

Having warp engines means that you can easily shoot around from location to location, where you can find different sections of a quest that involve different tasks. The grind is also alleviated by the travelling system though. Star Trek has done a decent job of doing so, partially because of the diversity brought to the table by ground missions and ship to ship combat. The fact is that this formula is difficult to break away from. One of the largest issues facing MMORPGs these days though is that the quests are a monotony of ‘go here and do this and we’ll give you a wheel of cheese’.

We could sit here and write an entire page about how comprehensive and customisable it is, but instead, we’re just going to say that it’s the best MMO interface we’ve seen in a long while. Using the galaxy map, Starfleet communications and just about every other element of the intricately constructed interface is very intuitive. It beats running around finding people with grammar hats, though there is a small element of that too. Quests are gained by hailing incoming signals from NPC officers that let you choose your missions and you can go off from there. If people are in the same neck of the cosmos and enter certain points at certain times then a few captains might get bundled together, which brings some welcome group play to the mix – something the game is lacking elsewhere. You navigate the galaxy map in what is essentially warp speed, travelling to instanced iterations of solar systems, nebulae and enemy contact points. The galaxy is broken down into sector blocks, each of which has several sub-areas to explore. ConclusionsThe gameworld itself it suitably massive.
