Thoughts on if and how one could link the Pirate thread into another.
Well, As we all know, EVN has a number of "main" plot lines. The Federation, the Vellos, the Rebellion, the Polaris, the Pirates, and the Aurorans. As a general rule, it is possible to complete only one of these with any given character, since, by the end of the plot line, the player has changed enough of the universe to make any others dis congruent, to say the least. However, there is an exception to this: The pirate plot line. By the end of the plot line... Nothing much in the universe has changed, with the exception of McGowan having been killed and the Bureau's connections to trade and piracy curtailed.
The thought that occurred to me is that, plot wise, it is perfectly possible to lead from the pirate plot line into many of the others. (I think it would be kind of hard to lead into the Federation one, but possible with some plot manipulation)
My thought, and reason for posting, is the following questions:
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Is it worth doing? Would anyone like such a plug in?
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Plot wise, how would one accomplish it?
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Mechanically, how would one accomplish it?
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What considerations would one have to keep in mind when making such a plug-in?
for point 4. If someone is intrested in such a plug in, they want the plot for their character to go on, they probably aren't intrested in just plowing through another story arc with their ubership. (already many plugins that allow you to restart into new plots with your old ship/character). The question is: How to divest the player of their ship and send them into the new plotline in a way that makes sense thematically while still maintaining much of the game balance.
On that note, I had speculated something along the following lines:
Sometime after the completion of the entire pirate thread (with subplots), have Olaf summon you to tell you of a new threat in the the Bureau has teamed up with a new Guild-Master upstart and it is crucial that the Guild as a whole moves to destroy this alliance before it gets going. He emphasized the great risk and instals an escape pod (and auto-eject) on your ship. This leads to a massive battle somewhere along the lines of the typical kill upstart missions, except with two differences: the first being that it is calibrated to destroy the player. More pirate ships, a reinforcing fleet of Bureau ships (jumping in behind the player), etc. The second being someway of hijacking the escape pod mechanics so it does NOT simply reset you to a shuttle somewhere in fed space.
Instead, it puts you an appropriate basic ship in one of the associated territories for one of the other missions sets. For example:
You regain consciousness with a strange figure in grey standing over you on some world you do not recognize. "You have impressed us with your willingness to die to serve. Some of us would like invite you to work with us. To help you in this, we have given you a new ship, which shall be yours for the rest of your life, as it is bonded to your DNA. As it happens, we have need of an expert in the outside universe to carry a delegation to the federation. In interests of maintaining avoiding undue attention, we recommend you do not purchase any ships in federation space."
And thus we have a leadin to the polaris mission set. The player is shifted into a new ship (a manta or a stryker, likely), with a new group to help them out, and there's a reason for it. Thus the player gets the best of both worlds: a reason to be "downgraded" and start a new plot line, while still getting the benefit of what they have accomplished (they still have their combat rank, exploration map, bank account, any honors they have gained, etc). They are also given a logical reason as to why they shouldn't just use that bank account to buy a new top end ship out of the pirate campaign.
That being said, I am not sure how to accomplish the mechanics of such a shift.
From a wider view point, I don't think the plotlines would be affected much. The only thing that comes to mind is changing a few of the mission descriptions, such as when the Polaris "find" the rebels. It would become a "realization" that maybe the polaris do not know about how well established the rebels are and would appreciate knowing about it, since it's still a surprise for the Polaris, although it isn't for the player.
Anyway, I hope this made sense, and I hope it is helpfull to someone. That being said, if anyone feels inspired to make a plugin using this, feel free. I'm not sure I have the capability to do it, although I'll try.