Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
10-28-2010, 09:17 PM
Personally, I'm looking to create some Breen missions. A few Star Cluster type missions to begin with as I learn the tools, but I've also got an idea for an actual story mission where you infiltrate a Breen Prison to rescue a group of prisoners... Even conteplating the idea that you could be rescuing the Deferi Ambassador himself...

I just have this "amusing" idea of having "Contact Ambassador Surah to start mission" and the first thing your captain gets to say when loading him up as the contact is "Wait, you're not Ambassador Surah!" and proceed from there :p

[edit]Also, as a personal choice, I'm likely going to follow the naval traditions shown in the series and have your character called "Captain" regardless of actual rank because you command a Starship[/edit]
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
10-28-2010, 09:29 PM
Most likely none ... I want to play a game, not write content for it

Sorry to be a stick in the mud !
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
10-28-2010, 11:06 PM
Quote:
Originally Posted by jkstocbr
Most likely none ... I want to play a game, not write content for it

Sorry to be a stick in the mud !
lol, well your honest :p
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
10-29-2010, 12:17 AM
I look at this whole UGC as a unique storytelling opportunity: to create Star Trek episodes where the viewer is also the main character. I want to do missions that actually draw the player in emotionally. I know some of the most satisfying gaming experiences that I've had are when the villain of the story does something so appalling that I actually become emotionally invested in beating him. I want to create a situation like that, where the player has to choose between justice and vengeance.

I'd love to explore areas of the Star Trek universe that we've never seen. What about the Fleet museum? We've heard of it, but we've never seen it.

I'd like to do a shuttlecraft mission. I think I might be able to pull it off, even without a shuttle.

I'd like to put in extra sequences that don't really advance the mission, but add to the realism. Like maybe sticking in a shipboard funeral for fallen crewmembers after a big space battle, like in TWoK. Or having an Admiral come aboard for an inspection.

My God, I can't wait for this thing to be released.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
10-29-2010, 01:15 AM
Quote:
Originally Posted by rpell
I look at this whole UGC as a unique storytelling opportunity: to create Star Trek episodes where the viewer is also the main character. I want to do missions that actually draw the player in emotionally. I know some of the most satisfying gaming experiences that I've had are when the villain of the story does something so appalling that I actually become emotionally invested in beating him. I want to create a situation like that, where the player has to choose between justice and vengeance.

I'd love to explore areas of the Star Trek universe that we've never seen. What about the Fleet museum? We've heard of it, but we've never seen it.

I'd like to do a shuttlecraft mission. I think I might be able to pull it off, even without a shuttle.

I'd like to put in extra sequences that don't really advance the mission, but add to the realism. Like maybe sticking in a shipboard funeral for fallen crewmembers after a big space battle, like in TWoK. Or having an Admiral come aboard for an inspection.

My God, I can't wait for this thing to be released.
Unfortunately I can't imagine ever becoming all that emotionally invested in a story portrayed through the current game mechanics. The dialogue windows just seem to remove me from the situation, especially if it's jumping back and forth between characters. It's just a jarring, un-immersive mechanic.

But best of luck in your endeavor.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
10-29-2010, 01:30 AM
Often the problem is not having the ideas, but to actually see them through until everything is good. We'll see how well I do it with UGC. Maybe it's so much effort that I won't ever finish anything.

Ideas:
1) A story linking with Admiral Quinn and the Trill that work on the KDF side. Explain a little of their motivation, and otherwise deal with Klingon POWs and stuff like that.
2) A story for the Galaxy-X, kinda trying to explain its existence in the game. (Could be done for other ships, too.)
3) A "Damsel in distress" story on Risa. (Maybe even more than one, with different twists, and not always with Damsels)
4) Borg attack on Klingon colonies.
5) If possible, a Q-story with Klingons. Q loved to inspect the human nature and ideals - he might do the same for the Klingons. Kinda a "Mission Farpoint" for the KDF?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
10-29-2010, 01:32 AM
Quote:
Originally Posted by MustrumRidcully View Post
Often the problem is not having the ideas, but to actually see them through until everything is good. We'll see how well I do it with UGC. Maybe it's so much effort that I won't ever finish anything.

Ideas:
1) A story linking with Admiral Quinn and the Trill that work on the KDF side. Explain a little of their motivation, and otherwise deal with Klingon POWs and stuff like that.
2) A story for the Galaxy-X, kinda trying to explain its existence in the game. (Could be done for other ships, too.)
3) A "Damsel in distress" story on Risa. (Maybe even more than one, with different twists, and not always with Damsels)
4) Borg attack on Klingon colonies.
5) If possible, a Q-story with Klingons. Q loved to inspect the human nature and ideals - he might do the same for the Klingons. Kinda a "Mission Farpoint" for the KDF?
Hmm. Raises an interesting notion.
It'd be nice if we could "copy&paste" existing environments, like Risa and ESD, for our characters/events to take place in. It'd certainly save time... and add some excitement to some existing environments that are sort of sterile.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
10-29-2010, 05:17 AM
Quote:
Hmm. Raises an interesting notion.
It'd be nice if we could "copy&paste" existing environments, like Risa and ESD, for our characters/events to take place in. It'd certainly save time... and add some excitement to some existing environments that are sort of sterile.
I seem to remember reading that we can do just that. But I might misremember or that might just be a long-term goal.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
10-29-2010, 09:08 AM
One of the most important tools in creating an emotional story is the ability
to create a cut scene.

What can you do with a cut scene ?

Set up the adventure.
During conversations it brings the player into the story
It can illuminate important story elements to the player (can show what NPC are doing out of sight)
It can allow sight gages that can 'lighten' the story

and many more things
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 30
10-29-2010, 03:00 PM
The first mission I will create will focus on the Federation. i have this idea that might be ok in the realm of Star Trek. What I can say is that you will have to chase some Klingons clear across the quadrant so that they won't gain the power of THE CUBE. It will take a while before this story arc is complete because along the way you will have to face some hard obstacles and traps that the Klingons have set up. The idea I have for the end is that you beam down to this area and you end up having to fight side by side with the Klingons because soomething evil lurks. But after that the final battle takes place, first on ground then in space.

After that I want to focus on the war bewteen the federation and Klingons by exapnding on my first idea up there but also creating missions for the Klingons. My plan is to introduce defferent races in the many missions so that it doesn't get stale.
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