What I think this game needs.

  • Thread starter Deleted member 110222
  • Start date
Because it would never satisfy them. Give them a five hour story and they'll want ten. Give them ten, they want twenty. Give them twenty and they'll complain they need fifty. Regardless of how much narrative you give them, they will play through it (some in a single day) and be saying things like "OK, what do I do now?"

Hi

I think i am at crossed purposes with you, and possibly the OP then. in my mind the ED equivalent would not be a single "story" it would just bet a series of potential missions put into the mission generator, whcih would add its own preocedural sauce onto it and then spit it out randomly.

over time more and more would be added, so we get a continual supply of mini novellas popping out.


example

1) son / daughter / wife / husband / brother missing. Flying ship "Wobbly Bob", last known destination given as well as scanner for location beacon
2a) wreckage found no body.. scan data. go to 3
2b) body / living ejection pod found, return mission, mission ends.
3) scans show interception from ship "Soylent green", return with this info, take payment, mission ends OR fly to local station
a) ship may pop up on scanner whilst on route, if so engage, disable and take ejected cargo pods, return to mission giver, take payment, mission ends
b) once at station contact local "shady contact" and ask about ship. learn associated with pirate faction and get a location of a planetary base go to 4
4) land near base go out in SRV and use scanner to search for location signal given in 1). once approaching part of the ground base you get locaction. Return info to mission giver and get payment. OR
send encoded signal informing of recue, blow doors off, prisoner escapes, gets in SRV.
5) you are chased in SRV and also persued in your ship, return to mission giver.
6) random chance of extra reward / employment offer if it turns out rescuee is a hot shot pilot etc / or turns out it was a set up and you just prisonbroke a known criminal.


all the above could be expanded on with more branches... gaps left for exact names / systems / rewards. FD could put 200 seeds in like the above and add more over time. each one plays like a mini story rather than a single scripted mission but more importantly its not JUST 1 story that is done and dusted, it can spit out again and again..... with enough added then it would help to hide the repetition imo, and each time a new dlc dropped with new features then new bits could be added to the branches - which would then reduce the content available for those without the DLC and so encourage those folk to buy in)

i hope this is the way things are going with he 2.3 branched missions, but i gotta admit it is happening slower than i expected
 
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Deleted member 110222

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Please don't use the 'R' word...please.

Call them coop missions or wing missions or anything but not raids....I have this image of 100 'leet' teenagers riding into the sunset on their cartoon battle cats whenever I hear that word.

Raid has become a catch-all term. Such a thing in Elite doesn't have to literally be named a raid.

However, the end-game PvE content I think the game needs, and the raids in "traditional" MMO's... They're no different.

I do feel some people here are losing their rags over a word choice. Had I used "Wing-mission" instead of "raid", I'm almost certain that the reaction in this thread would be very different.
 
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Raids.

Big tough raids, with multiple bosses, who get tougher with each round.

Big rewards. Maybe "mod tokens", allowing for a free roll at an engineer. Special side missions mid-raid that are hysterically tough, but offer another mod token as a reward. Bit like the pledge scrolls in ESO.

If you're not good enough to complete the raid? Find better allies, or get better yourself.

Yes, I'm saying this in full knowledge that I'm probably not good enough to complete these hypothetical, mythical raids.

Maker's peace be with you.
shepard-waaaatbcu97.gif
 
I'm struggling to see any other solutions to this than raid gameplay.
No issue with coop play, but a mumorpuger tends to dictate who does what role. Tank, healer, etc. Wings can handle this easily without a dedicated role assignment and things like base assaults already exist. Wouldn't take a lot of tweaking to make this work.
 
Raids.

Big tough raids, with multiple bosses, who get tougher with each round.

Big rewards. Maybe "mod tokens", allowing for a free roll at an engineer. Special side missions mid-raid that are hysterically tough, but offer another mod token as a reward. Bit like the pledge scrolls in ESO.

If you're not good enough to complete the raid? Find better allies, or get better yourself.

Yes, I'm saying this in full knowledge that I'm probably not good enough to complete these hypothetical, mythical raids.

Maker's peace be with you.

Wing CZ and RES sites would be a good thing and with more than just meaner NPCs in them. Some level of coop play would be good to see.
 
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it also needs crit hits and damage numbers spewing out of the ships as we shoot them. MEGAKILL!!! :p

Seriously though, in addition to some more planned/organized co-op play, I'd like to see some 'dynamic' co-op play as well. Meaning you come across a fleet battle where several CMDR's are fighting off a cap ship and it's minions, and you just join into the fray to assist.
Unfortunately given how ED is built, people don't like seeing the unexpected hollow square. It seems to evoke one of two reactions, either "argh, another cmdr...run!!!" or "argh, another cmdr...kill!!!"
Oh well... just another crummy idea i suppose. :(
 
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