yeah i was just thinking it would be cool if they let players get married for RP.
then if they get tired of it later and decide to break up both players could get half of each others stuff.
maybe if there are ships involved each person could get to use it each week?
and how many players should be able to get married to each other or should it just be 2?
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Make-believe marriage just should not be encouraged.
Maybe it is stupidly silly... Or sillily stupid...
Dunno...
#LegalizeAwoo
A normie goes "Oh, what's this?"
An otaku goes "UwU, what's this?"
A furry goes "OwO, what's this?"
A werewolf goes "Awoo, what's this?"
"It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
"We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
CRUISERS NEED A 206% HULL BUFF
We already get enough in-game announcements, no need for more spam.
No. Just no.
The custody battle over T6 ships alone would melt the game servers.
Things I want in STO:
1) More character customization options such as more clothing options, letting the toon complexion affect the entire body, not just the head. Also a true RGB color picker applied to all costume and appearance options, which would allow for true appearance customization and homogenous colors instead of "this same exact color looks vastly different on two different pieces."
2) Bridge customization, not bridge packs. Let us pick a general layout and adjust the color palette, console appearance, and chair types, as well as more ready room layout options.
3) Customizable ground weapons, i.e. The aesthetic look of phaser dual pistols but they shoot antiproton bolts. For obvious reasons this would only apply to standard ground weapons.
4) For the love of Q please revamp Plasma Ground Weapons. They look like demented Supersoakers right now.
5) True Vanity Impulse and Deflector effects similar to Vanity Shields.
6) A greater payout for hitting T6 Reputations. Currently it takes more time and resources to get from T5 to T6 than it does to get from nothing to T5. Make that grind really pay out at the end.
7) Mirrorverse Refugee event similar to AoY/Delta/Gamma, complete with new Mirrorverse recruits for all factions.
8) Independent Faction, because yo ho yo ho a pirate's life for me!
There are no rules against it so it is already allowed.
Norway and Yeager dammit... I still want my Typhoon and Jupiter though.
JJ Trek The Kelvin Timeline is just Trek and it's fully canon... get over it. But I still prefer TAR.
#TASforSTO
'...I can tell you that we're not in the military and that we intend no harm to the whales.' Kirk: The Voyage Home
'Starfleet is not a military organisation. Its purpose is exploration.' Picard: Peak Performance
'This is clearly a military operation. Is that what we are now? Because I thought we were explorers!' Scotty: Into Darkness
'...The Federation. Starfleet. We're not a military agency.' Scotty: Beyond
'I'm not a soldier anymore. I'm an engineer.' Miles O'Brien: Empok Nor
'...Starfleet could use you... It's a peacekeeping and humanitarian armada...' Admiral Pike: Star Trek
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Suggested before:
http://www.arcgames.com/en/forums/startrekonline/#/discussion/1071178/couples-in-the-game
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Another word for this: bound-item account transfer. It's probably safest just to let RP players RP. Tweaking gameplay mechanics isn't necessary to support that.
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Also, there is a separate forum for making game suggestions.
Star Trek Battles member. Want to roll with a good group of people regardless of fleets and not have to worry about DPS while doing STFs? Come join the channel and join in the fun!
http://forum.arcgames.com/startrekonline/discussion/1145998/star-trek-battles-channel-got-canon/p1
But I'm not one to tell other people how to play. If people really want this then fine. As long as I'm not forced to play this way, I couldn't care less.
This is a game of exploitation... Sorry, exploration. If people want to RP getting martied, more power to them. However, that kind of stuff needs to be kept on the down-low... IMO.
Join Date: Tuesday, February 2, 2010
To play devil's advocate here, how people get along with each other had a lot more screen time in Star Trek than simple exploration ever had. Since when did a survey mission ever go to plan? How many times did a problem require two or more characters to have introspective dialog where a facet of life was presented through the lens of a stage drama? To put it simply, Star Trek is multifaceted. It's not one thing to the exclusion of all else. Look across the span of the franchise and you'll pretty much find everything, including marriage.
Now, the OP's idea falls down on three counts IMO.
- The RP'ing in question already being perfectly viable.
- Exploitation, as players divorce alts/friends to transfer bound items (ex. ships).
- It's very, very unlikely that a slight bump to serious RP'ing would ever justify the dev effort of coding a dedicated marriage system.
But it's okay that they brought the subject up. Other MMO's have player marriages in some form. It's not a taboo subject in other game communities. For example: Elder's Scroll Online and Rift. You may not have known that, but neither did I until I googled the topic to find out just where the OP was coming from. I learned something and now I can approach this discussion with more than just "meh, not for me!"When confronted with the unknown, you might want explore it a bit before reacting. Wandering about space doesn't mean a whole lot if you don't learn from the experience.
Notable missions: Apex [AEI], Gemini [SSF], Trident [AEI], Evolution's Smile [SSF], Transcendence
Looking for something new to play? I've started building Foundry missions again in visual novel form!
I have no issue at all if people want to RP a wedding ceremony on the bridge of a ship, on Risa, etc. but I don't think who one is married to should be part of a character window. Sure, if someone wants to add a "Married To:" section of their Bio page and add realtionship info there... of course. That's what the Bio is for... to flesh out a character's backstory.
Yes, there are games where there is an in-game institution of marriage. I have even played several of them myself. Some games even have additional in-game benefits for having an online spouse. For STO, I feel that this particular domestic aspect should be left out of the game in an official capacity.
Once again, in my opinion.
Join Date: Tuesday, February 2, 2010
But it is a drama. We have episodic content with dramatic arcs, plots, characters, themes, in which the subject of a certain someone's wife is increasingly becoming central to the entire Star Trek universe (for example: Enterprise.)
I can appreciate not wanting this for mechanical reasons (that's where I'm coming from, even as a UI option it's clutter, a time expense, and very finely targeted) but not personal reasons. And I think the distinction between the two needs to be emphasized so continued discussion can focus on the objective angles, rather than the personal reservations (discussion of which is not likely to end well.)
For example: I've pointed out that a marriage system is too limited to support development. Why not make it less limited? If I stop focusing on what marriage means I can look at the basic idea and see how it might be tweaked for broader applications. Let's restate the problem: players want to be able to designate other players as being significant to their in-game character. That can take a lot of forms besides marriage; admirals, mentors, arch enemies, ect. I may also want to do the same with boffs, since they're pretty much the first place you start building characters.
So approach it all as one system that expands the bio and links it with other systems. Say you have a button on your bio labeled "player tree." That brings up a menu with...oh, ten or so slots with blank labels above each one. In each slot you can bring up a player or a bridge officer, then write in how that character relates to yours. That could be anything from, "chess partner" to "spouse," treat the system however you like. Basically, just think "department heads in doffing" with more flexibility and public visibility. Each slot might also link off to relevant bios and (in the best case) other trees.
This would in effect create a character web, building the sense of rich, Trek-style fleets and crews through UGC (something STO excels at). And then for the hell of it, add a small "teamwork" bonus for teaming with players connected to your tree. That's a small practical benefit for players to consider and it encourages co-op with friends/associates (buffing that aspect of the game.)
Anyway, that's just an alternative suggestion. I'm sure it has problems too but I wanted to go into some detail to show that this topic really isn't something to get caught up on.
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Whyever would I want a game mechanic to make a science fiction game more like Real Life?
Easy enough for any moron to ask for something trivially stupid like this. Most people willfully and ignorantly assume game developers can simply wave a magic wand and the code pops out of the Mod-O-Matic all ready to go. To paraphrase someone who I admire, "Coding an MMO ain't like dusting crops, boy!"
Besides, If I want to RP my pixelated fantasy self being married to another pixelated fantasy person's image of themselves, I don't need or require the devs to write and add special code for me to do so.
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You mean like currencies? You remember what Starfleet had to say on the subject.
(I'm just taking advantage of an opening. Practical considerations should factor in how people approach forum discussion but you do have to remember that forum goers aren't devs. They can't vet feedback to a standard that actually conforms to the realties of development. That's why you have community teams.)
Notable missions: Apex [AEI], Gemini [SSF], Trident [AEI], Evolution's Smile [SSF], Transcendence
Looking for something new to play? I've started building Foundry missions again in visual novel form!