"…It's another episode of Design Star: EVE Style…"

Welcome to the 13th edition of the EVE Blog Banter , the monthly EVE Online blogging extravaganza created by CrazyKinux . The EVE Blog Banter involves an enthusiastic group of gaming bloggers, a common topic within the realm of EVE Online, and a week to post articles pertaining to the said topic. The resulting articles can either be short or quite extensive, either funny or dead serious, but are always a great fun to read! Any questions about the EVE Blog Banter should be directed here . Check out other EVE Blog Banter articles at the bottom of this post!

The first banter of this 2nd year of EVE Blog Banters comes to us fromZargyl from A Sebiestor Scholar, who asked the following: On the EVE Fanfest 2009 page are pictures of prizes for the Silent Auction that was held during the event. One of these photos was entitled “Design your own EVE mission”. My question now would be what kind of mission would you write if you got that prize? What would the mission be about? Would it be one using the new system of epic mission arks? What would be the story told by it? Feel free to expand upon his questions and put together your very own mission!

Design my own EVE mission?  Hmm….this could be interesting. Mission design is like story telling.  It’s an art form and not to be taken lightly.  You need to be able to write an engaging story and be able to utilize the game mechanics as they exist.  To my knowledge, the EVE mission engine is a trigger based engine, where different ‘events’ lead to the next part in the story progressing.  Such triggers are things like upon warping into a spawn point, killing a specific rat in a mission, etc…

That being said, I would like to see some changes to the mission engine that do not require triggers as they exist today to allow for a mission story to progress.  The best stories we have in EVE are the actual interactions with the other players, so why not take that to the next level.  Why don’t we create some in game tools for player created missions.  Players are the best resource for ideas in a game and CCP has made it a point to draw much inspiration from our collective contributions.

How about the player created training mission?  You could hire several “NPC pirates” to provide a combat simulation for your new corp members with varying degrees of difficulty.  I would bet that EVE University would use that one a lot.  You could select the kind of NPC’s for the encounter, provide the isk for the NPC bounties and let slip the dogs of war.  This could be used in all kinds of combat training, such as a mission where you have to maintain your shield tank at 50 percent for 5 minutes or a group mission to train you on how to focus fire in a gang where everyone has to put damage on a target before it can be destroyed.  The possibilities for this sort of mission type are endless and could be useful in a number of ways.

Another concept in a player created mission has already been done in game with the scavenger hunts.  Chribba had a fun game going with the various loot cans spread throughout New Eden with all kinds of juicy stuff inside.  What about creating an in game mechanic for that as well.  The scavenge hunt mission, where you would provide the isk and loot for the hunt.  After creating the mission, Concord “hiders” would run around New Eden and place the loot canisters all over and the hunt for juicy stuff would begin.

In EVE Online, we already have mercenaries that execute contracts for a variety of services.  Why not make this a working game mechanic as a player created mission.  You could create a mercenary mission where you would front the war dec fees, set a kills threshold for quantity and ship types (with back end checking, not fair to create a mission to kill a Titan when the target may not have one), set a payout scale for the desired number of kills and a time frame for completion of the mercenary mission.  Of course there would have to be additional checks and balances in there, say only allow one mercenary mission against a corp/alliance at a time and only if they don’t have say 3 active war decs against them already.  I can see how such a system  could be abused but it could add so much more to the game.

I know, the banter was about what kind of mission I would create, so, from the list of possible player created mission types, I would create a lovely training mission where the objective was to maintain a warp scramble tackle on a target for at least 5 minutes using a T1 frigate.  Your target would be a frigate as well, however, you would be dealing with multiple ECM cruisers that are trying to stop you.

Well, no one said we could not be evil with our missions…

I am still waiting on CK’s delicious bookmark link for the other banter.  For now, you can read them on my Google shared items for Blog Banter 13 at http://www.google.com/reader/shared/user%2F03749674846786948488%2Flabel%2FBlogBanter13


~ by J. Riley Castine on October 27, 2009.

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