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Join Date: Jun 2012
Posts: 1,278
# 7
02-26-2013, 07:55 AM
I know, I shouldn't be bumping my own thread; but there's no point me adding something in an edit if nobody is going to see it now is there?

Suggestion 6

The Nemesis system from Cryptic's other MMO Champions, for those who don't know, is a feature that allows you to create your own arch-enemys. Something like that could be adapted for STO.

I don't suggest we actually be able to make our own enemies (that would be weird); but suppose a nemesis could be generated by the system. More accurately, a recurring NPC who might show up whenever you enter his/her native region (so, potentially, one such character for each exploration zone); this NPC might be an enemy or ally, depending on the nature of your early encounters.

So, if you first run into this NPC in a combat mission (and there are no diplomatic options available), chances are he or she is going to be an enemy; on the other hand, if this NPC's first appearance is is in the dialogue window of one of those 'deliver 10 seismic stabilizer' (or whatever) missions, chances are they will be an ally, and might show up to help you out from time to time.

Ideally, there should be ways for their attitude towards you to change over time; an enemy might gradually come to respect you, or an ally might become disillusioned with your methods.

This could create the sense that your adventures are actually making a difference, and have consequences.

Suggestion 7

This one is probably a little less reasonable, but I think it still needs said: more 'generic' ships. All of the aliens I encounter in exploration zones, that don't belong to a major faction, fly exactly the same ships. This gets old pretty quickly.

I would suggest making customizable 'neutral' ships, not unlike players ships; make a few basic frames, and a bunch of parts to hang off them. The parts don't all need to be completely unique, slightly modified parts off of existing ships would probably do for some of it. Add some 'alien' hull materials, maybe make deflector and nacelle glowy separate variables for the sake of variety; that sort of thing.

In keeping with my earlier suggestions, I would suggest that the game remember what a particular species was flying when they were encountered by the player, for the sake of consistency; some sort of code attached to the player character. Player encountered species x, with ship configuration 2, components 7 1 4 6, skin 3, etc. So it knows what to put that species in if the player runs into them again.
Exploration suggestions thread - give it a read

BTW, you'd pronounce it 'Cap'n Manks'