View Full Version : Should you be able to stack mission assignments?
Sir_Cedric
08-15-2008, 04:42 AM
Ok I am going to use WOW as a prime example.
It WOW you can stack about 25 quests to be done in your quest book, and mainly your running around doing the grind fest in some cases, or running to drop something off in others.
Now in STO, I think the missions should have more meaning. Sure if your doing a cargo run mission, take a few that will have you going to planets in the area, but lets not turn this into mindless mission hoping. The mission in STO should let you have fun, no matter what type you doing. Even if your doing a cargo run, you should have the risk of a pirate raid. They wouldn't be trying to distroy your ship, just dropping your sheilds so they can take your cargo, and maybe a few upgrades you have on your ship.
If you go the route of stacking missions, like you see in WOW. People will just be rushing from place to place, and after awhile were is the fun in this.
Limited stacking is ok in my book, as long as your stacking minior missions, escorting VIPs, or the cargo, or even just exploring. But at the sametime if you take a big mission, you should focus all of your attention to that mission. Maybe this would be the idea I had for the pas/fail missions, where you would have a positive or negitive effect on an area, just depending on how you handled the mission.
Anyway does anyone else have any thoughts on this topic?
bloom501
08-15-2008, 04:49 AM
I think you could get one at a time. You finish contact Star Fleet, and they could give you a list of missions for the sector your in, or maybe a few options for sectors near by incase you didnt want to stay. Or even recieve a hail when you reach a mission system, that would give you a chance to lend aid to someone there, but I agree limited mission stacking would be good, and could be easy to implement.
Desterion
08-15-2008, 04:49 AM
I hope it has absolutely nothing to do with wow's system. It was dumbed down in to be the easiest possible thing for the masses to blow through and get xp. Starfleet missions aren't supposed to be easy.
k.mpok
08-15-2008, 04:50 AM
I think limiting it to like missions in the same area would be fine (mining missions, exploring various planets in same sector). I agree tho that mission hooping can get to feel alittle grindish. This also would also slow those ppl that like to rush to End Game content only to complain that there is no/enough End game content alittle, thus giving them time to polish release and still work on End Game content.
If they don't limit speed lvling down then you run into problems (see AoC and its End Game content complaints).
T-child
08-15-2008, 05:27 AM
in my opinon you should be allowed to have a few quests in storage.
aka maybe 2 primary
5 secondary
or such.
afterall how many times havent the star trek crews had a mission but had to interupt it for something else?
Necro
08-15-2008, 05:37 AM
i think you should, this may be just me, but i absolutely HATE HATE HATE going back to base to get a new mission, i don't see why you couldn't get more than 1 mission from your fleet without going back to a starbase or some such to get it.
Jezebel1669
08-15-2008, 05:44 AM
I'd like to see "ongoing missions", such as the standing order for Starfleet vessels to investigate any new lifeforms or civilisations they encounter, perhaps even engaging in first contact should they meet a warp-capable society. Along with that something like what they had in Mass Effect where you had to locate certain resources in a given sector by scanning planets on the way passed.
After that I'd say you'd have a rating for missions based on how important or time critical they may be. How many episodes of Star Trek featured the Enterprise ferrying diplomats or supplies to various locations only to be redirected to more urgent assignments? If you're on a 'milk run' low priority mission you should be able to accept higher priority missions as and when they appear.
At the same time some missions should have some kind of time limit. If you're carrying urgently needed medical supplies sometimes you have to choose between engaging a rampaging Breen invader or continuing and saving the colony. You can't win every fight and sometimes sacrifices have to be made, such is the burden of command.
I like the idea of receiving orders from HQ mid-mission directing you to more important trouble spots, or maybe having random encounters which lead to extra activity. I like the 'wandering hero' kind of adventure you get in things like Final Fantasy when it comes to leveling but I can't see the galaxy having become so unstable that you're going to be facing off against pirates, raiders, rogues and random monsters as frequently as you see in those games.
Sir_Cedric
08-15-2008, 05:45 AM
Well in Star Trek you don;t have to return to base, they sometimes call you up, and tell you where to go. :p
Phunix
08-15-2008, 05:53 AM
Well there's no need to get back to base after every mission I would think with subspace communications being in this Verse.
As for multiple missions, it would be best if they implemented different types of missions that can be generated.
Command missions issued by Starfleet or KHC should be running stories that you can only take one or a few.
Aside from that I'm thinking there'll be non-command missions, personal storylines that pop up similar to in the series.
Those could be picked up locally and stacked, since they are (almost?) all from other missiongivers.
Occasionally intersecting storylines would be interesting too, to where during whatever mission you get a call by Starfleet triggered by proximity or other things, that put the main mission on hold.
Those trigger missions could be as quickly generated as they are completed, one instance in and out, no visiting 20 people to stare at idle blabber...