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Author Topic: Being Part of the Storyline  (Read 2989 times)

Offline SpeakThoseWords

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Being Part of the Storyline
« on: 11 June 2008 04:00 PM »
That's the question... how can we best be a part of the storyline of ST:O? Will/should there even be a single overaching storyline?

A) We could go the Matrix Online route, and only a few players will get to be in the area to see the scenes between high-profile Canon NPCs which move the storyline, and after this, the cutscenes are distributed to others.

B) We could go the traditional route, where each player gets to replay every mission and event, ie Evil Hamidon rises from 1000 years of sleep every time a player accepts the mission.

C) Make major storyline points so large that it takes hundreds of players taking part to make it work (ie, big multi-ship battles, everyone on the server receives storyline-relevant missions, etc)

D) Some mechanism for players to 'earn' their way into importance in the storyline, either by rank or some other point system, hidden or otherwise.

E) Something I haven't thought of.

For the record, I favor a mix of C and D that leans towards D.
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Offline Sarevok

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Re: Being Part of the Storyline
« Reply #1 on: 11 June 2008 04:50 PM »
Well, I'd have to agree with you there. Uhm... not much more to add...


Offline Sir_Cedric

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Re: Being Part of the Storyline
« Reply #2 on: 22 June 2008 12:50 PM »
Well one thing you can do is add the epic event, like your C is saying, but make it so it's a server changing type event. If we as the players fail, it goes one way, if we complete the task it goes another. You can have smaller events that effect local areas too, like iif pirate raids are messing with shipments to a planet, then that world will suffer in some way. There is a lot that can happen if you really want story driven missions. I just think there should be effects you can see on both good and bad sides. One of the things that get me in other games, you only see a change while you doing the missions, but it doesn't last. How fun would it be if you start a mission someone else fail, and had to help clean up the mess.  :)

Offline Sarevok

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Re: Being Part of the Storyline
« Reply #3 on: 22 June 2008 01:56 PM »
I like Cedric's idea here. I really can't see the idea of one single group or one player influencing the storyline for thousands of others, who would then feel left out.

Offline Admiral of Starfleet

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Re: Being Part of the Storyline
« Reply #4 on: 22 June 2008 07:06 PM »
Sort of like SFC dynaverse if one side captured planets and destroyed the other empires starbases and destroyed freighters that empire weakened.

Offline DocSean

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Re: Being Part of the Storyline
« Reply #5 on: 22 June 2008 09:49 PM »
I concur with Sir_Cedric. In the example of Planet A being raided by Enemy B and then that planet suffering in some way, I would think that that could be a branch of supporting factions. Say, in the proven Starfleet way, you are confronted with Enemy B, find a way to solve both the planet's and the enemy's problems and make new allies. But then someone comes along and mucks up the whole thing, starting back at uneasy terms with the Federation. Then, with the participation of numerous people, bring the relationship back on good grounds effectively making it an organic system.

I tend to agree with option C as far as mass storylines go, in trying incorporate everyone who wants to participate. Though have it span it a certain period of time and not make it a weekend thing, since not everyone necessarily would be able to participate on that given weekend. I don't think a couple weeks or so is too much to ask for a huge event to take place and pass. But, obviously not every storyline/quest should be this way.


Offline Sir_Cedric

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Re: Being Part of the Storyline
« Reply #6 on: 23 June 2008 12:48 PM »
Here are a few more examples I was thinking about, and you seen them on the show.

1. Trade Talks - Lets say there is a mission you have to go on, that requires you to escort a VIP on your ship to an important meaning. You have to make sure the VIP will well cared for while on your ship, and if they are in a bad mood, it could effect the talks in the negative way.

2. Patrolling - I know we will see this in STO, so why not trigger storyline events off some patrols. Not all patrols should key a mission, but once it does then it should effect what is going on in the area. examples; Pirate base found, Meteor headed to a colony, Damaged CIV ship, Borg scout. etc.

3. The Famous Explore the Unknown - Now we all would like to have something like this in the game, but I say once we find something of importance, then A the crew that finds it should get the credit for it in the game, and B missions should be handed out from Starfleet to unlock the secrets there. So a lot more researching type missions could be done, and maybe it would help the Federation in some way.

Anyway, a lot could be done, and really I hope we get more than just a space shooter with STO.  :wink:

Offline SpeakThoseWords

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Re: Being Part of the Storyline
« Reply #7 on: 24 June 2008 05:46 PM »
Good good good GOOD ideas!

I like the idea of interconnected missions, a LOT.  Missions that spawn different missions based on success or failure.  That way, when you pick up a mission, you can get a breakdown of where it came from, what other players were involved in the events that created the mission and really feel like a part of the universe.  On top of that, it makes it easy for everyone to feel like part of the main storyline since you can easily hook "mission origins" into whatever the main storyline/conflict/state of the game is.

I also like the idea of lasting local effects.  Obviously changing the entire server fundamentally would be a waste of all the assets developed up to that point, but having, say, a faction change its whole aggro/faction settings permanently (hey, why are the Breen so aggressive all of a sudden?) could be interesting.  Also, having, say the social or environmental conditions in a system or set of systems change as result of player actions (not just player combat) could also be very cool, and these altered states of these places could spawn a whole new set of missions indefinitely.

Note, that in order to do this, the mission system will have to be flexible and dynamic, as opposed to hard coded, so as not to 'waste' all the work that went into missions before the local area was 'permanently' changed.

I also like those mission ideas, escorting VIPs, Patrolling and exploring.  The more varied mission objectives, the better.  A cool thing would be having multiple missions at once... what do you do when you have a distress signal, but you're carrying a VIP?
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