Star Trek: Legacy, Q&A

Star Trek:Legacy

It has been quite a while since we have given you an update on the Bethesda Softworks-published and Mad Doc Software-developed Star Trek: Legacy. So now, we are going to try and make up for that with this Q&A with Mad Doc Software Associate Producer, Gary Conti.

In case you have no clue on just what you’ll be doing in this game, you’ll be tasked with commanding Federation starships in glorious battle on either the PC or the Xbox 360. Also, don’t be surprised if you’ll see ships from every era of the franchise since Legacy is also a game that will tie together the five Star Trek television series. Here’s Mr. Conti to shed more light about the game.

When asked about Legacy’s linear mission structure and how much time will we get to spend in each Star Trek era before moving on to the next, he mentions that the players will have enough time to explore the different ships and get a feel for the era through the different mission styles and gameplay objectives. And for the length, he says that “we are looking to develop about 15 hours of gameplay in the campaign. That’s pretty evenly broken up amongst the eras. So it’s roughly five hours in each era.”

He was a bit mum about story-related topics but he did mention some snippets of Legacy’s story. He mentions that “the episode “Contagion” involving the Iconians is no longer relative to the plot. Our current storyline is much more ingenious in the way we span the eras and cover all of Trek history, and it was written by one of the original Star Trek writers.”

He was also very much concerned on how detailed the game is going to be so as to further please Star Trek fans who could spot the smallest of changes like a blimp in a snowstorm. He says that they were fortunate to have Rick Knox on their team who is one of the biggest names in Trek modeling and a true ship guru. So he is somewhat complacent that Star Trek fans won’t criticize the game.

When asked how damage modeling is being handled, he gamely answered that “damage modeling is handled procedurally. If you get hit in a certain area, it will show damage. As the enemies unload on your hull, phaser burns will appear; smoke, plasma, and fire will be thrown about…When a ship is destroyed, it breaks apart into random chunks, letting off multiple stage explosions and unleashing the great power within these ships.”

He also mentioned that there is a possibility of ship upgrades but it will not be  outward modifications. “Upgrades are mostly internal components, boosting stats, weapon arrays and ranges, and system capabilities. Ship registrations and names are set by the game as per the storyline.”

Via Gamespot

Star Trek:Legacy

It has been quite a while since we have given you an update on the Bethesda Softworks-published and Mad Doc Software-developed Star Trek: Legacy. So now, we are going to try and make up for that with this Q&A with Mad Doc Software Associate Producer, Gary Conti.

In case you have no clue on just what you’ll be doing in this game, you’ll be tasked with commanding Federation starships in glorious battle on either the PC or the Xbox 360. Also, don’t be surprised if you’ll see ships from every era of the franchise since Legacy is also a game that will tie together the five Star Trek television series. Here’s Mr. Conti to shed more light about the game.

When asked about Legacy’s linear mission structure and how much time will we get to spend in each Star Trek era before moving on to the next, he mentions that the players will have enough time to explore the different ships and get a feel for the era through the different mission styles and gameplay objectives. And for the length, he says that “we are looking to develop about 15 hours of gameplay in the campaign. That’s pretty evenly broken up amongst the eras. So it’s roughly five hours in each era.”

He was a bit mum about story-related topics but he did mention some snippets of Legacy’s story. He mentions that “the episode “Contagion” involving the Iconians is no longer relative to the plot. Our current storyline is much more ingenious in the way we span the eras and cover all of Trek history, and it was written by one of the original Star Trek writers.”

He was also very much concerned on how detailed the game is going to be so as to further please Star Trek fans who could spot the smallest of changes like a blimp in a snowstorm. He says that they were fortunate to have Rick Knox on their team who is one of the biggest names in Trek modeling and a true ship guru. So he is somewhat complacent that Star Trek fans won’t criticize the game.

When asked how damage modeling is being handled, he gamely answered that “damage modeling is handled procedurally. If you get hit in a certain area, it will show damage. As the enemies unload on your hull, phaser burns will appear; smoke, plasma, and fire will be thrown about…When a ship is destroyed, it breaks apart into random chunks, letting off multiple stage explosions and unleashing the great power within these ships.”

He also mentioned that there is a possibility of ship upgrades but it will not be  outward modifications. “Upgrades are mostly internal components, boosting stats, weapon arrays and ranges, and system capabilities. Ship registrations and names are set by the game as per the storyline.”

Via Gamespot

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