The Romulan Republic wrote:Surely their must be a few good examples of Star Trek combat to draw on?
Though this isn't what you had meant, if I was handed this project, I'd motion-capture some stuntmen doing the moronic ST:TOS kinds of attacks, wall jumps, and so forth and make it so any time you get forced out of phaser range, your guys would square off and fight one of those stupuid swirling melees--with klingons stumbling backwards into boxes as your team stands roughly in the center. And then use musical notes to accentuate the hits. It'd be fun.
The Romulan Republic wrote:In any case, why limit one's self to phasers? Star Trek has demonstrated other weapons and tactics, on occasion. The most obvious are Klingon melee weapons and Borg nanoprobes, but their are other examples. The one that immediately comes to mind is Worf's grenade launcher from Insurrection (I think). Also, I don't watch a lot of Enterprise, but didn't their commandos during the Xindi arc have machine guns?
Most of your characters use phasers, and only phasers, and phasers are as good as they really need to get. Plus, if you move from a phaser to a phaser rifle, all you end up doing is giving a more powerful phaser to a guy--dull! And the difference between a disruptor and a phaser is just the color it makes when you shoot it, so that's kinda irrelevent. As are klingon melee weapons, except for those rare times you're playing as Klingon. I'd give Sulu a sword though.
Even so, in one of these types of games, having a more powerful ranged weapon isn't really all that much fun to look at. You could let someone swap out their hand phaser for a phaser rifle if you wanted, but by and large having a squad of ranged attackers ends up pretty silly.
You're a lot better off having each of the characters, like in XML, with special powers, talents, and advantages.
- -Science and Engineering Officers get Tricorders that can be used to investigate the area, nonbiological threats and find hidden things and alternative paths.
-Medical Officers get medical Tricorders and medkits that can heal, insta-stun a foe, and investigate biological threats.
-Security and Tactical Officers use improved phasers or rifles and act as party buffers with their 'tactics' commands.
and so forth.
So you maintain the XML-style stereotype system, but cater it to the fact that a Star Trek game should have a lot more emphasis on needing to accomplish little tasks with combat in the meantime rather than just walk around punching out Borg.
The Romulan Republic wrote:Maybe the game could just bend canon a little by taking all the rarely shown examples of non-phaser/disruptor weapons and making them standard issue?
It's still boring. For a first person shooter, sure, throw in more Phasers. But for this there's almost no point, as the Phaser is just a "bzzzzzt!" you do from long range when you're not in the fray. More importantly, a phaser is a bit of a grab-bag of abilities, and having people change their phaser settings from high stun to low kill (melt) to disintergrate would let you do a lot of stuff with your phasers in-combat and capture a bit of that Star Trek feel by giving people a reason to hold back a second, flip their phasers to melt, and zap some barrels--or in a situation where blasting the barrels is bad, forcing you to do melee and Stun. Really, you want to have more ways to solve problems and less stupid little battles, and then it'd work. But the combat would be mostly dull unless the different guys had a variety of different things to do besides getting to the end of the level, and combat went by relatively quickly--I found XML combat dull too though, way few options and just repeating ad infinitum.