Will there be player vs. player combat? Some. PvP will not be a primary means of advancement at game launch, but there will be opportunities to test your skills against other players. |
If there will be no playable opposing factions then it makes sense for PvP to be limited, although I think the devs should give a great deal of thought into making playable races, and inter-factional warfare the main thrust of their expansion packs.
As people become bored with their Starfleet characters, or discover they are truly more suited to being a Klingon warrior, or a Romulan subcommander, those options should be made available. That way, PvP will also increase as players become bored with AI-only fights.
Players in opposing factions, when and if that happens, because their numbers will always be much smaller than that of players who choose the Federation the AI 'threats' to the Federation should remain, and perhaps players will be given some AI-ships to control at that point.
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How will solo play work? It will be possible to advance and have fun while playing solo, but you will miss out on some exciting team-play experiences. |
Ok, now this is where the devs need to start thinking out of the box. We absolutely need to have a place for 'solo' players (ex. the independents, who can earn latinum and buy their own small ships, and run their own class of missions etc.), but also we need to bring individual players in the Federation faction into the greater scheme of things, so that those players who do not have a lot of time to invest, or who are shy or whatever, still feel that they have a place.
This can be solved by arbitrary ship assignments, and a 'transfer' system between crews which will allow players to find a ship that they can are comfortable with, but ultimately they will always have a ship they belong to, and they 'will', given frequent crew shortages, spend time on the bridge.
For those that want an important fleet position, but like to work alone, we can have the engineering and naval architecture jobs (crafting) at starbases and shipyards. This ties into the arbitrary ship assignments as a method of producing ships for crews who ..
1) need an initial, new ship
2) need a ship repaired
3) need a replacement ship for one that is beyond repair
4) have 'earned' the ability to trade up to a better ship (more on that later/elsewhere)
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How will characters advance and grow? Characters will gain skills and rank by completing missions assigned by Starfleet command or by otherwise advancing the needs of Starfleet. |
Again, this sounds more hopeful now (and more like what I've been pushing), after having encounterd so many very bad ideas on the various boards.

Need to speak a bit about the economy when talking about advancement, because for a ship's crew advancement will also mean trading up to a better ship, and having more efficient ship's systems, better maintenance/repair experiences.. etc...
Individuals should gain 'experience points' from completing successful missions and being victorious in combat, both shipboard and personal. They then use these points to buy skills and rank.
The ship on the other hand would also earn "points", which would be used for repairs and maintenance, or if banked for a sufficiently long period of time, to trade in the ship for a more capable class.

Ownership

Needless to say, it's in direct conflict with Trek fundamentals, not to mention that it's unfair to individual players, and the simple fact that there is no "PLACE" for them. As the devs have stated, there will be permanent crews, and perhaps there will be fleets, but above all there is Starfleet, which everyone who chooses it should feel they 'belong to' and have an important role to play .. no matter who their offline pals are, or how long they have been messing about in the various MMOPRGs that have existed.
This is an entirely new ball game people, and it should be created as such.
Ships should not be looked upon as something 'owned' in Starfleet (indies yes, Starfleet no). I say this, not to sound like some weasel Trek trivia twinkie nutjob .. they make me as ill as the next person, I say it because it will be of great benefit to the game, and everyone who plays it.
If you allow 'guilds' to obtain control of ships, based on their size, or how much experience points they can amass.. or whatever, then you must in fairness provide that same opportunity to individuals who do not want to be part of a 'player association', because each player pays the same amount of money as the next, and frankly deserves a fair shake at whatever any other player has.
Sure, give the gangs some OOC communication methods, more commonly called a 'Friends List' which everyone will use, whether they are in a guild or not. Also perhaps allow them to display their gang name in their character title, whatever appeases them. However, if you care about Trek .. if you care about avoiding a red light from the people that are responsible for 'caring about Trek' and maintaining some sense of Roddenberry's vision, do not make them 'part of the game'.
Another great benefit to arbitrary assignments is the ability to match players up with people who connect at similar times, and for similar periods of time .. etc. There could be a match-making criteria that would put people together who will be absolutely fantastic crew mates!!
Now, perhaps guild members who want to opt out of this process, and instead select an option to be transferred to a ship 'with' a specific collection of other players, who happen to be members of their guild. This way we have a fair system for fellow gang members to get together, and it's all part of a process that adequately reflects the Trek universe. It limits no ones ability to be part of the game to the fullest extent they wish .. etc.
[B]Now, the only problem I've found which I hadn't been able to solve easily, is where do you get the initial batch of Captains from, after launch?
Welp, guess what .. I have a solution!

Use a collection of people from beta to maximum advantage. As a contest / thank you to your beta participants, give a randomly chosen group of x .. to serve as Captains post-launch, for a set amount of time, just long enough for the first batch of new players to quality. Then, the old beta stooges will be properly retired, and memorialized.
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Will there be crafting? At launch, the closest activities to crafting will be related to ship modification, repair and improvement. |
Some more on PCs working at bases and shipyards .. I detailed this elsewhere on the board, but I'll say it again briefly because I think there would be a lot of players that would want to be responsible for ship construction and major repairs, especially if they were able to influence, and make somewhat unique the capabilities of one ship over another.
This would also facilitate arbitrary assignments as a method of involving all players in the game, while avoiding exclusionary, unfair ship obtainment. This is accomplished by having the process of ship deployment a predictable, controlled and canon adhering process, which would involve players in every aspect.
-Surat