Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Silivrenion
Aliastra Gallente Federation
0
|
Posted - 2013.10.07 22:47:00 -
[1] - Quote
One of the things I dislike about EVE is how linear the storylines are with respect to missions. What I mean is that the current missions are all within the realm of "My corporation has x problem, we need you to offer y answer." For security, this is point, shoot, collect loot. The decisions made during a mission do NOT affect timelines, other than affecting your standing with agents.
What I suggest is to have more complicated story mission lines available with missions with multiple overall outcomes. This would encourage players to make tactical decisions in PvE that affect how they are perceived by other NPC factions with real-world consequences. I believe that this kind of improvement would be in line with the overall mission of EVE Online, considering the announced expansions and trying to improve on the sandbox.
As an example, a mission where you are told there's pirates operating out of a deployed base. You might have several outcomes: 1. Destroy the pirates, destroy the base, cash in with mission agent. 2. Destroy the base, lie about pirates to mission agent, pirates hold a grudge for next time 3. Destroy the pirates, keep the base, use the base for personal use, upset mission agent. 4. Make friends with the pirates who offer you to join their side, with either favorable or unfavorable results.
Perhaps I'm a fan of other sci-fi shows too much, but I strongly feel that the butterfly effect, for the most part, isn't felt by PvE players, and it really should be. |
Silivrenion
Aliastra Gallente Federation
0
|
Posted - 2013.10.08 12:10:00 -
[2] - Quote
Although I am aware of the technical challenges this suggestion faces, I believe it has enough merit to be bumped up a few times and be seen by others for critique. |
Silvetica Dian
Manson Family
157
|
Posted - 2013.10.08 13:35:00 -
[3] - Quote
Use orbit instead of approach. |
Silivrenion
Aliastra Gallente Federation
1
|
Posted - 2013.10.08 13:47:00 -
[4] - Quote
Silvetica Dian wrote:Use orbit instead of approach.
Lol, very funny :) |
Tchulen
Trumpets and Bookmarks The Volition Cult
622
|
Posted - 2013.10.08 14:25:00 -
[5] - Quote
Silivrenion wrote:Silvetica Dian wrote:Use orbit instead of approach. Lol, very funny :)
Actually, that was pretty funny
I do agree with you though. Some more dynamic missions wouldn't go amiss. |
Korrimal Ohmiras
EVE University Ivy League
23
|
Posted - 2013.10.08 15:39:00 -
[6] - Quote
+1
This is one thing that most games don't have - a method of running a series of dynamic pve missions that change based upon your previous selections. The overall mechanics of this really aren't that hard to put together but it is time consuming if you don't have a baseline of activities to work from. There is enough content in Eve however to put together the framework.
If done properly this could be used to cross the boundaries between PVE and PVP play requiring both in order to resolve the story line. It should also be something that isn't easily resolvable requiring at least a year to complete. Having a mission line that you can blast through in 4-5 hours really wouldn't cut it. Everything else in EVE is based on a requirement of having to make significant investments of time to achieve a result. I wouldn't see this type of story arc development as being any different in that regard.
K/o |
Kara Trix
PVE Corporation
5
|
Posted - 2013.10.08 16:58:00 -
[7] - Quote
+1 for sure.
Although most will argue that EVE is a PVP game, those same players are forced to PVE for the ISk grind. So making PVE more interesting with dynamic results is a great idea.
PVE back stabbing was a good idea mentioned. Where you can make a deal with the forces you were sent to destroy and profit that way as well. Lying to the Agent would be very cool, and may come to haunt you in the future with NPC bounties put on your head by the corp you were working for. Rather than an agent completion screen, you can just try to turn in the mission and see what happens. It would be equal to Russian Roulette and you may get a FAILED response from him, if he has intel on the actual event, or a spy on location to double check you. Possible each agent could have a choice variable and how they react to your decision/choice would be random chance, that way you couldn't just look up the variable on a website to beat the mission or the agent.
Also, how about Anoms in Null are random chance on which one it is, rather than just run the same site because you know you can own it each time. Risk a little and have fun. |
Silivrenion
Aliastra Gallente Federation
3
|
Posted - 2013.10.09 11:35:00 -
[8] - Quote
Kara Trix wrote:+1 for sure.
Although most will argue that EVE is a PVP game, those same players are forced to PVE for the ISk grind. So making PVE more interesting with dynamic results is a great idea.
PVE back stabbing was a good idea mentioned. Where you can make a deal with the forces you were sent to destroy and profit that way as well. Lying to the Agent would be very cool, and may come to haunt you in the future with NPC bounties put on your head by the corp you were working for. Rather than an agent completion screen, you can just try to turn in the mission and see what happens. It would be equal to Russian Roulette and you may get a FAILED response from him, if he has intel on the actual event, or a spy on location to double check you. Possible each agent could have a choice variable and how they react to your decision/choice would be random chance, that way you couldn't just look up the variable on a website to beat the mission or the agent.
Also, how about Anoms in Null are random chance on which one it is, rather than just run the same site because you know you can own it each time. Risk a little and have fun.
I think it's important to have the easy path available, just as highsec exists, and more risky paths for those who choose tactical decisions out there. Each mission would have its own intrinsic triggers to the next cue.
I don't think random agent responses are good, only because it messes with actual outcomes as needed. I think it's safe to assume that the agent knows large intelligence stuff, but in order to lie to the agent, something else would have to happen to disable, say, a base's communications array with a hacking module. CCP could replace some of the pirate bases with the new player anchorable structures if they wanted to...
There's a lot of options to this, and I feel the first step is getting CCP to acknowledge this thread among the mass of other so-so suggestions, then see where they move from here. Not to disrespect other people's ideas, but some of the stuff out there isn't really in line with the CCP plan to expand on the game as much as, say mission storyline enhancement. |
Silivrenion
Aliastra Gallente Federation
3
|
Posted - 2013.10.11 23:24:00 -
[9] - Quote
I'd like more input on this, so I'm bumping it up. |
Shirolayyn
Nordgoetter Insidious Empire
1
|
Posted - 2013.10.12 20:43:00 -
[10] - Quote
Just so you know: there is one storyline mission in which you have to decide which faction commander you help. The decision affects on were you have to continue the mission and against which targets you fly against (and maybe for which side you get loyalty).
It is about the only mission I ever encountered in EVE that supports this mechanic, so the basic technology is there. So: the idea is good, CCP has already implemented it once but for some reason did not follow the idea.
Another nice twist would be to take into account lost missions in a series of missions (and missions especially in low-sec can be lost by being shot down in PvP or getting the loot stolen). Maybe after a lost mission you can still continue and win in the end, maybe after a series of failures the mission is doomed.
This probably is most interesting for missions which have an impact of interest to the players (e.g. that give faction loyalty, not only corp loyalty). If something is at stake (more than just the ship, that is) then it's just this much more fun and a reason to commit to victory even when it's painful. |
|
Silivrenion
Aliastra Gallente Federation
4
|
Posted - 2013.10.16 17:17:00 -
[11] - Quote
I wasn't aware that there was one mission already programmed to do this.
I really hate the mission grind.. it ends up getting so repetitive and boring. I really want a lot more options in my missions so it really is a sort of "personal story." Of course, not every mission needs to be like this, but more storyline missions should be possible which trigger different mission assignments as a result. |
Silivrenion
Aliastra Gallente Federation
4
|
Posted - 2013.10.28 23:18:00 -
[12] - Quote
I hate bumping my own posts, but I'd love for CCP to take this into consideration. |
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |