- Joined
- May 7, 2014
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I apologize if anybody has already created a similar thread, but I didn't see any so I decided to start one. There are many additions I'm excited for, but there's one thing I haven't heard about: missions.
MISSIONS
At its core, a mission is an objective with a win/lose condition. The game could generate missions based on conditions, e.g. whether you're at war with a faction, as well as randomly with pop-up messages that you can choose to accept or not (kinda like Spore did). Perhaps even simple user-made missions could be created for other players/factions to complete. Missions would be optional, so you could continue to explore and create uninhibited, but the option would be there.
Examples of simple missions:
EVENTS
What is an event? As in FTL (where that pic above is from) or chance cards from the Sims, events are simple choices with outcomes. Perhaps you'd get a reward, perhaps nothing would happen, perhaps there would be a negative outcome, and perhaps you choose to ignore it altogether.
HISTORY
being a sandbox game, the "story" is a byproduct of the emergent gameplay. One thing I liked about the Sims series is it cataloged things that happened with "memories". Perhaps a simple log could be added, and it could read things like: "June 15th, destroyed [faction] home. June 20th, created new ship [ship name]. June 25th, died."
...
Also, and this is just me musing some more, perhaps some day some more on-foot stuff could be added. Just imagine investigating a derelict vessel à la Alien, exploring a cave for materials to build a light-sword, walking around a cantina populated by NPC's...
MISSIONS
At its core, a mission is an objective with a win/lose condition. The game could generate missions based on conditions, e.g. whether you're at war with a faction, as well as randomly with pop-up messages that you can choose to accept or not (kinda like Spore did). Perhaps even simple user-made missions could be created for other players/factions to complete. Missions would be optional, so you could continue to explore and create uninhibited, but the option would be there.
Examples of simple missions:
- pirates have taken over a sector, clear them out
- protect a station against waves
- escort/protect ship(s) safely from one sector to another
- If at war with another faction, a mission to destroy/take over a station/ship/planet of theirs
- wipe out an entire enemy faction
- create a galactic empire by having a certain number of sub-factions (like states under a federal government) or territories under your control
- prevent annihilation (stop some kind of invading force like the Reapers in Mass Effect)
EVENTS
![](http://img4.wikia.nocookie.net/__cb20130107225149/ftl/images/thumb/7/71/Ancient_Device.png/400px-Ancient_Device.png)
What is an event? As in FTL (where that pic above is from) or chance cards from the Sims, events are simple choices with outcomes. Perhaps you'd get a reward, perhaps nothing would happen, perhaps there would be a negative outcome, and perhaps you choose to ignore it altogether.
HISTORY
being a sandbox game, the "story" is a byproduct of the emergent gameplay. One thing I liked about the Sims series is it cataloged things that happened with "memories". Perhaps a simple log could be added, and it could read things like: "June 15th, destroyed [faction] home. June 20th, created new ship [ship name]. June 25th, died."
...
Also, and this is just me musing some more, perhaps some day some more on-foot stuff could be added. Just imagine investigating a derelict vessel à la Alien, exploring a cave for materials to build a light-sword, walking around a cantina populated by NPC's...