Priority One Episode 166 | Danger Zone

Subscription Box1Greetings, Captains! You’re listening to Episode 166 of Priority One Podcast, the premier Star Trek Online podcast! This episode was recorded on Friday, March 20th, 2014 and published for download on Monday 24th March at PriorityOnePodcast.com!

This week we have a fearsome mix of Elijah, James, Jayce and Cookie to bring you right up to speed on everything Star Trek Online! In this week’s Trek It Out, we interview Adrienne Orpheus who on March 15th was featured in a recent episode of MTV’s True Life, the subject of the episode: I Want To Be an Obscure Pageant Queen. We’re starting to get more and more information on the upcoming Season 9 so in STO News we bring you our coverage of Season 9 Dev Blogs 1 and 2 — A New Accord and the latest intel on the Undine, and we ask the question, “Where’s the danger in STO?” before we dive full-force into our Community Spotlight segment and bring you our interview with Enzo Aquarius of Reddit’s STO fleet. Finally, we open up hailing frequencies and listen to your incoming messages!

logo2Be sure to check out the newest show in the Priority One Productions lineup, The Guard Frequency. This new show is focused on the latest offering from Wing Commander/Freelancer creator Chris Roberts and Cloud Imperium Games, Star Citizen. If you like Priority One, head on over to http://guardfrequency.com/ and see what awaits you in the world of Star Citizen!

Topics Discussed

This week’s Community Question:

  • Out of all the announced upcoming season 9 content, whether from the dev blogs or Tribble patches, what are YOU most excited about?  Will you be playing with the new systems? Checking out the PVE queues or battles?  Or you do prefer to wait until the content hits Holodeck and is officially part of the storyline?

Let us know YOUR thoughts by commenting below!

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The Priority One Productions is always looking for new team members that have a passion for Star Trek.  Please know that all of our positions are volunteer, but we do offer a well known outlet for your work. If you have a particular skill that you believe could enhance our content, then send your contact information and experience along with a few writing samples to incoming@priorityonepodcast.com

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Liked this episode? Totally hated it? Leave a comment below, Contact Us using our handy web form or leave your comments on the STO Forum thread for Episode 166! Enjoy the show!

12 Comments ON " Priority One Episode 166 | Danger Zone "
  • alt_example

    wardcalis March 24, 2014 at 6:26 am - Reply

    I was thinking about risk. The idea came to me about doffs. What if at death you have a 66% chance one of your active doffs (ground & space) goes to the sick bay for 20 hours. it would be random as to which one.

  • alt_example

    wardcalis March 24, 2014 at 6:28 am - Reply

    I was thinking about risk. The idea came to me about doffs. What if at death you have a 66% chance one of your active doffs (ground and/or space) goes to the sick baey for 20 hours. it would be random as to which one. Even more add a 15% chance 3-5 random doffs go to sick bay for 3 days

  • alt_example

    The_Grand_Nagus March 24, 2014 at 7:38 am - Reply

    Since you guys mentioned it, I’ll just say that players flying Undine BIOships would make even less sense whole T5 connie thing. If they release an Undine lockbox, that will be STOs jumping the shark moment.

    • alt_example

      The_Grand_Nagus March 24, 2014 at 7:48 am - Reply

      Regarding the whole risk of loss topic, my response has always been the same. You have complete control over what penalty you suffer. If you want to lose a piece of gear, or a ship, or even your character when you die… then do it yourself. But if you lack the will to follow through and delete your own stuff, then that proves you dont really want that kind of system. And even if you do, your personal preference shouldnt be forced on everyone else.

  • alt_example

    jackmorenzo March 24, 2014 at 7:38 am - Reply

    My thoughts on the type of risk I would take in sto… It makes me think about one thing, Star Fox. Hear me out, In Star Fox if one of your fellow pilots’ Arwings are critically hurt, they have to pull out for repairs, and are under maintenance until you finish the next mission. STO could have a number of variations of this, on ground missions if your Bridge officer is downed say a plasma burn, or a slash or bite… when you revive them they would not be healed all the way…(say a third damage per down) and they would still have lingering effects, like plasma scorch or internal wounds. They could be repaired when at a sick bay or if you have the items… but if they are downed multiple times they would go unconscious and need to be emergency beamed out.
    In Space It could work similarly to Voyager scenes of space combat. Should your ship fall in battle, when you respawn your bridge officers could be hurt (Random but fair levels of injury). multiple ship deaths could result in a bridge officer K.O. and they go to sick bay. This would give Captains the option of choosing another of their bridge officers to fill the empty seat… or a default if they don’t have an extra. Again they could be healed at sickbay…. but this could be averted half the time if captains use emergency evacuate. I’m not sure how many players use that though.

    P.s. Found out that Wide angle Quantum torpedo launcher is part of a refit Assault Cruiser fed ship and needs to be bought with Zen…Sad Face. I hope other characters can use that item.

  • alt_example

    seannewboy March 24, 2014 at 8:37 am - Reply

    *Salutes Admiral Aquarius* Great show everyone.
    CQ: I can’t wait for the revamp of the rep systems.

  • alt_example

    sanokskyrat March 24, 2014 at 10:27 am - Reply

    As always a great show. please keep up the good work. Comm answer. NOOOOO! BAD! I HATE THE IDEA OF LOSING THINGS. I’VE ALREADY SPENT SO MUCH GETTING THE GOOD GEAR AND EC. It all sounds good when your winning trouble is when your losing and lose it all even just a little YOU GET REALLY PISSED OFF and its no longer fun. some of those DOFF’s are really hard to get. Looking at you Romulans. Any from of risk just equals punishment. The numbers on new games like Dayz sound great but it only new. Some friends raved about it for a few weeks and now they do not want to talk about it. I fear such changes would make Star trek less trek and more elite with a side dish of hulk rage.

  • alt_example

    AkuhaShuzen March 24, 2014 at 11:02 am - Reply

    the pve ques are nice but i am waiting for the reputation system revamp lol it well make doing these reps easier

  • alt_example

    Canis Black March 24, 2014 at 4:35 pm - Reply

    Most of the original pitches for “risk” were junk. They may work for a less time-intensive or stand-alone single-purchase game, but for one like STO not only are they unfeasible they’re the kind of thing that cause players to rage quit. Losing a Mk XII MACO Deflector because you had bit of bad luck in an STF would cause no end of unneeded grief.

    That said a maintenance mechanic could be implemented without an enormous amount of difficulty and could also be a way of softly re-balancing the disparity between cannon weaponry and beam weaponry by giving beam weapons a lower maintenance cost/higher durability than cannon weapons. Add a well defined “break” condition that noticeably/severely reduces effectiveness without completely removing them from play and a “death penalty” that drastically reduces durability and you start to have the beginnings of a system that punishes you for careless play, but has enough give that people can actually learn how not to die and/or recover from a bit of bad luck without an immediate “F*** this!” reaction because they lost their special Elite Fleet Warp Core that they paid some fleet a 5 million EC starbase access fee to get.

  • alt_example

    Adam LaJuene March 25, 2014 at 3:52 am - Reply

    There is more than enough risk in game as is. I play to get away from reality and have some fun. Risk maybe fine in PvP but not PvE.

  • alt_example

    Kui March 25, 2014 at 12:56 pm - Reply

    Risk? Add risk to crew..possible loss of BOFF’s or DOFF’s (they die, or suffer serious injury) I think should be in game. Play on elite level is an option but the pay off on that is higher quality drops, increased EXP. But repairing critical damage is just a time sink more then anything else. Not all that satisfactory An experiment on cryptic part of a “High risk” missions game (separate server..*grin* use the well named,underutilized “red shirt” server for it. have range attenuate damage to a great degree. Ship damage isn’t as critical in the long run, but crew losses should be more critical, and effect combat power adversely but crew loss can effect the situation in a “right here. right now.” effect. Player should find themselves with a need to flee battle due to accumulated loss of combat power due to crew losses, and its effect on combat power. Basically if you’ve bitten off more then you can chew you run away, perhaps even being pursued by the enemy until you can find help or a safe haven.

    I’ve played high risk “games” single player where you could loose, and would adversely effect a campaign. The original wing commander series is a good example.

  • alt_example

    Adm Jolson Faln March 26, 2014 at 9:32 pm - Reply

    My idea for death mechanics that we add a time sink into fixing your injuries, that you can now accumulate without dying. No EC fix. No instata-heal at a starbase… but a true timeout to fix your ship. When you visit a starbase technician to fix up your now thoroughly beat up vessel, it will tell you that the ship will be unavailable for X amount of time while it is getting repairs. The suggested time-cost will be as follows:

    Minor Damage=1 minutes each
    Major Damage=3 minutes each
    Critical Damage=7 minutes each

    This will not stack and will be counted off one at a time. So the two Critical damages will be 14 minutes. The 3 major damages will be 9 minutes. Finally, the string of 5 minor damages will be 5 minutes. This makes the total down time for this vessel 28 minutes to completely recover. Damaged systems will be repaired in order of severity, so Critical damages first and Minor damages last. You can force pull a ship out of repair at any moment, but it will still have on any damages that have not been cleared yet. When you log out, all ships will begin an auto repair cycle. The repair cycle will be capped at 1 hour of downtime.

    You can have multiple ships being repaired at the same time, and when your ships is being repaired, you may do any ground mission, or you can switched to an undamaged (or less damaged) vessel and continue playing.


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