Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
03-07-2010, 09:13 AM
Missions onboard your ship have been a topic of much debate among the dev team since the beginning of the project.

We really want to do them, but everything we do has to be formatted for a team. In the case of an Episode, that's up to five players.

Say an alien virus gets loose on your ship and starts affecting your crew. That's great if you're solo, but what if you're on a team? Is it your ship? Your teammate's ship? The team leader's ship?

We're always looking for new ways to deliver content, and we are looking for fun, workable solutions to quandries such as this. So it's not out of the realm of possibility, but we can't put a date on it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
03-07-2010, 09:32 AM
Quote:
Originally Posted by Kestrel View Post
Missions onboard your ship have been a topic of much debate among the dev team since the beginning of the project.



We're always looking for new ways to deliver content, and we are looking for fun, workable solutions to quandries such as this. So it's not out of the realm of possibility, but we can't put a date on it.

What about Multi-crew Mission. WW2 online have multi crew for there boat, plane and Tank, Could STO just do the same?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
03-07-2010, 09:37 AM
Quote:
Originally Posted by Kestrel View Post
Missions onboard your ship have been a topic of much debate among the dev team since the beginning of the project.

We really want to do them, but everything we do has to be formatted for a team. In the case of an Episode, that's up to five players.

Say an alien virus gets loose on your ship and starts affecting your crew. That's great if you're solo, but what if you're on a team? Is it your ship? Your teammate's ship? The team leader's ship?

We're always looking for new ways to deliver content, and we are looking for fun, workable solutions to quandries such as this. So it's not out of the realm of possibility, but we can't put a date on it.
Just throwing out this idea, but what if the missions on board the ship were random events while in social space or sector space? A mission contact window pops up from one of your bridge officers explaining the situation. You can then form a team of friends who beam aboard your ship to help, or you can solo it with your boffs.

Perhaps you could have "unlockable" components of the missions where if you're on a team, you have to beam to the teammate's ships for specific items, temporary evac, etc, to deal with the issue on your own ship. If the team is full at the time the mission starts, it unlocks the full mission options with a special reward (Uncommon Loot at the level of the captain who's ship the mission spawned on.)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
03-07-2010, 09:57 AM
Quote:
Originally Posted by Kestrel View Post

Say an alien virus gets loose on your ship and starts affecting your crew. That's great if you're solo, but what if you're on a team? Is it your ship? Your teammate's ship? The team leader's ship?
Well, maybe RANDOM may be your friend here
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
03-07-2010, 10:32 AM
Quote:
Originally Posted by Kestrel View Post
Missions onboard your ship have been a topic of much debate among the dev team since the beginning of the project.

We really want to do them, but everything we do has to be formatted for a team. In the case of an Episode, that's up to five players.

Say an alien virus gets loose on your ship and starts affecting your crew. That's great if you're solo, but what if you're on a team? Is it your ship? Your teammate's ship? The team leader's ship?

We're always looking for new ways to deliver content, and we are looking for fun, workable solutions to quandries such as this. So it's not out of the realm of possibility, but we can't put a date on it.
The answer to that is the non-combat missions already in place. To none of these have i beamed down with more than 1 officer (with the request reinforcements button avaible)

Why does it always haves to be formatted to a 5 man team? Missions don't always need to involve combat, especially ship interior missions. In my own opinion these "general" rules that you guys have hurt the potential unique experiences we all could have. Like solo, non-combat ship interior missions.


We could, for instance, have a mission like you said where a virus infects your whole crew, but spares anyone that was at the bridge (due to the bridge having an independant enviromental system), and everyone infected colapses. This means that you would have to discover the reason behind this outbreak, and develop a cure. No need for 5 people, no need for combat.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
03-07-2010, 12:41 PM
Other games, LOTRO for example, have solo missions scattered throughout the game. You drop your team as you enter, and then proceed by yourself. What stops you guys from having some solo-required content, other than your existing plans, which seem changeable? Is there a hard-coded control to work around?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
03-07-2010, 01:09 PM
Quote:
Originally Posted by Kestrel View Post
Say an alien virus gets loose on your ship and starts affecting your crew. That's great if you're solo, but what if you're on a team? Is it your ship? Your teammate's ship? The team leader's ship?
Team leader. If you want the mission to take place on your ship, then you be the leader or solo it.
If y'all ever make use of any kind of system that randomly gives missions, then you could, by it's nature, apply it to a random ship on the team. Seems pretty clear cut to me; put your foot down and just do it. if you're waiting to find a solution that's going to make everyone happy, y'all might as well just shut the servers off now and save a few years of your lives.



K
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
03-07-2010, 03:02 PM
I would simply set up a fixed hierarchy, such as:
  • If only one person in the group has the actual quest and the others are doing it as 'secondary,' it should proceed on the mission-holder's ship.
  • If more than one person in the group have the mission (non-secondary), then the mission will be set on the ship of the team leader.

    • If the team leader is not one of those having the mission, then the team will not be able to enter the mission and a prompt will be issued to the team. This prompt will explain that they must set one of the members with the mission as the team leader before they may begin the mission. They may then do so at their leisure and attempt to enter the mission again once they have properly configured their team.

As long as you create a rules set like this and follow it consistently as well as make it clearly known to the players how the system works, I think it should work out quite well and allow for many kinds of shipboard content.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
03-07-2010, 03:44 PM
Quote:
Originally Posted by Kestrel View Post
Missions onboard your ship have been a topic of much debate among the dev team since the beginning of the project.

We really want to do them, but everything we do has to be formatted for a team. In the case of an Episode, that's up to five players.

Say an alien virus gets loose on your ship and starts affecting your crew. That's great if you're solo, but what if you're on a team? Is it your ship? Your teammate's ship? The team leader's ship?

We're always looking for new ways to deliver content, and we are looking for fun, workable solutions to quandries such as this. So it's not out of the realm of possibility, but we can't put a date on it.
I think you guys may be over-complicating this.

You have Task Forces, Deep Space Encounters, and set events that are NOT set for single players. You are in those instances with a group, or you are dead (at least at any reasonable level).

What about a chance for a deep space encounter to send a solo player to his bridge to repel boarders? We know the bridge exists, we do get to pick them. We also know our bridge officers are there, because I already see them on my bridge.

We can make the encounter a bit more complicated by introducing new areas, like Engineering. There is no reason at this point to make 82 different engineering bays, just let us take the turbolift to Engineering, which will be scientific-looking for Science Ships, Crowded and armored for Escorts, and BIG for Cruisers.

Need more complication? Add a mess hall. These can all look the same, there is nothing to say there canít be more than one of these public replicator social rooms.

More? All Holodecks can start out looking the same, large black Tron-rooms that transform into a random ground or station map.

More? Shuttle bays, which you already have several maps for, and could just be re-skinned.

I think you guys need an old-school PnP GM to help you with some of this stuff some times.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
03-07-2010, 08:30 PM
you could simply allow the player to solo and alert the team that their teammate is in trouble, and leave the ship to idle in the sectors or space maps marked "quarantined" or "ship in distress" and when the teammate or anyone else willing to help gets close enough, a selection window opens to join the event (up to 5 people). If you really want to add variety, allow some to be away team (bridge officer) events and some to be regular team (player) events.
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