Well, I've put ina ticket to Star trek online to create material for CODA trek based off of the ST:O IP's Materials and they are kinda curious about my intent. what would peopel like to see?
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Well, I've put ina ticket to Star trek online to create material for CODA trek based off of the ST:O IP's Materials and they are kinda curious about my intent. what would peopel like to see?
I would like to see Starfleet equipment (I have done some stats for some equipment)
I was thinking something like this
Timeline (for those not up to speed)
Factions
Places
Personal Eqipment (kits, weapons, etc).
Starships
Ship equipment
I'd vote for Species and Starship information, since those are the things we use the most in our gaming. Having never played ST:O myself I'm not sure what they have to offer. But, any new info and material for the game is always welcome.
well: ST:O is 30 years post Nemesis and there is this whole War with the Undine (Species 8472) going on between the races of the ALpha and Beta Quadrants and them...
Plus 30 years of general events and tech upgrades
That is pretty far into the future. But, it might have some interesting and innovative tech and, if I might say so, be better than the time-line introduced in the JJ Abrams Trek movie.
STO incorporates the destruction of Romulus in the Trek universe post-Nemesis in its history.
Which means I wouldn't be interested in playing ST:O. I've actually lost a friend or two over my virulent hatred of what Abrams did with the Trek timeline, and even more so the fact that now all canon Trek will be in that timeline, as if the other 40+ years of Trek never happened.
Actually, ST:O does it quite well. I too hate Abrams' Trek, but ST:O works exclusively in the current timeline. So the star goes supernova, Romulus is wiped out and the Romulan Empire considerably weakened...but all the "Nero goes back and destroys Vulcan" obviously happens in another timeline, because Vulcan is all well and good in ST:O.
And the fall of the Romulan Empire sets the stage for a resurgent Klingom Empire. Martok is killed by J'mpok, who becomes Chancellor and sets the Empire back on a path of conquest. First they take out the Gorn, and then set their sights on Romulus. The Federation, meanwhile, doesn't want to see the remains of the Romulan empire fall to the Klingons, which causes war to break out between the Klingons and the Federation.
I can only confirm what Aldaron said: ST:O happens in the Trek timeline we know and love (and by the way contains countless continuity nods to the series and even books). The events from the Abrams movie are alluded to, but only up to the destruction of Romulus and the sacrifice of Spock (and the fact that Zachary Quinto voices Spock when you encounter the Enterprise in the past, but even then it's clearly the TOS Enterprise).
The destruction of Romulus lead to an interesting story arc by the way.
The universe in ST:O is quite interesting and mainly expands upon the standard continuity.
When I was working on my Time Travel supplement for CODA, we would play-test stuff using a storyline of a 24th century time-agent going back and reversing the Abrams-Trek events, including the destruction of Romulus (necessary to our main series).
And it was almost too easy for a skills time-agent to reverse those events.
I'm still interested in seeing ST:O tech, and species converted for CODA.
in the timeline he considered it however J'mpok believed he was taking too long key note one of the reasons for the Klingon war with the Gorn was because the Klingon's found proof of Undine infiltration. Looking forward to the new Enterprise being introduced even if I'm not very happy with the overall design. The Nausican and Orion ships would be nice although I might be able to write those up. {Although I prefer TOS era ships} :) keep us informed on what Cryptic CBS say.
The new Enterprise looks like a cross between a galaxy class, a Springfield class and a New Orleans class.
I did some equipment for ST: O here is a link. http://forum.trek-rpg.net/showthread...ar+trek+online
I'm going to be drafting the letter/Ticket to ST:O to ask the for permission for the conversions. Aside from the boilerplate of asking them (it IS their IP) for permission, I'm trying to think what to say. Granted this thing isn't going to be for money, and I'll add whatever legalese they want, I'm trying to figure how to sweeten the deal for them. Ideas?
Bouncy Caitian I just realised where I recognized your quote from :) Sid Meier's Alpha Centauri.
I would like to see: personal equipment, places, and starships!
working on that in the proposal and will see if I can get permission to do the startships and equipment out to 2410...they are going to be adding some new cutting edge technology in the next update
I'll see if I can talk to Jesse H. about this, he's a buddy and I think he might have some notes laying around somewhere.
Tell him I said hello.
I'm just glad he's out of the fraggin' hospital....
BC, I would like to see the game info of the Stargazer class. You know, length, decks, crew, speed (in WFs), weapons, etc... I dunno if the game gets that specific, but get me what you can, please.
Another thing that my crew was interested in, was that since they play STO, how do you get that satisfaction of getting better weapons, consoles, shields, engines, etc.?
Aside from quelling the impulse to ask Fugazi Girl to marry me, I have only a little to contribute to this thread- and little of that is actually hopeful or positive.
As far as the OP and intent go, BouCait, the only thing we have to offer Cryptic is word of mouth adverstising and an expansion of their brand.
To put it in religious terms, you don't send missionaries to the already faithful, you send them to those who have not yet heard "the Word".
Since we are already dyed-in-the-wool Trekkers and hard-core gamers, they'll actually gain very little.
In theory, we might help expand their canon through mission ideas and write-ups, but they're already getting that service free of charge through their Foundry- and there's nothing to stop them from simply lifting the data right from our posts here or at BTFF.
Either way, the story will need to be drastically simplified and coded to run on their platform- so there's little incentive for them to work with us.
Moreover, our hobby directly competes with their service for time. Hours spent at the gaming table (or eating, sleeping, bathing, etc.) are hours spent away from their game.
Since they went free-to-play, they make their money by nickle-and-diming the poor schlubs who play for all the little extra "goodies"- special ships, special tools, special consoles, etc.
It's a calculated effort, and as a time-sink, they can tolerate no rivals (gaming is a jealous god).
http://www.cracked.com/article_18461...-addicted.html
For that reason, they simply have little or no incentive to help us.
As far as what we might want from them, the only two things of any real value are ships and setting data. Anything else is likely to be counterproductive at best.
Let's be honest, when we talk STO equipment, we're talking about four things: buff, de-buffs, weapons, and shields.
- Buffs give you temporary bonuses.
- De-buffs give you temporary penalties.
- Weapons are rated by Damage type and Damage Per Second (DPS) (everything else is window dressing).
- Shields are rated by Damage Reduction (DR), Strength, and Rate of Recharge.
In order to give these attributes meaning (and to give the various pieces of gear for which they charge value) they have hundreds (or thousands) of tables to differentiate between a Type 6-b modulating photon castrator and the Type 6-c.
CODA, by contrast, assigns characters equipment bonuses ranging (generally) from +1 to +5 .
From their perspective, a Type II and a Type III phaser differ in Damage type, DR, and DPS. In their mechanism, those differences are critical.
From our perspective, a Type II and a Type III phaser differ only in magazine size and range.
If we were to incorporate (or attempt to incorporate) STO-style gear, we would necessarily have to incorporate STO style complexity in order to make any differences meaningful.
That means more tables, more rules-lawyering, and more time spent looking things up- all of which destroy suspension of disbelief, dramatic pacing, and story telling.
STO gets away with it because all of the number crunching is done off-camera (and generally seamlessly) by the computer. We would have to do all of that number crunching manually.
Such a game might make accountants and actuaries squee- but it'll drive the average casual (or not-so-casual) player to distraction.
Incorporating STO-style gear will either simply be cosmetic with no (real) impact on play-balance, or it will increase the Narrator/GM's workload exponentially.
There is no real third option.
The other consideration is that they have all of these equipment options because that's the only real advantage they can offer their players.
Boiled down to essentials, STO is basically a three function game: 1)travel from A to B. 2) Shoot bad guys. 3) Press lever in correct order, get food pellet.
There is no provision for outsmarting your opponents, or a completely off-the-wall approach to solving the problems presented: you start at one end of the maze and have to get to the other end. There are only so many routes you can take- you have to choose one of the options they present you.
That being the case, the equipment options are the only real variation the system can support- and even those are more hype than substance.
As far as the ships go, STO is even less useful than their equipment. Setting aside the aesthetic issues (most of the designs in my opinion are guppy-with-a-thyroid problem designs), the only real "gain" we'd get are some clean images of the hardware.
In STO, a light cruiser is a light cruiser is a light cruiser. Until it is customized in play (there's that complexity again), the only differences are cosmetic. They all have the same number of crew, hull points, equipment slots, and power.
If we were to convert STO-style ships, we'd either have to incorporate STO-style equipment modifiers (there's that complexity issue again) or "freeze" the design and go from there- which is what we do with our own designs anyway.
We'd be doing all the work to stat out these ships- and for what tangible gain? "Official" permission to use their artwork?
The best material to be gained, IMO, is setting (and perhaps species) data and/or history.
Even that, though, is either a re-hash of already available material or bare-bones essentials.
To make the data useful in your RPG, you're going to have to expand and personalize it in any event. Except for a few NPCs and name places, there simply isn't that much there.
In the interests of full disclosure, my recent campaigns (Shattered Stars and Land's End), borrow some of the timline (up to 2390) and the concept of the Klingons taking advantage of the destruction of the Romulan homeworlds by going to war and a few other tidbits.
But those "borrowings" amount to less than two hundred words.
In summary, I just don't see that STO has that much to offer us- or vice versa.
Flattered - what would that be ? An Influence (Charm) test vs my Willpower ?
In regard to the original topic, usually when I see stuff converted and made available on line they usually contain a disclaimer. Something like "Based on Star Trek On Line by Cryptic Games", or "Original Material by Cryptic Games, CODA System by Decipher inc." might cover it.
I'm also trying to figure out how the personal shields and armor would work, borrow from different races in the aliens guide?
I'm pretty sure Nimoy was only voicing the description of sectors when you entered them as well as the congratulation message you get when you level up (how cool is that by the way).
The voice you hear when contacting the vanilla Enterprise during the GoF mission is distinctly different and I thought I recognised Quinto's (though it's been some time since I played this mission).
Aaand... apparently the Internet proves me wrong. Guess Mr Nimoy managed to change his voice to sound younger on that one ;)
Yeah the level up message for Federation characters and sector messages as well.
Finally back to working on this. Will be working on ground equipment and such for the players to use as well as starships
Hey Catian,
My players and I started to do a home brew conversion for CODA to STO about six months ago. It's been collecting dust for the last three or so but I'd be happy to compare notes. We built out a reasonably complete set of starship build rules and did some work on personal shields. We also retooled the 25th century weapon capability charts; we tried using the existing charts in the additions on the BTFF site (thanks Patrick) but the penetration vs. Shield thresholds were insanely skewed and most ship to ship combat lasted about three rounds.
Anyway if you're interested let me know.
sorry...been gone a while. I'm picking up the notes and dusting them off. Will have a Shi'Khar class ready in the next few days
I have also done some stats for STO :)
oh? I'd like to see :)
Sure. The rules are scattered across a few notebooks. Let me assemble them into a text file and I'll post them to the thread.
Here are the draft construction rules my group started for the STO conversion. Some haven't been thoroughly play-tested yet so they might be a bit hinky. Hope you find them useful and feedback is always appreciated.
hmm...this will be useful
Glad to hear it! Let me know if you have any questions. I'm also working on some personal equipment rules, namely personal shields, and a revised starship building tool that will allow folks to build cannon or non-cannon ships including my STO rules, save, print or generate a random threat vessel based off pre-existing stats. If any of that is of interest l'll post later.
Finally sitting down to get to work on the Shi'Khar....shaking of the design rust as well :D
Shi'Khar Class Light Cruiser
PRODUCTION DATA
Origin: United Federation of Planets
Class and Type: Shikhar-Class Light Cruiser/Frigate
Year Commissioned: 2405
HULL DATA
Structure: 30
Size/Decks: 6/12
Length/Height/Beam: 280/70/176
Complement: 220
OPERATIONAL DATA
Atmosphere Capable: No
Cargo Units: 60
Life Support: Class 4 (E)
Operations Systems: Class 4 (E)
Sensor Systems: Class 5 (+3) (D)
Seperation System: No
Shuttlebay: 2av
Shuttlecraft: 12 Size worth
Tractor Beams: 1 fv, 1 av
Transporters: 3 standard, 3 cargo, 3 emergency
PROPULSION DATA
Impulse System: FIG-9 (.9c) (C)
Warp System: LF-62 Mod 2 (8/9.5/9.9) (C)
TACTICAL DATA
Phasers: Type VIIIa (x4) (C)
Penetration: 7/7/6/0/0
Torpedo Launchers: Mk 110 DF (x4) (C)
Photon Penetration: 6/6/6/6/6
Deflector Shield: FRSS-1 (D)
Protection/Threshold: 15/3
MISCELLANEOUS DATA
Manuever Modifiers: +1C, +1H, +2T
Traits: Pulse Upgrade, Enhanced Regenerative Shield System, Resilient Shielding
she comes out to 81 points on the nose. Design history to follow
If we're using the game as a guide, I think the Shi-Khar you have statted out above is a little gun-heavy? the frigate in-game only has 3 weapon slots, 2 fore and 1 aft. But if you're hybridizing with the CODA Miranda I can see the load out. I'd probably use Type IIA phasers (the default starting weapon in-game).
Also if you're using the rules on shield enhancements as written, then the grid would lose its regenerative properties with the resilient enhancement. Maybe a standard grid might work better?
Overall she seems like a tough little ship...