let's give more RGP depth to plug-ins
Hello, fellow denizens of the Coldstone web board.
At the Escape Velocity Developer's Corner forum, we recently had a thread dealing with ways to make missions (that are like quests in RPGs) more interesting and realistic, not just bring this to point A to point B and be well paid for it. Which made me react that we could learn from RPG and RPG scenario developers how to make missions more interesting, even just Fedex missions. So that's what I'm doing now.
I wish to tap from your collective wisdom, knowledge, and experience. What would YOU advise us to make our missions do, even regular, repeatable cargo runs, so that they really seem interesting and not give the player the impression he's just ferrying cargo.
To remind you, in Nova the player is an independant ship captain going from planets/stations to planets/stations in different systems through hyperspace. Missions are offered either in a dedicaced place of the planet, the Mission BBS (similar to a help-wanted ad panel), that lists "regular" missions the player can take, or missions can be offered via a text box expaining what happens (a man comes out of nowhere offering the player to "win a few bucks easily", but with no question asked, for instance) with answers yes/no (but the answers can be modified), in other places of the spaceport: the bar, the outfitting (place for finding stuff to equip the ship with), the shipyard (place to buy ships), the commodity exchange. Another text box with answer "okay" may appear after the mission has been accepted to detail what has to be done.
The player can be asked to travel to other planets, that can be random, in order (with text boxes at each stop), picking cargo here, dropping it there, etc, but there can be no cargo (and cargo itself has a wide meaning, it can be actual people). The cargo can be set to be considered illegal by some governments, whose ships will attack you if they find out you're carrying forbidden cargo. There can be special ships associated with the mission, to appear in some systems (such as the destination system) or follow the player around, they can be given behaviors (always attack player, or conversely protect him, etc...) and there can be mission goals associated with these ships (protect them, disable them, destroy them, etc...). There can be a deadline (counted in days, which are spent hyperspacing or landing), and missions can fail, possibly triggering completely new things (you're fired, for instance). On completion, a mission can give pay, and/or increase the player record with a certain government, and/or give some stuff such as a new ship. A mission can be set to be repeatable as long as the player wishes, or be done only once. The fact a mission has been completed can allow for other missions to be offered, or even start another mission rightaway (allowing for entire mission strings).
And remember the galaxy is dangerous, especially at some places: there are wars going on, pirates, there can be mysterious aliens. There can be strange uninhabited planets where missions can go. On a small scale, there can even be changes in the galaxy following some mission: a new station is built with help from the player, or thanks to a successful attack an ennemy station is captured, etc...
However, contrary to a RPG, there is no way to do an actual conversation tree. There are no real NPCs you can go to for a mission, just the places in the spaceport I told about. And remember that, traditionally in the EV games, there is no fixed path at the beginning, the player can end up making the whole story associated with a certain government, then start again and do a completely different one. He can even do none and live as a peaceful trader or a ruthless pirate, he travels space to earn his living, nothing more.
Now you have the basics, don't worry too much whether something is possible or not with the Nova engine, we'll find out.