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Can we get mission content sliders?

SystemSystem Member, NoReporting Posts: 178,019 Arc User
BUMP this if you like the idea!!




Real simple:
  • For patrol and exploration missions.
  • Two sliders: Type and Location.
  • Percentage sliders, from 1%-100%, but only let us range it from 15%-85% to keep some random luck in there.
  • Type: the odds of a random mission being combat or science/exploraiton.
  • Location: the odds of a random mission being space or ground based.
  • That's it.

I bet this would make the appeal of exploration missions MUCH stronger, and put the Trek more into this game. If someone wants to play a crazy Section 31 commando squad, they can do 85% ground and 85% combat, and kick TRIBBLE all day. If someone wants to be a science officer exploring, go 85% non-combat and mix up the space/ground 50/50.

Like for me, I actually prefer ground missions. I'd probably do something like 75% ground for Location, 50/50 split on combat vs non-combat under Type, on my main character. On my other characters, I'd go differently.

Good idea or bad?
Post edited by Unknown User on
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Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Zilag wrote:
    Real simple:
    • For patrol and exploration missions.
    • Two sliders: Type and Location.
    • Percentage sliders, from 1%-100%, but only let us range it from 15%-85% to keep some random luck in there.
    • Type: the odds of a random mission being combat or science/exploraiton.
    • Location: the odds of a random mission being space or ground based.
    • That's it.

    I bet this would make the appeal of exploration missions MUCH stronger, and put the Trek more into this game. If someone wants to play a crazy Section 31 commando squad, they can do 85% ground and 85% combat, and kick TRIBBLE all day. If someone wants to be a science officer exploring, go 85% non-combat and mix up the space/ground 50/50.

    Like for me, I actually prefer ground missions. I'd probably do something like 75% ground for Location, 50/50 split on combat vs non-combat under Type, on my main character. On my other characters, I'd go differently.

    Good idea or bad?
    Interesting, i like the idea, and don't know how feasible it may be. Would be nice to have that kind of control over the content.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Anarchy Online had a functionality like this. It also controlled difficulty and loot, I believe.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Jayrune wrote:
    Interesting, i like the idea, and don't know how feasible it may be. Would be nice to have that kind of control over the content.

    Assuming that the Genesis system is playing random odds, it probably wouldn't be too difficult to expose those controls, and to make them easy to change.

    It would also extend play of this game DRAMATICALLY, in theory. If I'm feeling like not fighting one night but just want to chat with people and "immerse", I could toss everything over to one end of the spectrum. If I want to work on gearing up my ground combat on BOFFs the next few days after I can spend all my time beaming down and saving colonists or stopping Orion looters. And so on...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Kilnik wrote:
    Anarchy Online had a functionality like this. It also controlled difficulty and loot, I believe.

    Content Sliders + Difficulty Sliders + eventually having something like a "Holodeck" to design our own Episodes or multi-episode Arcs = pretty much a long-term Win for this game's longevity and playability.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I agree highly with this post.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Planet03 wrote:
    I agree highly with this post.

    Thanks! The more that do...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    It is definitely an interesting idea, I'll bump it.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I like the idea but I don't think the Genesis Engine works like that. From what I understand it just creates random locations like a planet/ground location and adds a few random mobs but then the Devs have to go in and add all the guts. Its not a random mission generator or anything,

    This is one of the major things that disappointed me about STO. I wish they had added several fleshed out missions and then had randomly generated missions in-between like: Rescue such a body from planet X and kills so many on planet X and so on.

    When you go into clusters, Those missions are not random. They have made several and its just random chance which of those 7 come up. I have played the same mission several times.

    The crafted one may as well of been random generated because 90% of them are poor to say the least.

    Shame really. large opportunity missed. Like a poster said before. Anarchy Online rocked at the time because of this little feature.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Loxanna wrote:
    I like the idea but I don't think the Genesis Engine works like that. From what I understand it just creates random locations like a planet/ground location and adds a few random mobs but then the Devs have to go in and add all the guts. Its not a random mission generator or anything,

    This is one of the major things that disappointed me about STO. I wish they had added several fleshed out missions and then had randomly generated missions in-between like: Rescue such a body from planet X and kills so many on planet X and so on.

    When you go into clusters, Those missions are not random. They have made several and its just random chance which of those 7 come up. I have played the same mission several times.

    The crafted one may as well of been random generated because 90% of them are poor to say the least.

    Shame really. large opportunity missed. Like a poster said before. Anarchy Online rocked at the time because of this little feature.

    In the first release/iteration of the game, it's not an opportunity missed. In my opinion pre-original Naxxaramas World of Warcraft was crappy compared to the Burning Crusade era, which I think was half-arsed compared to the final Lich King era with the introduction of their Dungeon Finder tool, which was massively fundamental change to the game mechanics and dynamics. Everyone I know said that the Dungeon Finder would drive off some of the Uber L33t Hardcore players as it devalues them, but would add years of fun and life to the game for other 95% of the player base.

    I think everyone is giving up on STO too early--it's not even two weeks in.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Shadezilla wrote:
    It is definitely an interesting idea, I'll bump it.

    You better come back and bump it again!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I was talking of my first impressions of the game. Ofc it can change but Im not sure if the Genesis engine can do what people think it can do without some major reprogramming. Lets hope Cryptic can add the Randomizer cause that would sure be a major + in STOs favour,
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    If the idea is technically impossible, I'd hope a dev would say so. This has come up in various flavors multiple times now as a request.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Well would be cool if it can be done. I love the idea so have another Bump :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Loxanna wrote:
    Well would be cool if it can be done.

    Hopefully a dev will weigh in.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Shameless bump for downtime eyes. Bump if you like the idea.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Bump, Like the idea too. Would be nice to allow game play as a pacifist if desired.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Sildean wrote:
    Bump, Like the idea too. Would be nice to allow game play as a pacifist if desired.

    I never even thought of that angle for play, from that perspective.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Zilag wrote:
    BUMP this if you like the idea!!




    Real simple:
    • For patrol and exploration missions.
    • Two sliders: Type and Location.
    • Percentage sliders, from 1%-100%, but only let us range it from 15%-85% to keep some random luck in there.
    • Type: the odds of a random mission being combat or science/exploraiton.
    • Location: the odds of a random mission being space or ground based.
    • That's it.

    I bet this would make the appeal of exploration missions MUCH stronger, and put the Trek more into this game. If someone wants to play a crazy Section 31 commando squad, they can do 85% ground and 85% combat, and kick TRIBBLE all day. If someone wants to be a science officer exploring, go 85% non-combat and mix up the space/ground 50/50.

    Like for me, I actually prefer ground missions. I'd probably do something like 75% ground for Location, 50/50 split on combat vs non-combat under Type, on my main character. On my other characters, I'd go differently.

    Good idea or bad?

    you seem to want to add flexability to cover a larger group of play styles. Sorta like the idea of having that same customization within the mission itself by the mission actually having player decisions and choices, you can play it different ways and have different risk rewards.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Zathurus wrote: »
    you seem to want to add flexability to cover a larger group of play styles. Sorta like the idea of having that same customization within the mission itself by the mission actually having player decisions and choices, you can play it different ways and have different risk rewards.

    Exactly! Half the complaints are all about various aspects of the game not being preferred, or not fitting their ideal play style (or envisioned play style).

    Taken simply, and being stereotypical:
    The Kirk fan may take 50/50 space/ground and 75/25 combat/non-combat.
    The Picard fan may take 75/25 space/ground and 25/75 combat/non-combat.
    The Sisko fan may take 15/85 space/ground and 75/25 combat/non-combat.
    The Janeway fan may take 85/15 space/ground and 50/50 combat/non-combat.
    The Archer fan may take 60/40 space/ground and 70/30 combat/non-combat.

    ...all based on what I recall of the trends of each television show.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I live this idea, hell even if they don't do it with a slider they could do it by making some Clusters more peaceful or violent then others...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    ZATZAi wrote: »
    I live this idea, hell even if they don't do it with a slider they could do it by making some Clusters more peaceful or violent then others...

    Do you mean like certain sectors, or instances?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    you have my support. good idea.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    A really good idea !
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Zilag wrote:
    Do you mean like certain sectors, or instances?

    Sectors, would mean they have to add more sectors though ideally. Or make a "dark half" and a "light half", there certainly is room for more star cluster sectors though, some of them abut two grids when they are only 1x1, could make those ones 2x1 and have one half be more aggro oriented than the others.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Follow link in my sig for better mission content.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    malize wrote: »
    Follow link in my sig for better mission content.

    Your thread is fantastic, but hugely broader in scope than mine...!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Bump for Great Justice
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    no. just make the game harder. I don't want to have to make it harder myself by hitting a slider. unless it gives me significantly better loot than the easier mode. but then everyone would just do it anyway, so whats the point in adding it
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    i am sorry but i must disagree.

    because anyone who wants to level would just do exploration and nothing else, since there is no combat there would be faster xp gain
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Intrepidox wrote: »
    no. just make the game harder. I don't want to have to make it harder myself by hitting a slider. unless it gives me significantly better loot than the easier mode. but then everyone would just do it anyway, so whats the point in adding it

    This explicitly isn't about making the game harder or easier. For some people ground vs space is harder; and other still don't want to pew pew constantly--or some do.

    This is basically to let people in the half of the game that isn't designed Episodes play it Their Way, which also fits in the whole Trek thing. Not everyone wants to be a Kirk. Some want to be a Picard.
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