Author Topic: PlayHard.ru talk Excalibur  (Read 3258 times)

Offline Mark

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PlayHard.ru talk Excalibur
« on: October 11, 2009, 10:45:00 PM »
A large Russian gaming website recently took the time to interview project leader Luiz Cordova and myself in one of the most in-depth looks at Excalibur that we have taken part in. Heres a quick quote to get you warmed up:

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- What can you say about the main hero of the game?

MW: He is not your traditional Starfleet Captain, and it would be fair to say that his personality has some pretty rough traits, however, he is valued by the Admirals and has people looking out for him from high places.  I don't want to give too much away but I would say that as a character he is going to give you a lot of surprises.

- What races are presented in Excalibur?

LA: All the major races are included in the game, off the top of my head that includes the Federation, the Klingon, the Romulans, the Cardassians, The Ferengi, the Borg, the Breen, the Dominion, the Orions and probably a load more that I have forgotten. While all those races are around, the majority of them is unlikely to feature in the main story, so it's another case of expecting the player to go out into the galaxy and find these fractions.

Read the full article at PlayHard.ru

Offline MR_7

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Re: PlayHard.ru talk Excalibur
« Reply #1 on: October 11, 2009, 11:16:23 PM »

"The way we will approach planetary landing is still being developed, but it's also a part of the main story to land a craft on a planet's surface to perform certain tasks there."


That i can't wait for.

Offline furswift

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Re: PlayHard.ru talk Excalibur
« Reply #2 on: October 11, 2009, 11:52:39 PM »
I can only imagine what it will be like to be playing this game and "discovering" the Borg. eep!

Offline zzz

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Re: PlayHard.ru talk Excalibur
« Reply #3 on: October 12, 2009, 12:09:54 AM »
Nice. Big. but a few issues:

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Of course, we won't be able to have all the "special deflector beam of the week" technologies,

oh. I always thought they'd be like status effects you can place on yourself or enemies. One thing I hated about ST games is that it reduced the ships to just how many weapons could they carry when they were capable of so much more.

How I thought it would work would be like being able to select tachyon, graviton or ionic (ones I heard being used on the show) pulses at your science station. Selecting "inverse" would change if it affected the enemy or the player. Drains your auxilary power battery. So like tachyon pulse would increase your sensors, inverse tachyon would jam the enemy's. Graviton could inhibit the enemy's warp field so they can't jump away. Or ionic could allow players to beam through shields. Or decrease enemy cloak efficency. Or whatever you thought would work in gameplay.

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Obviously all of that equipment and personnel means she has to be big with a length of nearly 1 km she is the biggest vessel in Starfleet. This size means that the Excalibur cannot maneuver particularly quickly and is reliant upon strong defenses and support from the rest of the fleet for protection.

there's always a tendency to make fan ships the most perfect ship ever created. I always pictured CommCon ships to be fairly small and centred around an admin crew with long range communications and sensors. So essentially a science vessel that can take some hits. and I've always preferred medium sized ships, Excelsior, Akira, etc. Just a personal preference. Big ships have always meant inefficiency to me. and big ships are typically jack-of-all-trades instead of ships that are designed around a single dedicated aspect like science, combat, diplomacy. Plus I take it we'll be in the Excalibur the entire campaign so no sense of progression from weak ships to strong ones? Also hard to view enemies as equals when you're ship is consistently bigger than theirs.

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however, in terms of active "LCARS" (Library Computer Access & Retrieval System) rendered into the scene that will be difficult to do and we have already decided to avoid that mostly.

bang goes one of my most looked-forward to features.  :(

again, little info on how interfaces would be handled but going from what was available on the site I pictured sitting in the Captain's chair would allow you to have all the general options and keyboard controls you get in Bridge Commander, but going up to a specific station would allow you to bring up the LCARs gui and start doing the indepth power management stuff you mentioned.

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the Bird of prey's animated wings

will the individual disruptor cannons swivel?

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LA: We are still looking for a composer, and while we have a clear idea for how we want the music to sound, it all obviously depends on who we might get to compose for us. If anyone has any composing background, please, get in touch with us.

one of the weakest parts of all mods unfortunately. original compositions are always pretty poor unless you're some experienced full-time composer. You can't rent a studio so you're stuck with synthesised instruments and it ends up sounding terrible. I'd stick with editing licensed ST music into ambient tracks. Insurrection had some great ones.
« Last Edit: October 12, 2009, 12:21:54 AM by zzz »

Offline furswift

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Re: PlayHard.ru talk Excalibur
« Reply #4 on: October 12, 2009, 01:19:22 AM »
Synthesized game soundtracks aren't always awful. Michiru Yamane's soundtrack to Castlevania SoTN is stunning, it's virtually all synth, and it was made in 1997. Today's synth programs are far more convincing, and in the hands of a skilled composer will give you a high quality soundtrack without having hire a chamber orchestra.

Offline John

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Re: PlayHard.ru talk Excalibur
« Reply #5 on: October 12, 2009, 02:59:41 AM »

bang goes one of my most looked-forward to features.  :(

again, little info on how interfaces would be handled but going from what was available on the site I pictured sitting in the Captain's chair would allow you to have all the general options and keyboard controls you get in Bridge Commander, but going up to a specific station would allow you to bring up the LCARs gui and start doing the indepth power management stuff you mentioned.


Not being rendered into the scene doesn't mean that you can't go over to a station and it bring up a GUI. :)  What was said in the interview is that the display YOU interact with ISN'T 3D and build into the wall - but rather a 2D overlay on screen.

I only skimmed your post, but I get the feeling you have the wrong end of the stick on several issues. :)

Offline zzz

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Re: PlayHard.ru talk Excalibur
« Reply #6 on: October 12, 2009, 03:28:13 AM »
Not being rendered into the scene doesn't mean that you can't go over to a station and it bring up a GUI. :)  What was said in the interview is that the display YOU interact with ISN'T 3D and build into the wall - but rather a 2D overlay on screen.

o i c, that makes sense.

Offline MajorD

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Re: PlayHard.ru talk Excalibur
« Reply #7 on: October 12, 2009, 07:29:59 AM »
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we are really expecting users to explore the galaxy themselves to see some of the "great sights" in Star Trek.

so it's another case of expecting the player to go out into the galaxy and find these fractions.

THIS IS HUGE! It reminds me of Mass Effect and how you could explore to find side missions and collection hunts, but better. Mass Effect didn't let you land at major worlds or find major factions unless it was story related.

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- What can you say about the main hero of the game?

MW: He is not your traditional Starfleet Captain, and it would be fair to say that his personality has some pretty rough traits, however, he is valued by the Admirals and has people looking out for him from high places.  I don't want to give too much away but I would say that as a character he is going to give you a lot of surprises.

A predetermined personality for the character is fine since that only narrows our scope of actions to fit the personality, but doesn't limit our roles and the abilities we can use for those in-character actions. It's mentioned that this will be a hybrid RPG, I hope that means that depending on what abilities we use, those abilities will max out and expand and open up not just new action solutions but verbal solutions. I mentioned it at the STO forum, Science, Engineering, and Combat specialties can all realistically offer these possibilities. Diplomatic could be a hybrid or specialized set of abilities. If you're sciency, you may notice an incongruity in the story someone tells you. If you are Diplomatic, you may notice facial twitching, blinking, or slow artificial emotional reactions. Combat specialty would let you kick a person through a window in order to end a conversation! :lol:

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This size means that the Excalibur cannot maneuver particularly quickly and is reliant upon strong defenses and support from the rest of the fleet for protection. There is more to say about the Excalibur, but I think the rest can wait a while longer [smiles].
Previously when these things were mentioned concerning the Excalibur I didn't like it, but it struck me that this isn't too different from the Galaxy class. The Galaxy-class is not a combat ship, it's a long duration community with loads of science labs, sensors, civilians, and happens to be heavily defended and armed. But, for all of that multirole nature, even though it can't be as powerful as a dedicated war ship ton for ton, it isn't sluggish nor weak. And there are larger ships. If anything the Excalibur should be right up there with the maneuverability of the Romulan ships and at least the Galaxy.

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- Which ship’s stations can be managed?

MW: We are working on the interface in a very natural way, so most of the major consoles will have actions assigned to them, however, in terms of active "LCARS" (Library Computer Access & Retrieval System) rendered into the scene that will be difficult to do and we have already decided to avoid that mostly.

Keep in mind, stations aren't fixed. There is at least one episode where Geordi says, "Engineering" and a back wall console turned into an engineering console.
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- What orders can be given to away teams?

MW: General orders such as "investigate" or "capture" for the most part, if you want to do anything more complicated on an away mission you will need to do that yourself.

Left 4 Dead has a good group control system, I hope something like that is used. Mostly they're smart enough to take care of themselves and you. Mass Effect's system isn't so bad but could be better.


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- Will it be possible to board an enemy’s ship and use it afterwards?

LA: Yes, we do intend to add a system that allows you to board enemy ships and stations, as long as their shields are offline. As for taking command and using an enemy ship, keep in mind that repairs in Excalibur will be a lot more realistic than in games like, let's say, Star Trek Armada (2000-2001). Most of the time when you are able to shoot an enemy ship down enough to take possession of it and disable all crew, it'll be way too damaged to be of any help. Of course, the Borg are an exception.

Great.

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(yes, we do have the Prometheus class) as well as some other tech like the Breen disabling weapon and the special cloaking device from the movie Star Trek VI: The Undiscovered Country (1991).

Would you be willing to make a special Prometheus that is somewhat larger and doesn't break apart?

The Breen disabling weapon was famously worked around and very permanent when effective. I don't know how I feel about a weakened form of the weapon that causes temporary total system failure, actually not that good, but it would be great for a Dominion War simulation.

I don't think the cloaking device was special, I think it was only a matter of power. There has to be something about the technology that is simply impractical beyond being able to shoot at the origin of weapons fire, instead of having to use the silly although fun gas tracking system. Otherwise, why was the technology dropped only to be seen again in Nemesis? I don't buy the idea of it being a one off technology. Maybe expensive. Even with that, it's still pretty damn practical for ambushes by packs of small ships. So, it must be impractical, perhaps in multiple ways. First, perhaps cost of construction, I don't think it has any special property beyond energy efficiency, or more likely enhanced cloaking against energy leak since running weapons and cloak all at once must create a lot of emissions. Then there would be the need for more power, you would either need to run your warp core at higher power for longer periods, or require a second reactor, or enlarged reactor. So, you either carry more mass and limit internal volume, or risk a finicky wear prone reactor. Lastly, the energy density of their warp core may have been too low at the time to run shields too, and not being able to use shields may have been seen as too much of a weakness, perhaps thanks to automatic firing on weapon origin. With that, if an ambush doesn't kill all the enemies on the first volley, then the cloak firing attacker would be obliterated by the return fire thanks to lack of shields. In the end, it may have purely come down to power density and reduced cloak effectiveness while running high power systems.
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Offline furswift

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Re: PlayHard.ru talk Excalibur
« Reply #8 on: October 13, 2009, 02:09:55 AM »
I think it will be great that there will be presets for energy distribution. One of the most frustrating things about BC was messing with energy settings while the enemy gleefully pounded away at your sitting duck ship. Will we be able to record our own preset energy settings?

Offline MajorD

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Re: PlayHard.ru talk Excalibur
« Reply #9 on: October 13, 2009, 03:21:53 AM »
I certainly hope we could have our own power presets. I also hope we can manually control not only power distribution but power production by the warp core and impulse engines. You know how the warp core flashes and woomps faster, the faster it goes at warp? If it is anything like a real reactor, or any engine, then it should be possible to run it at an extremely high level that is completely impractical for long term use. Internal combustian engines have RPM redlines, steam engines have pressure limits, nuclear reactors have thermal limits. In WWII, airplanes used to have something called War Emergency Power which was a super high engine setting that would produce more than 100% power usually for five minutes. After using it for any amount of the plain would have to be grounded and the engine completely stripped down and inspected for damage. The equivalent in Trek would probably result in a warp core breach if you pushed it too hard.

We actually have an indication of how their version of War Emergency Power works and it's a bit more like an afterburner than overworking the engine. In "Best of Both Worlds" the Enterprise-D is rigged to fire its deflector like a cannon, to do so requires all of the ship's power and they end up being able to run the warp core for only a couple minutes. The limit was the coolant, which was reaching zero by the time they shut down the deflector. If you lose coolant, then parts in the core would probably melt or warp, and then things would be thrown out of alignment or stop functioning and then if you're lucky you get five minutes to warp core breach as the safeties hold back the explosion so you can evacuate. But, as long as there is even a little coolant the warp core should be able to get away unscathed. However, the deflector took structural damage from having so much power run through it and would require it being rebuilt, but it did still function. There's a thread on system malfunction I'm going to repost and expand on this concept a little for a general theory of system damage.

I also found this great video from "Best of Both Worlds". It has lots of stuff that the engine should be able to do, mainly that slighting effect in the beginning with the nebula gasses, and later with the hull shaking and sound in Ten Forward.
http://www.youtube.com/watch?v=6CkqTKNrDEM
« Last Edit: October 13, 2009, 03:40:16 AM by MajorD »
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Offline furswift

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Re: PlayHard.ru talk Excalibur
« Reply #10 on: October 13, 2009, 04:25:37 AM »
If all major races will be featured in the game, then I say:

Bring on the Packleds!

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Offline Gair

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Re: PlayHard.ru talk Excalibur
« Reply #11 on: October 13, 2009, 06:23:40 AM »
Awesome read.  I hope someone steps in and helps with the DQ skins.

Offline MyOwnSling

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Re: PlayHard.ru talk Excalibur
« Reply #12 on: December 01, 2009, 12:36:36 PM »
I've been a bit out of it for a bit, so sorry for the mild necro.  Just wanted to express how much I enjoyed this interview.  Good info and it's great to see more interest starting to crop up.  I look forward in the general direction of the end of 2011.
oh hai

Offline rs1sensen

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Re: PlayHard.ru talk Excalibur
« Reply #13 on: March 04, 2010, 01:01:08 AM »

one of the weakest parts of all mods unfortunately. original compositions are always pretty poor unless you're some experienced full-time composer. You can't rent a studio so you're stuck with synthesised instruments and it ends up sounding terrible. I'd stick with editing licensed ST music into ambient tracks. Insurrection had some great ones.

I know this topic is getting old, but I also wanted to chime in on the current quality of computerized instruments. I tend to avoid the term "synth" these days, although it is still applicable in many ways. Today, many computerized programs use real instruments that have been meticulously recording in many styles, and over their entire range, to create a faithful computerized re-creation of them. If you have any doubt, I suggest you take a listen to the following samples:

http://downloads2.makemusic.com/finale/2006/gpo/mp3/new_world.mp3
http://downloads2.makemusic.com/finale/2006/gpo/mp3/brandenburg.mp3
http://downloads2.makemusic.com/finale/2006/gpo/mp3/capriccio.mp3
http://downloads2.makemusic.com/finale/2006/gpo/mp3/pictures.mp3


Not bad for a computer, eh?

Most of those samples are from Finale 2006, a professional music writing software. I'm using Finale 2010 to compose, and many of the Garritan sounds (the sound files used to create the lifelike recordings) have been improved since then, IMO.

I've got several "Star Trek" themed compositions I'm working on at the moment, but just like Excalbur, I won't share them until they're done!


Great interview by the way. Very interesting!

Offline MajorD

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Re: PlayHard.ru talk Excalibur
« Reply #14 on: March 04, 2010, 08:27:20 AM »
That's been the standard for about six years now? It's a hell of a lot better than midi, not quite as good as live since it still sounds a bit synth, but it's quite good.
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Offline rs1sensen

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Re: PlayHard.ru talk Excalibur
« Reply #15 on: March 06, 2010, 12:09:36 AM »
That's been the standard for about six years now? It's a hell of a lot better than midi, not quite as good as live since it still sounds a bit synth, but it's quite good.

Finale 2006 was the first version to bundle in Garritan sounds, before that, it was all Midi. I'm sure Garritan existed before then, however. I just glanced around and looked at wikipedia, and it looks like Sibelius (a competing music writing application to Finale) included Garritan around 2003.

If you would like to hear even better examples, I highly recommend checking out this page: http://www.garritan.com/demos.html

I particularly like the "Knights and Magic" track found near the top of the list above. This type of playback is getting much better, and it's very exciting for composers like myself. I can write a piece for orchestra and truly perfect it, when in reality it might be difficult to find a real orchestra to demo my work!