The way missions are carried out needs to be changed so it's not a scripted "follow this" format. It's too tedious without requiring any thinking.
For example...one mission, kermite or whatever it's called is missing from the station. The game tells you, go here, scan. Go here, scan. Undock, go here, scan freighters.
It should be along the lines of the Kermite is missing in one sector. Now you, the player, must decide how to look for it and where to look for it. The whole mission would be contained in that one system and it's more of a sandbox style of play. Is it on the station? Is it hidden on some cargo hold of an enemy nausican patrolling the nebula 25 km away? Was it smuggled onto the planet surface? Once you find the perpetrator, can you take it by force, or do you need to buy something on the exchange so he'll give it back?
It should be up to us to explore and problem solve, not simply walk into a room and press the 'scan' button 3 times until we're told how to solve things.
This would be an awsome idea, but I doubt it would be implemented.
The game design seems to be catered to simple minded people, so thinking is a strain they don't want to perform.
Once the test shard is opened I plan to spend almost all my time there testing new features and fixes; this is what I live for.
But implementation of such a mission system would do the game a world of good. Rather than being led by the hand by Sulu; it would require a player think and analyze the mission then determine the best method of success and then following through with thier decision. Another feature that would be good is failure; if I fail a mission, I still learn.
Not every mission in Star Trek was a success; some were failures in the end but the crew learned, documented and carryed on to the next objective in thier quest for knowledge and security.
I believe he's reffering more to scripted missions that are not simple scan jobs. You know, the RP part of MMORPG. Getting a quest, going to an area, talking to NPC's, figuring out the issue and exploring to find the solution. Kind of what Star Trek episodes were like. Right now it's scan 5 things, leave. Kill 5 things leave. Walk around an empty world, leave.
Notice the lack of any kind of exploration, RP interaction and scripted events?
Comments
The game design seems to be catered to simple minded people, so thinking is a strain they don't want to perform.
Once the test shard is opened I plan to spend almost all my time there testing new features and fixes; this is what I live for.
But implementation of such a mission system would do the game a world of good. Rather than being led by the hand by Sulu; it would require a player think and analyze the mission then determine the best method of success and then following through with thier decision. Another feature that would be good is failure; if I fail a mission, I still learn.
Not every mission in Star Trek was a success; some were failures in the end but the crew learned, documented and carryed on to the next objective in thier quest for knowledge and security.
Kudo! For a awesome idea.
dynamically generated content just doesn't exist for any video game yet.
Notice the lack of any kind of exploration, RP interaction and scripted events?
~ Foulwin