Page 1 of 1

Crew/Station Shift Objections/Corporate Demands

Posted: Thu Jul 09, 2015 5:06 pm
by Tornadium
Hi,

So coming off of a discussion regarding boredom through the mid-game, I started thinking of possible solutions to keep the mid-game interesting for the rest of the crew, especially on slow rounds.

So at the start of every shift the Station is provided a randomized list of directives that it is required to complete, ranging from the obvious things such as

- Develop new technologies (from any combination of the research categories) and evacuate with the research data
- Develop new proto-types of a certain technology
- Retrieve X units of Plasma, Gold, Diamond whatever
- Keep the station running for an operating period of X time
- Activate the Gateway and retrieve X
- Engage in commerce with NT HQ (Spend a certain amount of cargo points)

To

- Maintain a full performance circus of clowns
- Develop a full security detail
- Construct X
- Do something with the derelict

You get the idea.

These can be completed mid round (For example send a certain amount of minerals to NT HQ) for rewards and new objectives will be assigned.

I think something like this could work (Hopefully all automated without admin intervention) to alleviate some kind of the boredom that the normal station crew feel mid-round if it's slow, add some kind of ingame purpose and story to what is happening that shift (the specific goal of the station that particular shift) as an example.

Thoughts/Opinions?

Re: Crew/Station Shift Objections/Corporate Demands

Posted: Sat Jul 11, 2015 3:34 am
by Screemonster
I really like this idea.

Bonus points if some of them come with occasional traitor objectives to prevent the crew from achieving the task.

Re: Crew/Station Shift Objections/Corporate Demands

Posted: Sat Jul 11, 2015 4:16 am
by Takeguru
Objectives should be stuck to the station alone. No mucking about with the derelict or you'll have important crew fucking off to it.

Re: Crew/Station Shift Objections/Corporate Demands

Posted: Sat Jul 11, 2015 5:17 am
by Luke Cox
Takeguru wrote:Objectives should be stuck to the station alone. No mucking about with the derelict or you'll have important crew fucking off to it.
I wouldn't mind derelict objectives so long as they aren't too common. You already have a hard cap on how many people can fuck off to derelict because of the need for internals. People on the station would focus on getting supplies for whatever is going on with derelict.

Re: Crew/Station Shift Objections/Corporate Demands

Posted: Tue Jul 21, 2015 12:24 pm
by Tornadium
Bumping for any other feedback.

Re: Crew/Station Shift Objections/Corporate Demands

Posted: Tue Jul 21, 2015 3:24 pm
by JackHunt
So basically the interest of traitor objectives for non-traitors? Sounds good and it'll even help with balancing the tasks people do on the station, mixing them up instead of the same old routine. It'll probably create a little more RP which isn't a bad thing either.

Re: Crew/Station Shift Objections/Corporate Demands

Posted: Tue Jul 21, 2015 4:35 pm
by Zaffre
Other servers used to do this but the greentext spam at the end of the round was too real. It should be just like 5-8 objectives for the station as a whole rather than individual people.

This could also go well as a new-ish traitor mode where the traitors all have the same 5 or so objectives and have to work together to get it done. These objectives can be preventing the station from achieving their objective or just more of the standard traitor stuff.