That's the kind of thing I'd really like to put in the game, more than my own ships or faction. I love telling stories. Im hoping for a real easy way to add your own interactive stories
Definitely thinking about how to streamline it a bit, based on the experience of putting together the campaign tutorial. It actually wasn't too bad, but if there was any significant branching, it'd be a lot more complicated. That might just be a property of "having branching in a story", though, since that gets exponential suuuper fast.
So, I guess, it depends on how you'd define "easy"? Setting up a bunch of choices, text, etc is already quite doable w/ the rules stuff; what I think that needs is a template to make it more accessible.
When things *happen* in response to those choices - that is, you get/lose credits or cargo, an officer joins or leaves, etc - then that's going to involve code, or possibly some more involved scripting in rules.csv. This is the part I'm thinking about streamlining, but still in an "involves code" way. A compact/modular way to implement mission stages and conditions for transitions between them, something like that.
In theory, one could specify these things in a data file as opposed to code... hmm. If you want it to be expressive enough, though, that data file basically becomes code in its own right.
See: "youtube.com/watch?v=8zhWrGeQRUU"
Starting: 31:39
Ah, neat! The thing that's tricky, for me, is this sort of thing can really interrupt the other gameplay - it's almost like a minigame. My personal inclination is towards keeping interactions of that nature shorter.