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I was thinking about missions in the game in general the other day (English class was boring.. what else is there to do?) and I just wondering exactly it is that appeals to people about missions. Is it the storytelling, the rpg elements to it (the text) or the actual content and reward of it (the fighting, and cash rewards, new ships, etc..) So basically, my question is- what do you look for more in missions? The text, or the insuing action/puzzle?
_bomb
------------------ I think that you don't see many love stories in EV simply because the engine isn't quite geared towards that. What are you going to do, keep meeting your significant other in a bar (or, with Nova, the Outfitter, Shipyard, or Trade Center) and have questions like "Will you go out on a date with me?" | Yes/No | "Great, pick me up on <DST> in a month and we'll have dinner."? -EVula
I like deep storyline the most.
And of course the credits waiting for me in the end
Also, access to classified military techology is really nice. I hate it in EV you have to complete the main string to get even a military light fighter.
But yes, storyline and memorable characters, and not too much of them, is the most important thing.
Maybe if you had someone flying with you in his/her own ship, or aboard your ship.. that would be nice too.
------------------ It's funny until someone gets hurt. Then it's hilarious.
Making things happen... changes in the galaxy... and getting new tech... ya... definantly doing missions to research or explore or (ideally) both at the same time, to make cool new technology available to you.. hehehe...
------------------
I like the text absolutely most. Tech comes second. I like getting powerful new outfits, ships, and weapons appear. I like getting new planets and systems. I especially like changes in the galaxy. Combat is the least interesting. Pillaging pirates is fun, but gets borΓng. Battles are good too, but it is actually just massed destruction. And some battles are too hard too (unless youre a ace pilot.
------------------ I am eager to try to ansver mission questions
I like the story lines. They can be very deep and make things interesting. I also like how the ambrosia people always put humor into things. The pers ships who fly around make it interesting. EV:O also makes a good stress reliever. If I feel stressed, I go into an enemy system and blast ships. This works even better if you change the names of things to the things you feel stressed about.
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In-depth stories are awesome. I, too, like getting access to restricted technologies, and I like having an impact on the universe.
Possibly why I like the Polaris string in Nova.
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Originally posted by Bomb: **I was thinking about missions in the game in general the other day (English class was boring.. what else is there to do?) and I just wondering exactly it is that appeals to people about missions. Is it the storytelling, the rpg elements to it (the text) or the actual content and reward of it (the fighting, and cash rewards, new ships, etc..) So basically, my question is- what do you look for more in missions? The text, or the insuing action/puzzle?
**
I like 'em all!
------------------ Insanity has its advantages (EDIT)(b)Post #1000! wOOt!(/EDIT)
(This message has been edited by U.E. Admiral (edited 05-04-2003).)
Everyone's responses thus far..
Originally posted by Bomb: **(b) So far, it seems that people are more interested in the stories than the actual combat- especially when it comes to solid storytelling, and making/seeing some kind of impact in the galaxy. I'm actually surprised- I thought more people would favor the combat side of it- but I'm really glad people seem to appreciate the story elements- they are my favorite part as well. Combat is cool- but only if it means something. Also, I love when the galaxy changes. For me, that's what ruined EV- it was so stale. But EVO first brought the whole systemic switching into use, however limited. I love it when a scenario goes nuts with stuff changing- so you feel like you're in a galaxy that is actually alive.
Well, the problem with combat in EV/O is that there's only so much you can do with it, and it's certainly better done in some other games (Ares, for instance). Sure, some games have found creative ways to make combat interesting (Final Battle for EV certainly did a nice job in some areas; the black hole in FH was also pretty interesting), but the nature of the engine limits just how fun it could be.
The way the engine is mission-based allows for great expansion in the text-writing area, so definitely, it's the storytelling that counts. The Frozen Heart plug-ins are excellent examples of this, being story-driven plug-ins.
As far as things changing, sure, EVO did a better job of this than EV, but I must say that some of the plug-ins I've seen have done even better. Unfortunately, we haven't seen plug-ins that have the drastic change I would really like to see, but that's not easily done because of the effort involved in making at least one new syst for each system that changes.
The thing is, the richness afforded by the EV mission engine has kept me playing for years -- it's got to be good, no matter what makes it good.
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That was what got me addicted in EV first place! The endless missions. I was like more, more! when I got one. Indeed, it must mean something. That is done by having a good story behind it. Actually if EVO didnt reguire combat, I wouldnt have learned it. I have learnt it myself only because you must fight. In missions, which make governments hate you and means you have to fight even more if youre out of fuel, and Pirates. Galaxy changing is even better, since you see you did something. It was what I though about EV too. It is indeed very limited. Sheesh, the UE string could have done better than freeing one civilization, hand over one outpost to another civilization, capture one themeselves, and see one blown up. I havent seen large system switching since your plug is so huge and difficult. But in Reign of the UE, which is more straighforward, I saw systems changing several times over. That was confusing but lovely- now if he had just changed Hatuli to be renegadeless after the end of the string...
A solid, interesting plotline (text) takes precedance above all else. Sufficient action is critical as well to keep gameplay from getting boring (no one likes a lot of "land here, read, fly to location x and read some more"), but for me playing through a scenario or plotline isn't satisfying if it doesn't make some coherent sense or have something original to offer.
In short, I basically totally agree with you bomb. Big surprise, I know...
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(This message has been edited by UE Crusader (edited 05-05-2003).)
Originally posted by UE Crusader: **A solid, interesting plotline (text) takes precedance above all else. Sufficient action is critical as well to keep gameplay from getting boring (no one likes a lot of "land here, read, fly to location x and read some more"), but for me playing through a scenario or plotline isn't satisfying if it doesn't make some coherent sense or have something original to offer. **
Isnt fly to location x what happend during Vell-os string? Thought it was heavily criticized for being unable to buy outfits and ships, there was some that still thought Vell-os were cool because of their ships and outfits. You didnt have to fight at all, and even the two missions where you had combat you had just to run and land. There wasnt any complaints about the plot except the Rebel Food Drops and Confirm Mu'Hari coming endlessly (when they didnt realize the Mission BBS mission were just optional).
I think the most satisfying part of a mission string is where your government (the one you work for) start to take over enemy systems, or making them uninhabited. That's why I prefer EVO over EV... just that, being able to take over Voinian space as a UE captain. Great fun...
--gav
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Well, in those latter two missions the chance for combat is certainly open. People shouldn't complain about a lack of combat when they have an obvious opportunity to partake it.
In the case of the Vell-Os string, I think its one of those cases where the plot and the general uniqueness of the string made up for any deficiency in action. That string is the first time in ANY scenario where the player has been enslaved. The first time I played through it, I was too interested to notice that I wasn't blasting stuff. And besides, there's no doubt at all that Vell-Os ships are among the coolest and strongest in the game. Once the string is over, you basically have the power to match up against anything.
While in my opinion there have been much better mission strings, but the Vell-Os string is definitely a classic and I think its far from dull. The original concept frees it from any mundane qualities it has.
UEC
(This message has been edited by UE Crusader (edited 05-09-2003).)
Originally posted by Gus: **I like deep storyline the most.
So you'd like a sort of continuity- sort of how Martin made FH a virtual novel- not so much blank faced Admirals in EVO, etc.. But not so extreme, perhaps? (i.e. you get to make changes along the way that affect what happens to said characters) Do people like choices- splits in the missions where they can go one way or the other? In other words- do you guys like direct control?
Originally posted by Gluegun: **Making things happen... changes in the galaxy... and getting new tech... ya... definantly doing missions to research or explore or (ideally) both at the same time, to make cool new technology available to you.. hehehe...
So if you had to list the three items in terms of importance, how would you rank them?
Changes in the galaxy Research/Exploration New Tech/Ships
Originally posted by Sage of the Web: **I like the story lines. They can be very deep and make things interesting. I also like how the ambrosia people always put humor into things. The pers ships who fly around make it interesting. EV:O also makes a good stress reliever. If I feel stressed, I go into an enemy system and blast ships. This works even better if you change the names of things to the things you feel stressed about.
So which is more important? Cool combat, or the storylines? Is drama more important than a slight taste of humor, or is better to have both?
Originally posted by EVula: **In-depth stories are awesome. I, too, like getting access to restricted technologies, and I like having an impact on the universe.
So the larger scale is more important to you- i.e. changing the galaxy, as opposed to winning a few battles in combat? It's real interesting to see how everyone is responding thus far- I'm amazed EV did as well as it did, being so static and unchanging..
Originally posted by Firebird: **Well, the problem with combat in EV/O is that there's only so much you can do with it, and it's certainly better done in some other games (Ares, for instance). Sure, some games have found creative ways to make combat interesting (Final Battle for EV certainly did a nice job in some areas; the black hole in FH was also pretty interesting), but the nature of the engine limits just how fun it could be.
Mike Lee- how's it goin' bro? Remember the old days of EVO? I was Bombcat back then.. But newer times have prevailed..
Anyway, per the whole system changing thing- check out F-25 2.0.1 when it comes out. Not only will the bugs finally be gone (F-25 has changed just a little bit since the early days in 98.. ) but you'll also see a ton of system swapping. It's pretty cool stuff.
Per your comments on combat being limited- I agree, but with EVN a developer has a bunch more options, with planetary weapons, submunitions, reinforcements, better escort functions, etc. Do you still think plot is more important than that awesome unique combat mission, or are special combat missions sometimes better than the best storyline?
I only ask because I'm still struggling to figure out exactly what people are looking for.. For me, I love a good storyline, but without a good combat mission here and there I tend to get bored.. The nature of the game is action.. but I'm still not sure how important you all see it as.
Originally posted by General Cade Smart: **That was what got me addicted in EV first place!:) The endless missions.
Ok, then Tom, my question for you is- which style do you prefer? EVO's sectioned missions (as in, you do something here, then later something completely different later, etc.. Example: You fight the Voinians, go fight the Huron independance movement, then later free the Hinwar..) Then, you have the option to go and work for the Miranu, Zachit, Renegades, or one the Strands.. Or, do you prefer EVN's one-shot setup, where you can only work as one group, but you get a really long involved mission string for them. Actually, anybody can answer.. Do you guys prefer longevity or diversity? Or both? (keeping in mind both would probably kill any developer who attempted it)