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More assignment suggestions

maxlevelgod69maxlevelgod69 Member Posts: 0 Arc User
Hey there!

First off, let me say I love the diversity between species and assignments.

It was a delight playing a Klingon and seeing the assignment "Execute so and so for questioning your family's honor".

It looks like Cryptic has dabbled (barely) in assignment diversity, but it's really kind of disappointing at best, what with the variety offered between factions one would think within within a faction would be just as robust.

For instance:
a) I go to Starfleet Academy and there are actually quite a few assignments there I can't find anywhere else, for instance, temporal mechanics lecturing (my favorite subject). yet if I go to Memory Alpha or Bajor - I get at most a paltry one or two missions devoted to that area. They local areas could benefit SO much more from someone on your team who can introduce new assignment chains based on specific areas.

And a few more suggestions:
i) TIE ASSIGNMENTS TO MISSIONS.
Here's the thing. Let's say I have a 'drug running' operation you want me to do. (transport ketracell white aka cocaine from one location to another) - now why is it this assignment can't correlate/commence with a mission - that is - you gotta bust a cap in the drug lord's butt to get the white. At that point, you simply transport.

Straying away from the drug operations this game seems to represent - transport diplomat from here to there could easily end up in a face to face discussion where you're given the option to maintain ongoing relationships with her through assignments.

2) PAID assignments.
It would be cool to have a 'queue' where you pay someone else to do something you don't want to or vice versa, where you can be paid to do things someone else doesn't want. Makes the game that much more lively and robust...

3) Assignments AND missions which expose hidden / previously unavailable areas
Let's face it: You got us wanting more with the Delta expansion. Now my question is: You can continue expanding outward... OR you could expand inward! There's a lot of planets and star systems which are simply not available. Sure, with Foundry you can create content for it, but STO's hampered creativity and rewards and assignment/mission continuation by making each foundry mission unable to communicate with the next. So my suggestion is twofold: add in the ability to link assignment/mission continuity to the foundry content AND create more content within existing systems. For instance:

There's not ONE single planet I can actually fly to without hitting it like a giant ball hitting my face. Now if you simply treated planets like planets and allowed players to 'fly to planets', you could have exploration take on new meaning and allow us the explorers the opportunity to 'overfly' areas, like real explorers like Magellan did and like Columbus did back in 1492 when he 'discovered' the new world. They didn't know what they would find. They just went for it. You could encourage the same explorational sense by painting planets with colonies and undiscovered areas not documented elsewhere. Finding these colonies might unveil new missions or assignments or trade lines.

Also for instance: Allowing Foundry creators to create true succession in the linearity of their stories by making one mission not available until you finish the prior mission.

Also for instance: Allowing Foundry created content to establish selected permanency within the universe of the player. This one's a no brainer. let's say I complete a mission on a previously unexplored planet, now I';d like to return there once the foundry mission's complete. Not possible with it complete, right now at least. My suggestion is to make the content permanent - up to the discretion of the player - let's say the player doesn't like having this city around, well simply deselect it from the mission you took that created it, and voila' gone...

Two last things:
I know it's been asked for before. But could you release API/XML info so we can customize our own User interfaces and front end? Here's a couple reasons why:

I know STO and Cryptic have no desire to get into currency trading. Well if you allow me to design my own content that I can link up to an interface I create, that can allow me to have people 'pay for content' through bitcoin transactions directly in game. This keeps Cryptic out of the financial loop, and allows me to actually earn a living creating custom content and interfaces. win/win, I and other content creators inspire more people to try STO for the robust custom content community support, which creates more revenue potential for Cryptic, and I as a content provider can integrate my content within your universe for both continuity and better storytelling

And one last thing. PLEASE QUIT DOCUMENTING EVERYTHING ON YOUR WEB SITE.

It's actually NICE to discover things on our own. You make it too easy to reference your site and take away the fun of discovery and exploration on our own.

It's hard to ever feel like an explorer. when everything you're exploring is so well documented by the developer.
Post edited by maxlevelgod69 on

Comments

  • aloishammeraloishammer Member Posts: 3,294 Arc User
    edited February 2014
    I know STO and Cryptic have no desire to get into currency trading. Well if you allow me to design my own content that I can link up to an interface I create, that can allow me to have people 'pay for content' through bitcoin transactions directly in game. This keeps Cryptic out of the financial loop, and allows me to actually earn a living creating custom content and interfaces.

    If you want to earn a living creating content and interfaces, here's a radical idea for you: Get a job at a game company. Wow, how ingenious is that? Amazingly, actually getting a job would- wait for it- allow you to earn a living creating custom content and interfaces.

    Or, if you're all that, and so insistent on not having a boss deny all your ideas for "adult Foundry content" you could start your own company and write your own game where you could make all the content, of whatever type, you like.
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