Weave of ambitions.
At present I am in marching through the sector contracts to open up the map.
Outside of this activity, is a little mining, and a little sandbox.
What I do not see is much in the way of interruption. I am not distracted by things in game or by the interaction of events, there is no chance of wilful interplay to interfere with my progress unexpectedly. Most of the play is clockwork.
In a living game world I would hope to chance upon being in the wrong or right place at the right time, to become mixed up in the events of unknown stories that could lead me to adventure should I choose to follow. To find myself on the fringe of ambitions in conflict and to take some part in them.
Big stories and small ones, to avoid or gain reputation, opportunities to be taken, and discoveries to be made.
I mostly play as a single player, but I am sure that PVE will be good for multiplayer and co-op too, and when I say PVE, I mean an environment with purposes and determination.
A little distraction, and lore would not go amiss now and again.
I do not know which vertical slice any of this would fit into, but I would like it to happen along the way and not left as an after thought.
I like this feedback
Procedural plot/story lines/conflicts are possible.
Procedural plot/story lines/conflicts are possible.
Example encounters.
Feuding miners battling over a claim dispute.
Protection racquet, 'debt' collection or 'insurance'.
Refugees - fleeing disaster or conflict, require repairs for their vessel.
Dubious ethics science research project.
Large vessel with hazard being towed for salvage.
Military restricted zone, patrolled and with beacon markers.
Vessel requesting assistance, moving at speed, lost thrust control.
Drone hitch-hikers, they will attempt to stick/land on your vessel, they will detonate warhead if removal attempted, they will detach after travelling 20km.
Sabotaged cargo containers being carried by container transporter. There are five containers with warheads among 30 that are carried. One of the containers is sensitive to speed change, one is sensitive to grid separation, one is sensitive to character proximity.
Pilgrimage, passenger transport carrying devotees on sanctifying mission.
Gang war, tit for tat, grudge battle with multiple vessels.
Example encounters.
Feuding miners battling over a claim dispute.
Protection racquet, 'debt' collection or 'insurance'.
Refugees - fleeing disaster or conflict, require repairs for their vessel.
Dubious ethics science research project.
Large vessel with hazard being towed for salvage.
Military restricted zone, patrolled and with beacon markers.
Vessel requesting assistance, moving at speed, lost thrust control.
Drone hitch-hikers, they will attempt to stick/land on your vessel, they will detonate warhead if removal attempted, they will detach after travelling 20km.
Sabotaged cargo containers being carried by container transporter. There are five containers with warheads among 30 that are carried. One of the containers is sensitive to speed change, one is sensitive to grid separation, one is sensitive to character proximity.
Pilgrimage, passenger transport carrying devotees on sanctifying mission.
Gang war, tit for tat, grudge battle with multiple vessels.
i think unknown signals have a chance to do this...
because im still trying to hunt down every datapad in every different save of the game i have, i will be en route to contract and *insert passing unknown ship here* ohhh the hunt begins anew... then i have to survive the encounter, repair any damage, actually loot the ship find any hidden compartments, THEN, eventually make my way back towards the contract i was originally heading towards.
and the nature and type of unknown signals has plenty of potential to change in the future.. from just a ship, or base, to distress signal that is really a pirate trap which could lead to capturing pirate npcs for bountys on them once we get npc characters, not just grids.
i think unknown signals have a chance to do this...
because im still trying to hunt down every datapad in every different save of the game i have, i will be en route to contract and *insert passing unknown ship here* ohhh the hunt begins anew... then i have to survive the encounter, repair any damage, actually loot the ship find any hidden compartments, THEN, eventually make my way back towards the contract i was originally heading towards.
and the nature and type of unknown signals has plenty of potential to change in the future.. from just a ship, or base, to distress signal that is really a pirate trap which could lead to capturing pirate npcs for bountys on them once we get npc characters, not just grids.
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