- Joined
- May 7, 2014
- Messages
- 16
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- 25
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
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...