Pilot Archive
Thread: I'd like to see some more content...
Well, for content I'd personally like them to add some true campaigns to the game - being mission series that are strongly story-based and heavily scripted to give you that sort of 'living the adventure' feel. The 4 missions and you ship out system for getting to master isn't going to cut it in that regards,as the stories for them were almost all incoherent, if not non-existant. Having someone do some voice-overs for the missions couldn't hurt either (even if they aren't a pro), and would bring a lot of life to them as well.
Basically, I'd like to see the campaign style of the X-Wing/TIE series taken and placed within JTL. It would make the game infinitely better on so many levels.
Message Edited by Raptor2k1 on 08-10-2005 08:59 PM
Raptor2k1 wrote:
Well, for content I'd personally like them to add some true campaigns to the game - being mission series that are strongly story-based and heavily scripted to give you that sort of 'living the adventure' feel. The 4 missions and you ship out system for getting to master isn't going to cut it in that regards,as the stories for them were almost all incoherent, if not non-existant. Having someone do some voice-overs for the missions couldn't hurt either (even if they aren't a pro), and would bring a lot of life to them as well.
Basically, I'd like to see the campaign style of the X-Wing/TIE series taken and placed within JTL. It would make the game infinitely better on so many levels.
Message Edited by Raptor2k1 on 08-10-2005 08:59 PM
as an extention onto the current program that we have, this would be a wonderful start... IE keep the current progression and story arc's to get from novice to master, and then add in new content for the master pilots to plow thru afterwards... 9 different saga's (one per squadron) would end up being ALOT of content to plug thru... definately a good module to pop into an expansion. I'm not saying any of this should be a prereq to higher skills added in either... IE you do these just for the "rewards" and the "content" ... not because you ahve to just to progress as a pilot. You have to be a master pilot to start these missions.
If they're infrastructure can handle it or be beefed up to the point that it could... this would be cool as well: Some of these missions should require you to be solo, and would be in an instanced space zone, while others should require a full group.. also instanced. A good mix of these types of missions (and a number of wingmen suggestion if you can take more than yourself along) would be wonderful... this is asking alot though.
Great start! Those are great ideas!
I'm just looking for good content, not advancing any pilot skillboxes. On the side, I'm sure it'd increase your individual skills.
Getting higher-level reward items for completing these quests would be nice, too, possibly items that fit into the storyline somehow. Possibly stolen prototype parts that you have to get back, and they give you a copy of the prototype.
It could start out wiht something more subtle than that, like suspected traitors in the Empire, and you're slowly clued into the missing prototypes...Just an idea. ![]()
PS have you done Secrets of the Syren yet?
Nope, I haven't done Secrets of the Syren, point me in that direction plz.
And yes, I do agree with fixing borked missions first.
BuzzBot wrote:
Great start! Those are great ideas!
I'm just looking for good content, not advancing any pilot skillboxes. On the side, I'm sure it'd increase your individual skills.
Getting higher-level reward items for completing these quests would be nice, too, possibly items that fit into the storyline somehow. Possibly stolen prototype parts that you have to get back, and they give you a copy of the prototype.
It could start out wiht something more subtle than that, like suspected traitors in the Empire, and you're slowly clued into the missing prototypes...Just an idea.
I think these mission should also all interweave the same global story for all 3 factions... with key battles taking place (IE each squad would have a mission or missions in series following these key battles, including freelance ) ... this would help emmerse the space game a bit more into the GCW
psikobunny wrote:
Fix broken quests and missions first. Y8 mining Vessel, Civillian Protection Guild. These are exactly what you're asking for, yet broken.
PS have you done Secrets of the Syren yet?
completely agree with you here bunny.. I was getting more into an idea for content in an expansion myself.
Narcoleptic_LTD wrote:
Raptor2k1 wrote:
Well, for content I'd personally like them to add some true campaigns to the game - being mission series that are strongly story-based and heavily scripted to give you that sort of 'living the adventure' feel. The 4 missions and you ship out system for getting to master isn't going to cut it in that regards,as the stories for them were almost all incoherent, if not non-existant. Having someone do some voice-overs for the missions couldn't hurt either (even if they aren't a pro), and would bring a lot of life to them as well.
Basically, I'd like to see the campaign style of the X-Wing/TIE series taken and placed within JTL. It would make the game infinitely better on so many levels.
Message Edited by Raptor2k1 on 08-10-2005 08:59 PM
as an extention onto the current program that we have, this would be a wonderful start... IE keep the current progression and story arc's to get from novice to master, and then add in new content for the master pilots to plow thru afterwards... 9 different saga's (one per squadron) would end up being ALOT of content to plug thru... definately a good module to pop into an expansion. I'm not saying any of this should be a prereq to higher skills added in either... IE you do these just for the "rewards" and the "content" ... not because you ahve to just to progress as a pilot. You have to be a master pilot to start these missions.
If they're infrastructure can handle it or be beefed up to the point that it could... this would be cool as well: Some of these missions should require you to be solo, and would be in an instanced space zone, while others should require a full group.. also instanced. A good mix of these types of missions (and a number of wingmen suggestion if you can take more than yourself along) would be wonderful... this is asking alot though.
I think doing one per squadron would be the wrong way to do it actually. It'd create the problem of having a great deal of content that no one as access to. Instead, I'd suggest releasing campaigns for each pilot line. Ie. one that all rebel pilots can take part in, one all imperial pilots take part in, and one freelance campaign.
Or, if we wanted to take an approach that wanted to show the GCW's effect on the galaxy to a greater extent, we could simply nix the neutral campaign and force freelancers to take a side - basically demonstrating that you can't hide from something as big as the GCW and adding to the overall Star Wars feel. Because of this, you could throw in some more freelancer-esque missions in the twocampaigns to compensate, and more people get to experience that content as a result (think of the family missions that interupted the rebel missions in XWA - it wouldn't be quite like that, but it would similarly be used tochange the pace every so often).
Taking the latter approach has some pretty big advantages. It focusses the game back on Star Wars and the struggle between the Empire and the Alliance, and additionally it lets the developers focus on making verydefined and detailed story-basedcampaigns for each faction.
Just so that it doesn't requite an expansion (though if EQ is any indication, it probably would show up in one anyways) these campaigns could be released one at a time. Initially, one campaign would come out (for each faction), then another a few publishes later. If the writing was done really well, they could even be tied together after several campaigns have been released. Maybe to mix things up every so often they could throw in an underworld set of campaigns that everyone can participate in, with one criminal element leaning more towards one faction than the other (ie. Black Sun has close ties to the Empire).
I also agree these shouldn't replace the current progression, but I don't think they should require master pilot either. Instead, I think you should be able to take them at any point in your progress along the pilot tree, with you bearing in mind that you'll be limiting yourself in terms of equipment and abilities attempting the missions before getting master.
Furthermore, these missions should be fairly lengthy (30minutes to an hour or so)and require landing for briefing/debriefing on each one at a base for your respective faction, whether this be on a ground base or a star cruiser once capital ships are in. I'm suggesting 7-10 missions per campaign (not a set number, but the key is having enough to break up the story a bit while making sure each one still covers an important plot point.. but not too much).
Perhaps most importantly, no random multi-leg missions like the current ones. There's nothing more annoying than hearing "good job, mission complete... now go do this!" when your tired from a particularly long leg. It might be a good idea to introduce instanced space zones you hyper into (after being given the coordinates, there would be a waypoint thingie on your hypermap chart you could select under a new category for missions). This solves the problems of current missions cluttering up existing zones where players are doing other things, the lag involved, and interference from other random spawns. It would make it possible for a very controlled and scripted set of events to work, which is vital to being able to create a good mission and tell the associated story. This doesn't necessarily mean you'll be in a bland deep space every time, heck, you could be put in another instance ofan existingsystem (just on the other side of the planet, for arguments sake) as necessary for story and variety of environments. This would also mean you could take a group with you into the mission unhindered and without fear of interuption from random things. This also means that NPCallied ships could make scripted appearances/assists through the course of the mission without being interupted.
Death might be a bit fun to balance, but it would defiantely be doable (ie. do you say death = failure, or do you put a respawn point in system where you can repair, to be a bit more forgiving, so long as objectives are met?)