
Brandon Felczer
Articles by Brandon Felczer
Captain's Log: To spec or not to spec?
Captain's Log, Stardate 65340.3... Hello, computer (and players)! Unlike an answer to Shakespeare's original question, the answer to the question in this week's title is probably a no-brainer for most of you: Yes! Choosing a specialization, or "speccing," in MMOs is something that stretches across most titles out there, and Star Trek Online is no different. Whether you wish to resist attacks longer, do more damage, or add strength to your powers, choosing a customized spec can be rewarding and a challenge at the same time. With so many variables and places to spend your points, the possibilities are endless. While this week's Captain's Log is not here to tell you what you should spec into for your particular class or ship set-up, I would like to go over the space skill point overhaul that STO is about to go through. In the past, one of the biggest complaints from players was that they did not have a clear understanding of which skill tree affected which ability. The devs heard this feedback and have been working on a complete revamp to make these decisions simpler. Hopefully, this will allow you to have a better understanding of where and why to spend your points in a particular skill when you do have to re-spec at the launch of F2P on January 17th, 2012. Ensign, warp 10! Let's get our readers' bookmark buttons ready...
Captain's Log: A two-minute read could save you 15% or more on nerdrage insurance
Captain's Log, Stardate 65340.3... Hello, computer (and players)! Welcome to this week's edition of Captain's Log, brought to you by "Geko" Insurance. (And let's just say, you may want to purchase a policy). If you are a Star Trek Online player who watches Cryptic's official forums, you know that the game experienced an Occupy movement of its own this past weekend. Even if you don't frequent the forums, you may have seen some of the concerns raised through the #STO Twitter feed. Over the weekend, players lashed out against some of the recent changes that have made their way to the Tribble test server. It may be surprising to some of you reading this, but the commotion was not related to the economy changes. The main concern is that some of the items for purchase in the C-Store are going to be changing from account-wide unlocks to per-character transactions. While I was a little perturbed at the thought too, I was happy to see that some of the misconceptions were cleared up once we got an official statement from one of the devs. But since there is a lot more to the story, let's take a look. Ensign, warp 10! And don't forget to buckle your seatbelt...
Captain's Log: Every day I'm tribbleing
Captain's Log, Stardate 65322.9... Hello, computer (and players)! For the past several weeks, Star Trek Online players have been checking out the latest F2P beta builds on the Tribble test server. While there have been a few patches on other days, more for stability fixes and minor tweaking, Thursdays seem to be the designated day for us to receive the largest pushes of new content. The latest round of updates has brought further economy changes, new events and ships, and even more heated debates. Since we seem to be a ways out from the seeing the updates ported to the Holodeck live server, there is still plenty of time to check it all out and provide your feedback to the devs. I would like to dedicate this entry to those who are helping test the changes. This week's Captain's Log serves as a checklist of sorts on what new content you can test and where you can provide feedback about it. As you read through, I suggest that you read a particular section, jump into game to check out the particular change, formulate an opinion, and head to the linked forum where you can leave your feedback. No matter what you think, it's important to let the devs know -- they will make changes based upon a collective opinion. Ensign, warp 10! It's time to create our own party rock anthem...
Captain's Log: More on the economy
Captain's Log, Stardate 65303.9... Hello, computer (and players)! As I discussed last week, heated discussions surround Star Trek Online's change to a F2P hybrid model and planned game mechanics updates. While new updates are being pushed to the Tribble server for testing and feedback, many aspects are in a state of flux as such feedback is collected, evaluated, and implemented. The biggest area affected is the economy. While everyone has his own thoughts on the matter, Cryptic is leaving no feedback forum post unread -- the players will help shape these changes. Last week, we saw the push of another patch that seems to have made some giant strides toward solving some of the biggest concerns, including significant reductions in prices for most items and the return of free ship tokens for most ranks. Stephen D'Angelo, acting Executive Producer and Emergency Executive Producer Hologram (EEPH), explained: "Based on how rapidly we're getting data and revising the game, we're still probably two more weeks away from having the economy in a state that is close to good enough." Since he said a lot more in his recent dev blog post, I thought I should take some time to expound on it. Ensign, warp 10! Let's take a look at what else the EEPH had to say and break it down...
Captain's Log: The voices of reason
Captain's Log, Stardate 65284.2... Hello, computer (and players)! It is often said that the voices of the gaming community are some of the loudest, and most passionate, around. This is especially true within the Star Trek Online community. While some may see particular posts made in Cryptic's forums as trolling or whining, others see passion and dedication for making the game they love the best it can be. There is no denying that there will always be those who love to hate and hate to love, but there are also community members out there who are the voices of reason -- they take their time to carefully examine something and provide appropriate and well-thought feedback on how to make something better. As STO is preparing to re-launch with its F2P model, many changes are being pushed to the Tribble test server for players to playtest and provide feedback on. Before the test shards ever open, debates based on the patch notes begin. After a few hours of testing on Tribble, players make their feedback posts public in hopes that developers notice and hear their opinions. The great news here is that the developers are reading each post and have vowed that feedback does not go unnoticed. Since I have been following this feedback closely myself, I thought I should share some of it here. Ensign, warp 10! Let's share some recent community feedback on two of the hottest topics out there...
Captain's Log: Testing out the future
Captain's Log, Stardate 65264.3... Hello, computer (and players)! As you have must have seen by now, open beta testing of Star Trek Online's new F2P model is well underway; the developers have been posting dev diaries about the impending changes for the last couple of days. Because testers on the Tribble test server were required to start new characters, and because character transfers will not be an option for at least a few weeks, many players have begun a mad dash to level up their test characters in order to test out some of the retooled endgame content. Since testing, especially in this manner, can be confusing, I have decided to dedicate this week's Captain's Log to those who are willing to take on the challenge. Past the jump, you will find a checklist of sorts that you can use while testing (or, ultimately, playing) the new content and updates. I suggest reading each section and then checking it out in-game. While some recommendations may seem less interesting than others, I suggest you give each a fair shot so you can provide feedback on what can make the game better. Ensign, warp 10! Let's give our dedicated Tribbleites some structure to their testing time...
Captain's Log: What's your (energy) type?
Captain's Log, Stardate 65244.9... Hello, computer (and players)! Happy birthday to me, happy birthday to me, happy birthday dear meeeeeee, happy birthday to me. Sorry, I couldn't resist. Yes, today is my birthday, and the best present I could receive is being able to share this week's Captain's Log with you all. As we get closer and closer to the F2P re-launch of Star Trek Online, I expect that there will be new captains tuning into this column each week, so to help support our new comrades in between the weeks that feature an influx of breaking news and developments, I am going to be taking some time to educate everyone on a few of the game's mechanics. When I first started playing STO, I often found myself wondering about many of the choices available to my different characters. From armor to shields, deflectors to engines, and kits to weapons, there is an endless array of options that we can decide to play with and use. One of the most frequently asked questions I get from new players is, "What is the best energy type to use for my ship's weapons?" In the past, when I really did not know much, I would choose my type by the color it emitted. I now know that "pretty" does not equal "power." While each type has its own special bonuses, it's up to you to decide which to use and why. Here's to hoping I can aid in that decision. Ensign, warp 10! Let's take a look at the spectrum of colors and their abilities...
Captain's Log: Preparing for launch (and farewells)
Hello, computer (and players)! As we are all now aware, the development team at Star Trek Online is busy making its preparations to re-launch the game with a hybrid, free-to-play model. Currently, the Tribble test server has been taken down as a beta build is being prepared for testing. In the meantime, Red Shirt, originally a Closed Beta test sever, has been opened up to current subscribers to continue testing new releases that will occur between now and the F2P launch. While there is still no date set for when this will be happening, many signs point to an October or November launch period. To add to the craziness that must be going on at Cryptic's headquarters in Northern California, on Tuesday, Dan Stahl, Executive Producer of STO, publicly announced that he would be vacating the Captain's Chair as he moves on to a new endeavor in his career. Effective immediately, Stephen D'Angelo, Cryptic's CTO, will be taking temporary command as the search for a new EP begins. While this came as a shock to many and was completely unexpected even by me, it may not be the "end of the world" as some players are calling it. Let's explore more. Ensign, warp 10! Set sensors to maximum range as we explore a little bit more about this change...
Captain's Log: Class spotlight - Engineer
Captain's Log, Stardate 65205.7... Hello, computer (and players)! As you may or may not know, the Star Trek franchise celebrated a momentous birthday last week as it turned 45 years old. While humankind first set out to "boldly going where no one has gone before" in the late 1960s, its legacy lives on today, four decades later, through Star Trek Online. Although the game has had its fair shares of ups and downs, I am not afraid to stand behind it and be proud of it for being able to continue Gene Roddenberry's dream. I am also extremely honored to play a small part in its history by bringing you Captain's Log each week, and I look forward to what the next 45 years hold. I'd like to welcome each of you to the third and final installment of my three-part series focusing on the classes within STO. After checking out the awesome DPS that Tactical captains can dish out a couple of weeks back, we now shift our focus to the Scottys, LaForges, Obriens, and Torreses of the game -- the Engineering captains. Players taking on this role often find themselves having a blast, literally, as they materialize their defense and medical turrets, call on their support and seeker drones, and deploy their force fields and cover shields. While there are a variety of powers that this career can utilize, I would like to showcase a few of them past the jump. Ensign, warp... actually, no; it's actually time to realign the dilithium matrix...
Captain's Log: Setting a new course, page two
Last week, after first hearing about the F2P news, I sent in some questions to our PR contact at Cryptic to get a few answers that are less about fact-finding and more about the process. Ivan was able to answer them for us. Massively: With STO gaining new members every day, how did the team decide that this was the right time to change the subscription model to include F2P? Ivan: Great question! Also a great opportunity for me to clarify something. First, I think it's important to note that F2P transitions for AAA MMOs that were originally boxed products (at least in our case) in no way imply imminent failure. "Transition equals doom" seems to be a pretty widespread misconception gamers share these days -- looking at comments we see on editorial sites, anyway. STO is, in fact, a solid, successful game for us and has a great playerbase. We're extremely proud of all the team has accomplished since launch. So when we decided to implement a hybrid F2P model, it was not out of necessity. It was a choice. I think that leads us to the question of why. We've always said that our business models, like everything else at Cryptic, are not exempt from scrutiny. Certainly, we've struggled with product launches in the past, but we never give up on our games, and we constantly learn, improve, and change. We've also said that decisions related to Star Trek Online's business model would be based, at least in part, on the success of Champions Online: Free for All. Specifically with regard to STO F2P, we've been considering for some time now how we'd go about appealing to more users (as all developers do). In today's market, MMOs that require retail keys and subscriptions carry very high barriers of entry. Their very nature excludes huge groups of gamers and casual players who might otherwise be interested in playing. F2P resolves most of those barrier-of-entry issues (though large client sizes still prove to be obstacles, even if the client is free). Furthermore, today's market is one that's rapidly shifting toward gaming as a service and free-to-play gaming with pay-as-you-like models. It's a concept that's only now becoming acceptable in the West and gaining real momentum. Remember that when we started working on STO (and even when we shipped) AAA F2P games in the West were almost unheard of. They carried a stigma and were often unfairly associated with grind heavy titles in other regions. Of course, we also have an amazing IP. Star Trek appeals to millions. If we'd like millions to try STO, it makes sense to lower the barriers of entry for them. And then we saw the proven success of Champions Online: Free for All's hybrid model, in that it utilized F2P to attract new users and yet it still retained value for existing subscribers. That settled it for us. Everything added up! We have a beloved IP, we've made huge improvements to the game since launch, with F2P we can appeal to more users, with F2P we can lower the barriers of entry and appeal to more ST fans, F2P is now an acceptable practice in the West gamers respond well to, we can still retain value for existing subscribers as we proved with CO... and, best of all, now we're owned by a company that has proven success doing exactly what we intend to do. Timing + game improvements + new support + market = planets aligned. Go! Do! Was this model in the works before the acquisition by PWE? Yes. As I mentioned above, we've been thinking about F2P for some time, and we were working on bits and pieces here and there. Perfect World just encouraged us to do more, better. Perfect World also provides MMO and F2P-specific expertise and support we just didn't have before. What does STO's going F2P mean for its players? It's very important for us not to make waves for existing subscribers. Like we did with CO, we want to ensure that existing subscribers (be they recurring or lifetime) still have valuable subscriptions. Our features matrix on the official website breaks down the offerings, but we include things like a 400CP stipend, veteran rewards, Foundry creation and a slew of other miscellaneous perks specific to subscribers. No content limiters, though. We want everyone to play 1 to max. I suppose the biggest immediate change will be more players to play with. Of course, once we do launch F2P, we're going to start working double-time on new content. What do you see as the biggest benefit of switching to a F2P model? More players, for sure. It benefits everyone. Existing subs have more people to game with, the community expands, the business grows, the game grows, still more players come in. It's a good circle. With F2P, people have the opportunity to play the game whenever they want and not have to worry about subscriptions. Some only want to play for 30 minutes or an hour, maybe play a mission or two, and then not play again for another week or so. Perfect. F2P allows for that, but the hybrid model ensures subscribers aren't devalued. What do you see as the biggest opportunity of switching to a F2P model? Again, players. It's all about growth. F2P makes a game more accessible, which means more people can play. I think we have an opportunity to grow the game even more and do all the things we want to do. There are so many great ideas being passed between team members and the community. Switching to F2P allows us to bring even more of them to fruition. 2012 is going to be an amazing year for STO. Some of the content and changed we have in the works are big and very, very cool. What, if any, marketing is planned around trying to increase the playerbase? We'll have two more press releases, more editorial outreach, several more trailers (including a great new intro to the game), new screens, a new website, new ships features, some contests, lots of web ads, third-party promotions with our friends at Intel and Alienware and Logitech and NVIDIA, key giveaways... all kinds of neat things. It's really just about trying to get the word out that it will be F2P. We've already had a bunch of people tell us that they'll definitely check the game out now that it's offering a F2P model. And really, that's all we can ask for. Thanks for your time, Ivan! My overall thoughts Like I mentioned above, I truly believe that this move is smart and strategic for the game. Star Trek is one of the biggest IPs out there and has a massive fanbase. With a hybrid model like the one STO is going to adopt, there is an opportunity for even more people to play the game. Many diehard Trekkers and Trekkies whom I spoke with at the Las Vegas Star Trek convention admitted they did not play the game because they were not "gamers" and did not want to pay money to try it out just to see if they would like it, so this is going to give them an opportunity to give it a go and, possibly become paid subscribers for all of the benefits. To convert some of the free players into paid subscribers, constant and new content for the game is going to be important. Therefore, I also think this change will mean that there will be a constant stream of new content coming out. This is obviously a win-win situation for both types of players, including long-time veterans who have been going through the supposed "content drought" (it's debatable whether that exists at all when you consider that there are dozens of new Foundry missions published each day). Well, Captains, we have come to the end of this week's log entry. As with anything in the MMO world, things can change at a moment's notice; while there is no firm date for when the above changes will take place, keep your eyes locked on my column for more information as it develops. Also, I am going to be livestreaming STO next week on a special evening edition broadcast -- tune into our livestream channel next Thursday evening, September 15th, at 10 p.m. EDT, as I continue leveling my new Klingon Engineer toon, a Gorn name Thwack. Until next time, let me know what your plans are and what you think of the F2P change by commenting below or emailing me directly at brandon@massively.com. Computer, terminate recording. Boldly going where no one has gone before, Brandon Felczer transmits Captain's Log through Subspace right to your PADD every Thursday. Join him as he discusses the latest news, gossip, and dev interviews about Star Trek Online. Hailing frequencies are always open to his bridge through brandon@massively.com.
Captain's Log: Class spotlight - Tactical
Captain's Log, Stardate 65168.1... Hello, computer (and players)! Welcome to Captain's Log and the second installment in a three-part series focusing on the classes within Star Trek Online. After exploring some of the amazing powers available to those who roll a Science captain, we shift our focus away from support and healing this week to dive into the realm of DPS. While this realm can be filled with members of all three classes, Tactical captains, if specced correctly, take the trophy each and every time. Ever since the game launched early last year, my main toon has always been a Tactical captain. During the time I leveled up, I tested out different types of ships at each rank. While flying a science ship as a Tactical captain was fun during the early stages of leveling, I would definitely suggest flying an escort, or if you must, a cruiser, when you first make it to Rear Admiral. I am sure there are some Tacticals out there flying Science classes, but I feel that the Bridge Officer stations equipped on escorts allow the best Tactical abilities to come into play. But enough about telling you what to do -- let's move onto talking about some of the best attack powers in the game. Ensign, warp 10! It's time to help our reads unload some DPS on their next enemy...
Captain's Log: Class spotlight - Science
Captain's Log, Stardate 65150.3... Hello, computer (and players)! McCoy, Crusher, Bashir, the EMH and Phlox are all known for their amazing medical skills throughout the many series of Star Trek. While some of these Doctors were the most beloved characters in all of the franchise, Science officers seem to be a rare item in the Star Trek Online universe. Although Science is the least commonly played career, many who do venture into the field have rewarding gaming experiences due to the different sub-careers they can spec into. This week's Captain's Log introduces the first installment in a three-part series that will span the next few weeks -- each entry will focus on a different class and provide some great information that you will be able to reference the next time you roll a new character. Whether you prefer to provide support through healing, debuffs, or powerful expose attacks that leave your enemies vulnerable to vaporization, this spotlight on Science captains has something for everyone. Continue past the jump for information of some of my favorite skills for Science officers. Ensign, warp 10! Let's get those medical tricorders ready for use...
Captain's Log: Incoming messages from the devs... again
Captain's Log, Stardate 65131.6... Hello, computer (and players)! I seem to mention this all the time, but I believe it to be true: The developers working on Star Trek Online are more transparent with their work than the devs of most other games. Whether or not this transparency has been always been a good thing is debatable, though. Still, no matter what one's thoughts on this are, I think we can all agree we like to be "in the know" when it comes to new things in development. This past weekend, a select group of STO players was able to attend another Dine with the Devs event, hosted by yours truly, where transparency was taken to the next level. As I let you all know last week, the second-ever Dine with the STO Devs event coincided with some STO devs' visit to the Star Trek Las Vegas convention. Over 50 players gathered at a local Vegas restaurant to eat, drink and bombard Cryptic's developers with their most burning questions. Because 99.99% of the game's players were unable to attend, I captured the entire event on audio and would like to present you with a basic transcript of the evening's events. So make some food, grab a drink, and get ready to fire up the Holodeck for another edition of Captain's Log. Ensign, warp 10! Auxiliary power to the Holodeck matrices and brace for impact...
Captain's Log: Resistance might actually be futile
Captain's Log, Stardate 65112.3... Hello, computer (and players)! They're mean, they're green(ish), and they are of a collective mind... they are the Borg, and resistance is futile. As most of you know, the Federation's most feared enemy plays a major part in Star Trek Online, and while the Borg are the current endgame "baddie," players find themselves on a daily basis in situations that force them to avoid assimilation. Be they in Deep Space Encounters (DSEs), Special Task Forces (STFs), or random explore missions, the Borg are out there and planning an invasion into the Alpha Quadrant. Bad news, Captains -- their plans are about to come to realization. Later this month, the Borg Fleet Intercepts are scheduled to commence, and as the Borg take up their offensive stance, players of all ranks are going to be called to the front lines. Since this is the first "global combat event" the game has ever had (not including one during beta), players are excited to see what is in store and what they're up against. Luckily, being a member of Section 31, I was able to gain access to some secret intelligence that contains the Borg's plans, and Captain's Log is about to let you in on them so you know how to organize your counterattack. Ensign, warp 10! Let's prepare our readers for the impending invasion...
Star Trek Online's Dine with the Devs event details -- Vegas edition
With the Star Trek Las Vegas convention coming up this weekend, trekkers and trekkies are sewing the final buttons and putting the finishing touches on their costumes. With estimates of over 15,000 Humans, Klingons, and Romulans -- among others -- attending the event at the Rio Convention Center, there is bound to be a massive turn-out of Star Trek Online players, including a handful of Cryptic developers. Just like last month, there is a special event being planned that will bring players and devs together for an evening of fun. Priority One, the STO podcast for which I am Executive Producer, is proud to be hosting another Dine with the Devs event this Saturday evening, August 13th. While not affiliated with Massively, the casual meet-up will be within walking distance of the convention. As we dine, the devs will be answering players' questions and talking more in depth about some of the projects they have been involved with. It is important to note that each attendee's expenses are their own responsibility. For more information, including location and time, visit the event's information page.
Captain's Log: Building a successful fleet
Captain's Log, Stardate 65093.1... Hello, computer (and players)! In the Star Trek Online universe, fleets are the foundation that ensures ones' in-game (and even out-of-game) experience is one that is active, social, and fulfilling. Whether you enjoy PvP, Special Task Forces, role play, or a combo of all the above, there should be a fleet out there for you to call home. But, what do you do if you can not find one that suits your warp core? Well, you start your own! That's right! Gather your friends (or make new ones), visit the fleet contact on Earth Space Dock, think up a clever name, and click that "create" button. Okay, okay -- I make it sound a lot easier than it actually is. Building a fleet takes a lot of work, time and dedication, but is possible with the right spirit at the helm. Then, just when you have it built, successfully running it becomes an even bigger challenge. During this week's Captain's Log, I am going to take you on a tour of duty as we explore a possible structuring to your future fleet. Based off of one of the most successful fleets in-game, Stonewall Fleet, which has had over 1,400 members sign-up for membership, let's take a look at the roles they have in place to make it all happen. Ensign, warp 10! Let's help our readers create the perfect structure to their fleet...
Captain's Log: Dining with the devs
Captain's Log, Stardate 65075.4... Hello, computer (and players)! Ahhh, the good 'ol developers! You follow them on twitter, you read every one of their forum posts, and you even stalk them in-game. But you know what? Developers are just like us, a fellow human being, right? Wrong! Developers are the key to the future, the hands that create our dreams, the molders that shape our gameplay. Okay, okay -- I'm going a bit overboard, but you have to admit, they are pretty dang cool! Luckily for us Star Trek Online players, the devs that are working on the game, as well as all of the other projects in development at Cryptic, are very transparent. More often that not, they let us know what they are working on and look to the community to see what we think about particular ideas -- we truly get to help influence what makes it into the game. Aside from posting in the forums, many of them also participate with the community by guest starring on podcasts and meeting up with players when they can. As I broke the news to you all last week, I was privileged to host a Dine with the Devs event that coincided with a visit of some of the STO devs to this year's San Diego Comic-Con. While this was not associated with Massively, I figured all of you would like to know what happened and what was said. So, without further ado, it's time to recap the event and fill you all in on the super-secret meeting minutes! Ensign, warp 10! Let's boldly go where most of you were not able to go...
Captain's Log: The reverse slingshot effect
Captain's Log, Stardate 65056.3... Hello, computer (and players)! The slingshot effect is a maneuver, shown throughout the Star Trek franchise, which allowed starships to move back through the time continuum. By traveling at a high warp factor towards a star with a large gravitational pull, the ship would whip around it and time travel. While this seemed to only exist within the realms of the IP, it looks as though Star Trek Online's Executive Producer Dan Stahl took us on a reverse slingshot course, giving us a glimpse into the future of the game. Before we returned to the original timeline, he made sure to write up everything we saw along the way for those who couldn't make the trip. In layman's terms, for those of you who missed the news earlier this week, July's Engineering Report has been released. While this is a monthly publication that contains the development pipeline for STO, including some items that have been featured in past issues, there are always a few bullet points added that seem to spark a healthy amount of debate -- one of these includes the ability to auction off your in-game Emblems, a form of currency, for C-Store points that have been paid for with real money. For information on this, including a response from Cryptic's PR department, and more, read ahead past the jump for this week's Captain's Log entry. Ensign, warp 10! Let's pull a slingshot maneuver of our own...
Star Trek Online's Dine with the Devs event details
With San Diego Comic-Con right around the corner, attendees are making their final plans on what events and attractions they are going to visit in the historic city by the bay. While there is always a decent turn out of Star Trek fans, many Star Trek Online players have always hoped for a stronger presence from Cryptic. Whether it be a panel interview, a booth, or even just a casual meet-up, Captains want to connect with their developers. Well, dreams are about to come true! Priority One, the STO podcast for which I am Executive Producer, will be hosting the first ever Dine with the Devs event this Friday evening, July 22nd. While not affiliated with Massively, this casual meet-up will take place off-site at a local restaurant in the San Diego area. As we dine on the patio, the devs in attendance will be answering players' questions about the game and explaining their roles on the project. It is important to note that each attendees' expenses are their own responsibility. For more information, including location and time, visit the information page.
Star Trek Online posts the latest Engineering Report
With the launch of Season Four now behind the developers at Star Trek Online, the team is now focusing on what lies ahead for its Captains. The latest Engineering Report, a monthly forum post that is released and written by Executive Producer Dan Stahl, foreshadows some upcoming content that we will see soon™ and commits to the eradicating of bugs that recently came to life. There are even some new additions that are sure to bring some "healthy" discussions to the Cryptic forums. Between now and Season Five, we will see the introduction of the Duty Officer system, STF revamps, new gear sets, more Klingon updates, and the advancement of the Borg into Federation space. While it has been said that Season Five will most likely not be released until 2012, players can look forward to seeing major updates for fleets, a rework of how exploration works, more in-game species, and the introduction of fleet starbases. Make sure to take a look at the full report, as well as this week's upcoming Captain's Log entry, to read about these and other updates coming to a starship near you.