View Single Post
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
12-07-2010, 12:08 AM
Quote:
Originally Posted by Axterix
It is something I'd rather not see, personally.

The BOffs and such, they can say things that are their duty to say. And while they are my crew, they are still NPCs, so someone else taking control of them is more acceptable.

The captain isn't. He's something of the player's design. He might always make references to poetry and plays. He might be exceptionally chatty. He might only say what needs to be said. Whatever he is, it belongs to the player. Their choice, not the writer of the mission.

Now, multiple answers, that, on the other hand, adds to it, as players can pick the one that is most appropriate to their captain...potentially anyway, since currently doing that tends to result in mission failure

But once we get that in the foundry, I expect we'll see players making some more intricate conversation trees, closer to the bioware games, a bit more of a chance to roleplay.

Anyway, the short of it, giving my captain choices of what to say good, putting words in my captain's mouth bad.
Ahhhhh ...you expect me to say your wrong, but your not.
>>> IF <<<<
the fighting and such in your mission is more important than the story
basically..an object based mission

PERFECTLY FINE

Some folks wanna do social areas
some PvP battles
some objective base --- all valid

however, if you want to tell a story, as the main part of a mission.......the captain has to speak.
if you read a novel....who has the majority of the spoken lines ? The main character.

Objective mission...you present a challange ...the player wins or loses <or does a bunch of respawning>...very cool

Story mission...you tell a story ... the outcome is set..the player will rarely need to respawn,
combat has a reason, it is not for combat sake.

So in short
We need captian pop up conversations.......for storytellers
other types prob could live without it.

Meow