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Episodic delivery of content

SystemSystem Member, NoReporting Posts: 178,019 Arc User
Hello, everyone.

In another thread I made a reference to a forthcoming post about how STO's gameplay can be delivered in a way that makes it feel like part of a Star Trek show, rather than just a series of go-there-do-that missions that don't really make you feel attached to anything... This is that post.

Let us consider for a moment the way that the gameplay is introduced to us. When we begin, we are in the mess hall of our ship, looking out at the borg battle going on in close proximity. I don't know about anyone else, but my first reaction was to immitate Keanu Reeves...

"Woah..."

And while the tutorial stage was just intended to introduce us to basic gameplay concepts, we were immersed in the gameworld throughout the process. The fact that we were going to different parts of our ship, and they were associated with what we were supposed to be doing reinforced the immersion.

What I am about to get into requires starship interiors as a prerequisite. They don't have to be fully functional. They just have to function as a setting. There could be hotspots in them like consoles and things which content writers can attach interaction scripts to. We could click on them and have the correct animations and sound effects play, but with no real effect.

Now let us look at how missions might pan out:

Missions would be selectable from the console in our ready room/office... You know... that place where we see Picard, Janeway and Sisko go to pondr mission-specific considerations? How many times did we here this in TNG:

"Captain, Message coming in from Admiral [insert name here]."
Picard - "In my ready room"
He goes in, orders "Tea. Earl Grey. Hot.", sits down at his desk, activates his interface and greets his superior with a friendly smile. Then he gets his orders.

When he goes back to the bridge, he delegates activities to his bridge officers. The last of which is to set a course and "Engage!"

You see, I believe that until we accept a mission, we should sort of be in "null mode", able to go anywhere we want whenever we want... The generic nature of the missions in STO sort of lend themselves to this sort of thing. But its done sort of... blah... right now.

Here's where the reason for ship interiors comes in. Depending on how our bridge crew is made up, as in the number of division classes a ship allows for, the cast of Star Trek: [YourShipname] would differ. Depending on which ship class we are commanding, and its bridgecrew complement, content should play out a little differently on a per mission basis.

When we have a conference lounge scene, our bridge crews would present possible objectives for the current stage of the mission. As captain, I would weigh those choices and decide on a possible course of action. Had some of the missions that some claim to be anti-starfleet been filtered through this process:

1 - Tactical Officer: "Clearly we cannot allow the Jem'hadar breeding project to continue. We should go in and destroy the hatchery immediatelu

2 - Science Officer: "Since when has Starfleet been in the business of killing unborn children? Is there a way we can deal with the issue without resorting to killing the innocent."

3A - Engineering Officer: assumes a thoughtful posture

3B - Tactical Officer: We are at war. And in war, the casualties do not always just include the guilty.

4 - Science officer: That may be true but we need to---

5 - Engineering officer: What if we isolate the maturation pods and beam them into the Cargo bay. We can then take them to a research station for study. We've never had this kind of opportunity to study the technology behind Jem'hadar genetic engineering.

6 - Tactical Officer: And the minute we go in there and start tampering with their systems, We'll have Jem'hadar soldiers all over the place. We should just beam in, blow them to hell and get out. That's my recommendation, Captain.

I then would be presented with an option to "blow them up", "isolate and recover them". Once I make my decision, the objective of the next stage of the mission is set, and we go forward from there.

When we beam down to a planet or over to another ship, we should do so by going to the transporter room. When we step up on the platform and click on it, we just beam down. If there are multiple beamdown points, we'd be able to select one.

Each episode should present us with an issue that needs resolving, choices as to how to try to resolve them (all of which can be successful), and challenges to overcome as we attempt to act on our decisions.

Most episodes need to have a space and ground objective. Sometimes more than one of either or both. And they should be written to play out the way episodes in the shows do. So there's ensemble interaction between us and our bridge crews which difine our personal choices as a starship captain, and those choices determine the cours of action we take.

Also, it has been stated by a massive number of people that sector space should either go away or be redesigned. In this episodic delivery of content concept, when we "Engage!" to a course, we'd pop into a tiny space map, long enough for the ship to be seen going to warp, and then back to the interior of our ship, where we can do whatever we want while the ship is en-route. Travel time would take the same legth of time as auto-flight in sector space. And wherever we are, we would be notified accordingly... This would mean that doing things episodidically would not be a shortcut that those who like things as they are now would not have access to.

And yes... This concept should be an optional delivery mechanism. One that is on for all players by default going forward, and can be turned off if it gets in the way.

I know some people will be opposed to this. I respect that. This is just a suggestion that carries no more and no less weight than any other suggestion. But it would add something to the game, creating a more immersive and dare I say, personal touch.

Thank you for reading.
Post edited by Unknown User on
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Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Unfortunately, I do not believe Cryptic is capable of this level of story telling for anything more than a handful of missions.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    plexaura wrote:
    Unfortunately, I do not believe Cryptic is capable of this level of story telling for anything more than a handful of missions.

    They're capable of it.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    But that would irritate the "two-weeks-and-done". It would make them play for three weeks.

    Otherwise, I'm all for it. But let's get some episodes out there first, then Cryptic and fill them in.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    We have been discussing this internally and I've eluded to this in prior posts. If we do something like this it will be in short "series" where we take 5 or 6 episodes that all relate to a story arc - and release each episode as a weekly update. We are even considering taking one of the new hubs in Season 2 and releasing these as weekly episodes earlier than previously planned. The one piece of tech holding it back is making the episodes work no matter what level you are so that everyone can play them. We'll most likely borrow tech from the Squad (sidekick) system to make this work.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    dstahl wrote: »
    We have been discussing this internally and I've eluded to this in prior posts. If we do something like this it will be in short "series" where we take 5 or 6 episodes that all relate to a story arc - and release each episode as a weekly update. We are even considering taking one of the new hubs in Season 2 and releasing these as weekly episodes earlier than previously planned. The one piece of tech holding it back is making the episodes work no matter what level you are so that everyone can play them. We'll most likely borrow tech from the Squad (sidekick) system to make this work.

    Sounds good! I like that idea. As a weekend guy, that would interest me.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    dstahl wrote: »
    We have been discussing this internally and I've eluded to this in prior posts. If we do something like this it will be in short "series" where we take 5 or 6 episodes that all relate to a story arc - and release each episode as a weekly update. We are even considering taking one of the new hubs in Season 2 and releasing these as weekly episodes earlier than previously planned. The one piece of tech holding it back is making the episodes work no matter what level you are so that everyone can play them. We'll most likely borrow tech from the Squad (sidekick) system to make this work.

    Awesome...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    dstahl wrote: »
    We have been discussing this internally and I've eluded to this in prior posts. If we do something like this it will be in short "series" where we take 5 or 6 episodes that all relate to a story arc - and release each episode as a weekly update. We are even considering taking one of the new hubs in Season 2 and releasing these as weekly episodes earlier than previously planned. The one piece of tech holding it back is making the episodes work no matter what level you are so that everyone can play them. We'll most likely borrow tech from the Squad (sidekick) system to make this work.

    You really need to do this. This game is starving to death for lack of content. I don't think you can go 2 more months without adding significant content without losing a lot of subscribers as a consequence.

    Of course, one thing you could do is ramp up improvements in the "genesis" missions to give them a lot more variety and uniqueness.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    wildcat84 wrote: »
    You really need to do this. This game is starving to death for lack of content. I don't think you can go 2 more months without adding significant content without losing a lot of subscribers as a consequence.

    Of course, one thing you could do is ramp up improvements in the "genesis" missions to give them a lot more variety and uniqueness.

    Season 2 is doing both - adding more content and more exploration mission types as part of the Federation Diplomatic Corps.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    dstahl wrote: »
    We have been discussing this internally and I've eluded to this in prior posts. If we do something like this it will be in short "series" where we take 5 or 6 episodes that all relate to a story arc - and release each episode as a weekly update. We are even considering taking one of the new hubs in Season 2 and releasing these as weekly episodes earlier than previously planned. The one piece of tech holding it back is making the episodes work no matter what level you are so that everyone can play them. We'll most likely borrow tech from the Squad (sidekick) system to make this work.

    Great. Anything that gets content out ahead of schedule is a good thing.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    dstahl wrote: »
    We have been discussing this internally and I've eluded to this in prior posts. If we do something like this it will be in short "series" where we take 5 or 6 episodes that all relate to a story arc - and release each episode as a weekly update. We are even considering taking one of the new hubs in Season 2 and releasing these as weekly episodes earlier than previously planned. The one piece of tech holding it back is making the episodes work no matter what level you are so that everyone can play them. We'll most likely borrow tech from the Squad (sidekick) system to make this work.

    NICE....now get it out ASAFP.....Clap for CONTENT...:)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    dstahl... Please don't forget about starship interiors and how they would make the content feel so much more like Star Trek.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    dstahl wrote: »
    We have been discussing this internally and I've eluded to this in prior posts. If we do something like this it will be in short "series" where we take 5 or 6 episodes that all relate to a story arc - and release each episode as a weekly update. We are even considering taking one of the new hubs in Season 2 and releasing these as weekly episodes earlier than previously planned. The one piece of tech holding it back is making the episodes work no matter what level you are so that everyone can play them. We'll most likely borrow tech from the Squad (sidekick) system to make this work.

    i just want to say i love you :D

    that is all
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    dstahl... Please don't forget about starship interiors and how they would make the content feel so much more like Star Trek.

    Player ship interiors are progressing well and are working on basic functionality concepts for what players can do inside their ships. Adding "mission" content inside your interior is going to come later once we get player ship interiors released.

    Also - some of the new starship interior pieces (such as the curved hallways) are already starting to make an appearance in a Klingon Episode where they conduct a boarding action on a Fed ship.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    dstahl wrote: »
    Player ship interiors are progressing well and are working on basic functionality concepts for what players can do inside their ships. Adding "mission" content inside your interior is going to come later once we get player ship interiors released.

    Also - some of the new starship interior pieces (such as the curved hallways) are already starting to make an appearance in a Klingon Episode where they conduct a boarding action on a Fed ship.

    again Dstahi...NICE....and alot of us here have hi hopes for the game and do want to see it become the game we all know it can and should be! :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    dstahl wrote: »
    We have been discussing this internally and I've eluded to this in prior posts. If we do something like this it will be in short "series" where we take 5 or 6 episodes that all relate to a story arc - and release each episode as a weekly update. We are even considering taking one of the new hubs in Season 2 and releasing these as weekly episodes earlier than previously planned. The one piece of tech holding it back is making the episodes work no matter what level you are so that everyone can play them. We'll most likely borrow tech from the Squad (sidekick) system to make this work.

    If nothing else, this could be a great option for end game. The missions could be more along the lines of exploration instead of following the current story line. It could be an option for Admirals that want to seek out new worlds instead of having everyone involves in the war. This could lead to new stories in the future. These Admirals would be laying the ground work for future aliances to help the war effort if you want to keep the stories related.

    End game needs more options than what the game has now. A weekly mini-series would be a great add on feature for end game. It would be nice to add it to the entire game. But more options at end game is needed badly. The current time to end game is very short compaired to other MMO's. So the end game is even more important as we have seen from other posts. This would be a great feature.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Missions would be selectable from the console in our ready room/office... You know... that place where we see Picard, Janeway and Sisko go to pondr mission-specific considerations? How many times did we here this in TNG:

    Yes! Hopefully this should be easy to implement. I'd really love to see some more detailed mission briefings. Even cooler would be to reach an agreement with the guys at memory-alpha.org. I would LOVE to have the ability to research different planets, races, etc. from my ready room. They have all that info available, would be really cool to use it in game.
    Here's where the reason for ship interiors comes in. Depending on how our bridge crew is made up, as in the number of division classes a ship allows for, the cast of Star Trek: [YourShipname] would differ. Depending on which ship class we are commanding, and its bridgecrew complement, content should play out a little differently on a per mission basis.

    Wow, another awesome idea! Even if it was as simple as the same mission just having different objectives depending on your ship class it would be fun. Plus it would be a good reason to buy one of each kind of ship and make replaying those missions interesting.
    I then would be presented with an option to "blow them up", "isolate and recover them". Once I make my decision, the objective of the next stage of the mission is set, and we go forward from there.

    Exactly. This would provide more depth to each mission and provide more replay value.


    These are some really great ideas. We have the STFs to appeal to the more "hardcore" players, what the game really could use is something to appeal to the more "roleplay" oriented guys. Missions that require thinking, moral choices with consequences, being rewarded for NOT killing everyone, etc. Delivering them out once a week would be cool just for the whole "weekly episode" feel. Having the ability to replay it from either a cruiser, escort or sci ship perspective (different ships would have different mission objectives).

    I'd rather it be based on ship that character class since you can mix up your character/class and ship. Plus, it's a lot easier to acquire the different ship classes in game than it is to roll a different character and level all the way up just to play these missions. And even a sci officer in an escort wouldn't make sense for the escort to do science based objectives. Your character defines your captain, but the mission objectives should be based on the capabilities of your ship.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    dstahl wrote: »
    Player ship interiors are progressing well and are working on basic functionality concepts for what players can do inside their ships. Adding "mission" content inside your interior is going to come later once we get player ship interiors released.

    Giving consideration to the issue now would save time later.

    Places like Sickbay should have a doctor spawn point, where either a generic NPC doctor or a designated science bridge crew member would appear. A medical console with a null script attached as a hook. the biobeds also having null scripts for hooking in mission stuff.

    Engineering would have similar interactable objects and spawn points. If these things are hooked into the product early on, it would just be a matter of applying functionality to them as needed. An ounce of prevention is a pound of cure, as the old saying goes.
    Also - some of the new starship interior pieces (such as the curved hallways) are already starting to make an appearance in a Klingon Episode where they conduct a boarding action on a Fed ship.

    That sounds cool
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    //EDIT: i wrote this while this thread had no reply ^^

    ...ok so in short you want a Multiple Choice System.

    The failure in your post is that you rely much on NPC interaction and ignore that this is an MMO, you are supposed to play with People not with NPC's.

    I like your way of thinking and it would be a good game, but not in this one.
    A singleplayer Game like Mass Effect would be much more like this.


    Also keep in mind that Multiple Choice means that you will run into people that made diffrent choices then you in the next PickUp Group (PUG) on your next mission.

    So while you killed Bob the Barkeeper, the other guy you teamed up did not kill him and you go together to this Bar, now is Bob alive or not?


    I dont see Multiple Choice happening anytime soon for MMO's.




    Also for Episodic content i have a complete diffrent idea.

    Basically it is the same that we have now just a lot more improved.
    i assume here that we allready have working ship Interriors and.
    - every episode should have an Intro and Outro (i dont mean the intro where the enterprise flys by 3 times, that would be funny though ;P)
    - the "Intro" should introduce
    1) the basic Storyline (what is going on? why is my ship here? what is my aim?)
    2) the NPCs on the Planet, who are the good guys, who are the bad guys?
    3) maybe the enemy Plot?
    that is Kind of what we see BEFORE the Introsequence of TNG/DS9 plays.
    So instead of a boring Text Popup i am introduced to the Story in an involving way.
    Of Course for this to work there need to be Voiceovers for the Story NPC's.

    - Story NPC's should have Voiceovers for immersion, quality and Atmosphere.


    what realy needs to go is the IN YOUR FACE "scan 5/5 clickes" "destroy 5/5 Hirogen Ships"
    if i know what to do by reading one Line of Text, all the above is for nothing!
    (of course if you only deliver Text Pop Up's like in 1985 DOS-Text Adventures you can't expect anyone today to want to read through all of that...)

    Ask yourself how often did you play Episode Missions and just clicked the Text Boxes away because you allready have seen what to do on the right side?
    THAT is the immersion breaker Number 1 for me!

    Waypoints are ok, tell me where i need to go BUT dont tell me what expects me there!
    (at least not every single time!)

    //EDIT: this is more for the exploration clusters:

    and why all this Repeating anyway? its allways 5 of the same?

    Kill 5 TRIBBLE
    Scan 5 YYY

    why not

    Scan YYY, Go To A AA-> Beam AAA up, Bring AAA to YYY, Defend AAA from TRIBBLE, Beam AAA down, Guard YYY until AAA is ready to return.........


    put some random Events in the prescripted Exploration missions.
    Put a low Chance in that there is an enemy popping up (and hunting me) in the "scan 5 anomalies" mission.

    Surprise me from time to time!
    Give me NEW Situations!
    Let me run into the unkown!
    Think outside the Box!
    Thats what it's all about!


    I dont care if it is scripted, i just want quality Entertainment, i want my 45 Minute Star Trek Fix once a week!... or every 2 Weeks. //EDIT: yay @ dstahl's reply above me ^^
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Galtrovan wrote: »
    Great. Anything that gets content out ahead of schedule is a good thing.
    ....oh boy. Watch what you wish for...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    ....oh boy. Watch what you wish for...

    Indeed, yes...

    Please, dstahl. Take what I said in the now locked "worst update ever" thread to heart.

    pace yourselves. Devote a couple of people to deploying weekly content elements using existing systems that work like they should, and pool the rest of the team towards addressing the buggy, malfunctioning stuff BEFORE adding new systems that will indroduce additional bugs and malfunctions on top of the mess.

    Otherwise, it will become unfixable in shorter order than you think.

    Don't slow down to a crawl, but don't do this either.

    Just keep the community in the loop, and with the exception of a few bad eggs who are going to make a stink no matter what, the community will get behind you guys. We want a good product that will live up to its potential. Most of is understand that patience is required.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Galtrovan wrote: »
    Great. Anything that gets content out ahead of schedule is a good thing.

    let me correct that for you:

    Anything that gets content out ahead of schedule is a good thing... WHEN IT'S DONE!

    ;)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    dstahl wrote: »
    Player ship interiors are progressing well and are working on basic functionality concepts for what players can do inside their ships. Adding "mission" content inside your interior is going to come later once we get player ship interiors released.

    Also - some of the new starship interior pieces (such as the curved hallways) are already starting to make an appearance in a Klingon Episode where they conduct a boarding action on a Fed ship.

    To chis I can only channel John Colicos/Kor: "Glorious!" :D

    (While I'm not that into Klingons per se; with PvE content coming like this for teh Klingon faction; I'll be starting up a Klingon once Season 2 hits rthe Live server). I reallyn love the direction you guys are taking the game, (and while I'm not a big fan of TNG's 'lets talk the enemy to death' - for those that want the Fed Diplomatic Corps stuff, that's good too - who knows I might give that a whirl on a character just to see how far it can take you).

    More and varied content is always a good thing.

    One off topic suggestion I would make: Although I've read and understand Cryptic's stance on Tutorial zones - I still think it would be a good idea to make a Klingon tutorial (that allows a new player who is so inclinded to want to start with a Non-Fed faction); and do that as well for any new faction. They could be more basic, and just introduce players to the minimum needed to start; but given teh limited number of character slots - to force a player to make a Fed character to Level 5 to 'unlock' access to other factions just seems unintuative as the playable character faction choices begin to expand.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Z3R0B4NG, the multiple choice MMO will be out in the spring of 2011. Why not try to beat them to the punch?

    And in this type of system, a preformed group should have the same choice for everyone. They are playing as a team. If it is the random PUG. Then it could work with the current system. The hoice of what to do would be made on your bridge. So anyone that made the same choice would be in the auto group that would be formed. You would all be on the same quest choice.

    Much of this game is an SPG. This system would offer the same choice as now. Auto group with others that are on the same quest and choice, solo play and pre formed groups that will all have to make the same choice. That other game coming next year is making it so the majority rules. But the choice you make registers as your choice when it comes to a plus or minus rep. That rep system dosen't apply in this game. And you could always go back and run the quest again in different ways when they add the replay system.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    ... Devote a couple of people to deploying weekly content elements using existing systems that work like they should, and pool the rest of the team towards addressing the buggy...

    I hear your concern, but the team is not necessarily setup like you think...

    Episodes are made individually by a content pod (mission designer, environment artist, etc) so there are multiple teams working simultaneously on different episodes. If a mission is bugged, the team that made the content goes back and fixes their work.

    Features such as episode replay are handled by software engineers which is a different team altogether.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Skylan wrote:
    Z3R0B4NG, the multiple choice MMO will be out in the spring of 2011. Why not try to beat them to the punch?

    From what i've seen that is not much more then Coop while the Teamleaders choice is what's count.
    Might be wrong... but they have no controlable Starships, so, not intrested in TOR ;P
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    dstahl wrote: »
    I hear your concern, but the team is not necessarily setup like you think...

    Noted.
    Episodes are made individually by a content pod (mission designer, environment artist, etc) so there are multiple teams working simultaneously on different episodes. If a mission is bugged, the team that made the content goes back and fixes their work.

    Features such as episode replay are handled by software engineers which is a different team altogether.

    The sort of interrim weekly stuff I am talking about is not mission sets or STFs. But rather thematic encounters dropped into the game the live team. There doesn't need to be any preamble to this. Just drop it in and let the players go at it. Don't tell them where it is. Let them find it as they play.

    Next week, remove that content and replace it with something else, somewhere else.

    it may not be in-depth, but it would be dynamic. People will log in each week to look for it. Perhaps a two-man content pod could be commissioned to do this, using ONLY existing mechanics. One person can do Federation and the other Klingon.

    Just one little thing that changes about the game every week could have a dramatic effect. And while this is being done, the more in-depth content pods will be doing their thing, and the engineers focus first on bug fixes and second on new systems.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    dstahl wrote: »
    I hear your concern, but the team is not necessarily setup like you think...

    Episodes are made individually by a content pod (mission designer, environment artist, etc) so there are multiple teams working simultaneously on different episodes. If a mission is bugged, the team that made the content goes back and fixes their work.

    Features such as episode replay are handled by software engineers which is a different team altogether.

    Hi dstahl.

    Thank you for taking the time to talk to us and to hear our suggestions.

    My question is about the episodes that you mentioned. Are they STF type missions? I personally hope not. I was unable to beat Deeper into the mystery. Not for lack of trying it. Many many times. Are those episodes that are being developed constructed for solo play?

    I am very excited about ship interiors. Will authenticity come into play in the future? It would further my immersion into the gameplay if my Sovereign-class had a bridge and interior that looked like they did in the movies.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Z3R0B4NG wrote: »
    From what i've seen that is not much more then Coop while the Teamleaders choice is what's count.
    Might be wrong... but they have no controlable Starships, so, not intrested in TOR ;P

    I hear you, but I am looking at the choice being a big plus in this game. Different choices with different quests attached. That is much more ST to me. Having no choice at all in how a quest goes dosen't work as well in this game to me. Even if it is only a choice you are given to start the quest while on your ship. Everything after would be based on that choice and you are locked after you make it. That would make it easier to have a group dynamic if there is only one choice at the start. Then it makes no difference if you are solo, in a PUG or a group. You would all be on the same quest based on the choice you made on your bridge after discussing the options with your BO's.

    It would be a lot more work for the Dev's though. They would have to create 3 variations of the same quest. I don't know if a weakly episode would be possible if there are more than one variation. It would be greatto see though. :cool:
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    dstahl wrote: »
    The one piece of tech holding it back is making the episodes work no matter what level you are so that everyone can play them.

    Why not just add these episodes for Admirals? The game needs more end game content (or so I hear, still only Cmdr.)

    Just wondering.

    Thanks,
    Duncan
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    vadersson wrote: »
    Why not just add these episodes for Admirals? The game needs more end game content (or so I hear, still only Cmdr.)

    Just wondering.

    Thanks,
    Duncan

    The were originally intended for the new level cap (RA10) in Season 2.

    To redesign for a lower tier would short-change the content then - it seems more prudent to allow players to level up or down to content, while all the other pieces of the RA/BG 6-10 experience are finished. :)
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