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Originally Posted by ZeroniusRex
You cannot use Whole Map as a transfer point for the first map transfer.
You must select a "door", whether it's a literal door on one of the starbases, or a system in one of the many sector blocks.
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I understand and personally really don't have a problem with this as I tend to agree with CX7's post below; the mission "door" is just a device to get things started. This was my original reasoning when I first published my mission to tribble - make the first transition door something accessible and easily identifiable to all players.
But here's the problem - the players who reviewed my mission don't feel this way. The number one complaint about my mission was that it started at the tailor in ESD. Ruins immersion, they said. Fair enough. So I decided to change the first transition door and republish. Should be easy enough, right? Turns out it wasn't.
First, my mission is located in a region of space that is not on any STO map. In the story, I explain that it is near a canon referenced system (which isn't in STO, either). I think this will be rather common for UGC authors - to set their story "where no one has gone before." So, locating the starting door at an existing system in a sector block doesn't always work.
Second, lets remember that the player accepting the mission could be anywhere in the quadrant. Lets say they are playing dabo on DS9 and accept the mission... now they are off to ESD to interact with a wall console before warping to the final destination. This makes for quite a bit of unnecessary travel downtime as well as being "immersion breaking." Yes,
I know this is nitpicking. Again, this is based on feedback received by multiple players of my mission. It is important to them. One player was so distraught about having to visit the tailor room in ESD to start my mission that he gave it one star based on that fact alone.
So, I guess the bottom line is that the "first starting door transition" options are a little clunky. I liked the idea of being able to start on a "whole map" as it solves some of these problems. From an "immersion" view, they just hop in their ship, get into sector space and set a course to the mission's destination (cut scene and you're there). From a more pragmatic view, it means less downtime... most everyone can get to the Sirius Sector block pretty quickly and get to the fun stuff right away.
However, I'm assuming there is some technical reason you have disabled the 'whole map" option. Potential mission pop up spam when zoning in or something? I like The.Last.Red.Shirt's idea if something like that is possible... perhaps an option to make the first transition door the helm on the player's bridge? If that's not possible, perhaps one of the deep space sector borders? I'm sure others can come up with some more good ideas that might be viable.