02-03-2020, 06:59 AM
(This post was last modified: 02-03-2020, 07:05 AM by Sundance. Edited 1 time in total.)
To offer up a perspective of an old hat who doesn't primarily play on the RP station (so take hearty grains of salt plz) here's some floating, potentially non sequitur points
Here's something I feel strongly about.
The nature of the static "station" based maps suit the main server for a variety of reasons, but the main point is that it's a PvP environment.
The RP needs to make a departure from this if it wants to hold its own. I agree that it shouldn't be the new meta and there are plenty of servers that show you can RP just as easily on a static station, but to attract new blood it would be essential for us to gear the RP server to a PvE scenario... and the ship based maps perfectly encapsulate this as the E for Environment is constantly changing due to the nature of a "ship".
There was a point Urs made in the other thread and i'll touch on it here. What exactly is the crew doing as a whole? Just bumbling about doing their job.. but for what? And who's the BBEG (Big Bad Evil Guy?)
The BBEG should be the environment, with the player antagonists geared towards assisting the environment, both as a whole being detrimental to the crew.
Antagonists (ranging from your average traitor to your hungry changeling) should have specific objectives that they must RP and adhere to, rather than tracking objectives (such as KILL Mr Bojangles the clown).
To provide you with an example, a RP traitor objective would be specifically to keep the ship shields down when the ship is being bombarded with asteroids or whathaveyou. Or to destroy the station morale. Or to poison and/or starve the crew. Depending on what the crew comes across as they travel, the antagonist could be geared towards stealing or collaborating or destroying whatever they come across.
Something like the bad guy in the Sunshine film (underated film imo), where the actual badness is the fucking sun dying, but the antagonist wants the sun to die and wont stop until he cremates Cillian Murphy and the rest of the crew.
We can get really creative when it comes to other stranger antagonists too. But the main point is that antagonists must adhere to these objectives - it's not free real estate as it is on main goon.
Important and needed. There's no concrete reason to move the ship otherwise. Some other points:
- While we have a plethora of sprites available on the station to create unique zones, there needs to be BADNESS there. Empty spooky rooms get old quick.
- There needs to be items that either upgrade the ship, upgrade machinery and/or upgrade crewmembers. Progression is important and, well, empty spooky rooms get old quick.
~controversial opinion that may overshadow all my other points (plz no)~ But remove Sol on the RP station and make room for other rotational maps. Give the cool items uncovered on Sol and dot them around randomly on these rotational maps. Sol to me seems like a bloated sidequest to what could be some important "missions" and ultimately sidetracks players and their motivations to something potentially greater. But I already hear the angry sol nerds furiously smacking at the keyboard and oh no they're com-
Anyway I disagree that there should be no bigger plot tying them together. There should be, even if loosely tied. They should also be tied to Sol, but more referencing in a "goon" style lore way.
/ramble.
Quote:Another honorable mention goes to Urs for actively working on a system that can be hopefully (hopefully because we don't have any real data on how this system would handle itself on live servers) imported as a separate new game mode and as a new addition to existing "ship" based maps. While I don't agree that this would become the new meta for roleplaying (mainly because I think the station experience is the classic one) but I am still very excited to see what new opportunities can be created through this. Hopefully, this is something that can be further expanded to be a very core feature of Goon.
Here's something I feel strongly about.
The nature of the static "station" based maps suit the main server for a variety of reasons, but the main point is that it's a PvP environment.
The RP needs to make a departure from this if it wants to hold its own. I agree that it shouldn't be the new meta and there are plenty of servers that show you can RP just as easily on a static station, but to attract new blood it would be essential for us to gear the RP server to a PvE scenario... and the ship based maps perfectly encapsulate this as the E for Environment is constantly changing due to the nature of a "ship".
There was a point Urs made in the other thread and i'll touch on it here. What exactly is the crew doing as a whole? Just bumbling about doing their job.. but for what? And who's the BBEG (Big Bad Evil Guy?)
The BBEG should be the environment, with the player antagonists geared towards assisting the environment, both as a whole being detrimental to the crew.
Antagonists (ranging from your average traitor to your hungry changeling) should have specific objectives that they must RP and adhere to, rather than tracking objectives (such as KILL Mr Bojangles the clown).
To provide you with an example, a RP traitor objective would be specifically to keep the ship shields down when the ship is being bombarded with asteroids or whathaveyou. Or to destroy the station morale. Or to poison and/or starve the crew. Depending on what the crew comes across as they travel, the antagonist could be geared towards stealing or collaborating or destroying whatever they come across.
Something like the bad guy in the Sunshine film (underated film imo), where the actual badness is the fucking sun dying, but the antagonist wants the sun to die and wont stop until he cremates Cillian Murphy and the rest of the crew.
We can get really creative when it comes to other stranger antagonists too. But the main point is that antagonists must adhere to these objectives - it's not free real estate as it is on main goon.
Quote:I am potentially planning to create a couple more unique, rotating areas that the roleplayers could use to do some more interesting "adventures". This would be akin to the adventure zones but without any bigger plots to tie them together and more likely made from re-used content.
Important and needed. There's no concrete reason to move the ship otherwise. Some other points:
- While we have a plethora of sprites available on the station to create unique zones, there needs to be BADNESS there. Empty spooky rooms get old quick.
- There needs to be items that either upgrade the ship, upgrade machinery and/or upgrade crewmembers. Progression is important and, well, empty spooky rooms get old quick.
~controversial opinion that may overshadow all my other points (plz no)~ But remove Sol on the RP station and make room for other rotational maps. Give the cool items uncovered on Sol and dot them around randomly on these rotational maps. Sol to me seems like a bloated sidequest to what could be some important "missions" and ultimately sidetracks players and their motivations to something potentially greater. But I already hear the angry sol nerds furiously smacking at the keyboard and oh no they're com-
Anyway I disagree that there should be no bigger plot tying them together. There should be, even if loosely tied. They should also be tied to Sol, but more referencing in a "goon" style lore way.
/ramble.