View Full Version : Will there be more than one way to solve an episode?
Commodore_Rook
03-11-2009, 06:01 PM
Since missions will be laid out like an episode, will there be more than one way to solve them (i.e. dynamic), or will you have to do specfic tasks to complete them? (warp to system TBA, scan an asteroid discover a plauge, go to system XYZ, deliver a cargo shipment in order to get info where cure is, warp to system ABC, pick up remedy for cure, return to TBA system, give vacinne, complete mission/episode) I opt for the first, as that way, you won't be looking for cheats to complete a mission, just to "grind" your way to admiral.
TruthSeer
03-11-2009, 06:17 PM
Well hopefully we'll have have diplomatic options to get out of conflicts. But then again the example you gave with delivering a cure is pretty straight forward.
Another example would be a standoff in the Romulan Neutral Zone with a Warbird. You can try to fight, sneak past, or try a diplomatic route.
Reinkaos
03-11-2009, 06:44 PM
I really hope so, I'm hoping that the type of captain we play as will have an effect upon the options we're given.
Anthony916
03-11-2009, 06:50 PM
It would be pretty cool to be able to choose what to do in different situations of what will work best for you, like in the shows and movies.
Varrangian
03-11-2009, 06:57 PM
I have thought about this a great deal and I think there are two solutions to this question. The first solution is to make every "episode" have multiple methods of solving. The second solution is to make each episode have one solution, but that solution always involves various aspects of gameplay and your bridge crew's skills.
The first method, while plausible is honestly difficult to implement, it also means that episodes have the potential to become formulaic. Let's be honest with current MMO tech there are only so many ways you can write missions content for Engineering, Science, Diplomacy, etc... even combat can get formulaic.
The second method on the other hand seems the most logical to me. Each episode is different because it requires different sets of skills. While Picard may have always looked for the diplomatic solution he did run into situations that only phasers could resolve and I think the second option accounts for that in a way that option one does not. Furthermore the second option makes use of your bridge crew and their not doubt various and useful skills. There is still the potential for formulaic content, but also the ability to break up the monotonous.
Denigenus
03-11-2009, 06:59 PM
I definitely think it would be nice to have a few options to solve a mission. I think that could definitely be a possibility seeing as you can be anything from a security chief to a science officer. I assume they would solve a problem in different ways based on their skill sets so I would think the game would give you that option as well.
Varrangian
03-11-2009, 07:00 PM
It would be pretty cool to be able to choose what to do in different situations of what will work best for you, like in the shows and movies.
See that's the thing they didn't "choose what to do" it was scripted one way or another. Which is exactly what Cyptyic has to deal with, they have to create a script, and no matter how many possibilities they are able to include for that script it will always be a script.
Commodore_Rook
03-11-2009, 07:07 PM
Yeah, I'm wondering now if there can be a dynamic way to complete the episode? Perhaps it has to be formulaic to complete, and we will be reduced to "step 1, step 2, step 3.... " as they have so many episodes to create. The chances for them to make mutiple ways to complete them are greatly reduced.
Varrangian
03-11-2009, 07:13 PM
Yeah, I'm wondering now if there can be a dynamic way to complete the episode? Perhaps it is formulaic to cpmplete, and we will be reduced to step 1, step 2, step 3.... as they have so many episodes to create. The chances for them to make mutiple ways to complete them are greatly reduced.
Well I think you can avoid formulaic by the story you tell. While 3 out of 6 missions might require me to tell my Science officer to scan for X, or my medical officer to look for a cure for Y, if you tell a story that is engaging it helps reduce the formulaic nature.
So episode A starts out with a "random" encounter with a derelict ship. To "solve" the mission you might have to have your Science officer run scans and your Engineering retrieve logs, and your tactical officer do something else... these things in and of themselves are formulaic, but if the encounter is not, if the story engages you the gameplay will feel less formulaic.
Let's be honest Trek is a bit formulaic by its very nature. But by and large the stories of each episode are entertaining enough for you to forgive that formulaic aspect.
TheMasterpiece
03-11-2009, 07:28 PM
Ive always said I hope we get the chance to REALLY play into our character and be a warrior, diplomat, scientist etc.