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User Reviews

REVIEW OF TREKREAL MOD

By Lakaj

1 July 2003



Authors: Rou'Taran & Alpha
Category: Mod
Year Published: Summer 2001
Available From: TrekReal Website

Score
Style: 5
Substance: 5

Synopsis
"The closest BOTF has ever gotten to Star Trek and takes game balance to a new level."



Many of the ideas in this mod come from DS9 where we first saw fleet action in Star Trek. This is where we see how ships were distributed in the various fleets. A handful of large ships that co-ordinate the battle and provide heavy fire support while large numbers of smaller ships get up close and personal with the enemy. This is also very similar to what goes on in the real world navy.

I'll try and outline the changes made by Alpha and Rou'Taran. I'll prolly miss a bunch because there's a lot of "behind the scene" changes they made which improve game play significantly like Shield recharge rates, hull repair rates, moral effects of signing and breaking treaties etc.

Lets start with...

The Ships

All the destroyers (smaller ships such as the Miranda class, basically anything that's a Fast Attack) have had their production and maintenance costs reduced significantly. This encourages the computer to produce the smaller ships in large quantity. To offset this, the number of beam weapons has also been reduced and no destroyer has more than 2 or 3 torpedo tubes. This was the major problem with the original game and many of the other mods. Battle time was reduced too much because ships fired too many torpedoes at too few targets. Torpedo accuracy is another issue that was resolved. At the higher tech levels, you were almost guaranteed successful hits from torpedoes which did a lot of damage. The overall accuracy of torpedoes was reduced thus alleviating this problem to a certain extent. So now we have a few torpedoes with decent accuracy as opposed to lots of torpedoes with great accuracy. Destroyer class ships also have very limited shielding. This is because they carry a comparatively weaker warp core. This also resulted in them being slow in moving across the map. The thing that makes them powerful is their performance at impulse power. They are fast and maneuverable. This was reflected in the game by altering their evasive ability making them harder to hit.

So your basic destroyer type ship is cheap to make, cheap to maintain, has light to average armament, light to average shielding, low warp rating and excellent evasive ability. On the flip side, you have your cruisers. These ships cost significantly more than destroyers to build and cost. Around 7 to 10 times as much! But these ships also carry a huge array of weapons. These ships are pretty much the complete opposite of destroyers. Expensive, very well armed and shielded, high warp rating, average evasive ability. Another stat worth mentioning is targeting. Cruisers carry better computers than destroyers thus they have slightly improved targeting ability. So while you will be able to build only a few of these ships they will prove to be indispensable to your fleets. You will need a healthy mix of the two types of ships in order to be successful.

Another thing I enjoyed was the random events, especially the Borg. Finally we can have a battle with them that will last more than 2 turns! Borg cubes have an enormous amount of shielding and hull as well as very high shield recharge and hull repair rates making them very hard to destroy. But they no longer have hundreds of weapon ports so you can hang in a firefight longer and actually try out different tactics instead of Assault and Charge.

The Technology Tree

The different techs are also tied to the ships and the various buildings you can construction on your home system and colonies. For example, quoted from the TrekReal boards, "The Defiant Class. It's got one of the biggest guns in the Federation, so its weapon tech reqs will be high but since it does not have a high warp rating, its propulsion requirements will not be high. While the intrepid class has a great propulsion system, high propulsion tech, but the weapon systems are inferior compared to a nebula class starship so the tech requirements will be low in that department." Between propulsion level 1 and level 2 you don't see an increase in warp speed. To differentiate between the two there is a minor increase in the ships evasive ability to reflect improvement in impulse engines. There's things like that for basically every tech.

The Major Races

Each major race has its own unique characteristics, strengths and weakness. This is mainly reflected by how productive the race is in the 5 major buildings each system can build. Food, Industry, Energy, Intel. and Science. Here's how each race breaks down.

Food:
1) Ferengi
2) Federation
3) Romulan, Cardassian, Klingon

Industry:
1) Klingon
2) Cardassian
3) Federation, Ferengi, Romulan

Energy:
1) Romulan
2) Federation
3) Klingon, Cardassian, Ferengi

Intel:
1) Cardassian
2) Romulan
3) Federation, Ferengi, Klingon

Science:
1) Federation
2) Romulan
3) Klingon, Cardassian, Ferengi

In the original, there were 5 different values for each category, thus you had a strongest race in one category and a weakest in another. This is a very big reason why you rarely saw the Cardassians become a power under computer control if the you played a level 1 game. Since they had the weakest science they could NEVER keep up with anyone thus always get eliminated. By making the last 3 have virtually the same output at the same tech level, all the races are able to compete with each other. This fixed a major game play issue.

Other characteristics include ship and morale:

Ship characteristics
Federation ships have the best shields and very good accuracy.
Klingon ships have the best beam weapons and have the best evasive abilities but come with weak hulls and slightly below average accuracy.
Romulan ships have the strongest torpedoes, good beam accuracy but very weak hulls.
Cardassian ship have the strongest hulls and excellent beam weapons but come with weak shielding and overall lower warp rating.
The Ferengi are pretty much average on everything.

Moral characteristics
Federation: People hate going to war and absolutely will not tolerate breaking treaties. But once war is declared, they will go along with it. Conquering planets does not give you a moral bonus but it does not reduce it either.
Klingon: As long as you don't break any treaties, or reduce the number of enemies to fight by signing treaties, your people will get a moral bonus from anything you do.
Romulans: They like peace and to be left alone. They don't like breaking treaties and take a moral hit but if they are on the winning side they will gain enough bonus to make up for it.
Cardassians: They too like peace but breaking treaties is pretty much acceptable. There are no moral penalties when you break treaties.

Structures

Each race has its own unique structures, including the minor races. There are a few new minors in the game that have featured prominently in the TV shows with their own unique building and in a few cases their own ship class. As stated in the previous section, each major race has strengths and weaknesses in the 5 major types. The difference between the best and worst is not as polarized as it was in the original but enough to ensure that each race has a minor advantage over the others in the relevant department. There are also a few new structures that can be built only on subjugated planets which improve moral. This was done primarily to encourage players to play more aggressive. Upgrading structures is also made easier. In the original it would take you a very long time to upgrade to a higher level once the tech was discovered making new colonies virtually useless until very late into the game. Cheaper upgrades help speed up the game and keep the gamer in the thick of things because if he/she does not pay attention to the colonies, they can get into a lot of trouble.

Conclusion

There is still a lot more balancing stuff that Rou'Taran had talked about on the Trek Real message boards but I didn't know where the values were so I couldn't see exactly what he had done. Also Alpha had mentioned many times that all the stats were part of a formula the two of them developed to keep each race/ship distinct yet maintain balance between them. Every stat in the mod is related to the others in one way or the other. The game was designed with a Tech Level 1 start in mind but it works just as good if you are looking for a quick Tech Level 5 game. This is one of the things that makes this mod much better than then rest. No matter which tech level you choose to play, the mod is playable.

I think that this is the best BOTF mod to date simply because it improves the game play by about a 100 times. For example, Klingon Scout II's and K'Vort class cruisers will no longer win the game regardless of what the enemy does. You will have to actually think about where and when to attack. You actually have a realistic chance of winning the game when you play against your friends with the Romulans or Cardassians on a level 1 start. In the original, it was either the Federation (ONLY if they get a good start) or Klingons.

The only thing lacking in this mod are the 3D models. I wish someone would take this mod and put 3D models into them but that is no where nearly as important as making the game playable. I would have quit BOTF a long time ago if it wasn't for the game play fixes Trek Real implemented into the game.



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