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Starsector 0.98a is out! (03/27/25)

Author Topic: Alternative story dialogues  (Read 641 times)

Fenrir

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Alternative story dialogues
« on: April 17, 2024, 06:30:32 PM »

I would certainly love it if finding story stuff before being given the hints/breadcrumbs to them will have alternative dialogues with characters would normally be involved.
Spoiler
I often find sentinel by pure chance and recover the PK, it would really help if I didn't say "I have your PK" the first time talking to the station shepherd.
Same goes for the alpha site, tho I can't "unknow" the story and deliberately ignores the grav-well, but I guess someone might find it randomly their first game.
[close]
I really hope alts are coming but no pressure! Many thanks to the great dev team.
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*cough* try tossing the PK into a black hole *cough*

Alex

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Re: Alternative story dialogues
« Reply #1 on: April 17, 2024, 06:34:33 PM »

There's some for stuff like this and we'll add some more here and there! But ultimately a lot of stuff won't have it - it's just too much to cover everything, you know? I remember working on the PK one and thinking, yeah this won't quite land if you hadn't talked to the guy yet. But, other stuff had to get done, too!

And if the choice is "make the missions 100% on rails" vs "allow unconventional mission completion, but the dialog may feel a bit off sometimes"...

Thank you for mentioning it, though, good to have it refreshed that these couple of things could use a look at some point :)
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Beep Boop

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Re: Alternative story dialogues
« Reply #2 on: April 17, 2024, 10:36:19 PM »

Well, you could have him send you on the quest anyway, but include the option to say that you've already got one if you already have one.

I saw a game that apparently had a dialogue like that, where a character asks you to get something from another nearby room, but if you already have it, you get a dialogue option to say that you already have it, and the guy is like "Do you pick up everything you see?".

Because yes, yes we do.
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Megas

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Re: Alternative story dialogues
« Reply #3 on: April 18, 2024, 06:52:23 AM »

I saw a game that apparently had a dialogue like that, where a character asks you to get something from another nearby room, but if you already have it, you get a dialogue option to say that you already have it, and the guy is like "Do you pick up everything you see?".
I remember playing a game where if the NPC starts to offer a fetch quest and I have the item already, the MC says something like "I already have it", and the NPC says something like "Great..." and skips the quest altogether and proceeds on.  Although here, player may not want to hand the PK over to the Pathers automatically.
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Antelope Syrup

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Re: Alternative story dialogues
« Reply #4 on: April 22, 2024, 09:20:23 AM »

I ended up doing the whole Galatia academy questline after resolving the PL colony crisis by joining the league with 2 "strong arguments" for Reynard. Doing the parts of the quest involving the League felt sort of jarring and weird, because PL officials were treating my character like some no-name spacer, despite my Commission, max rep with the PL, and being the leader of several colonies within the league! On top of that all, I had a strong relationship with the literal prime demarchon. My point is that in these scripted interactions throughout the game, the players reputation and the in-universe clout there name should hold isn't represented very well, and not just for the league.

ps; as a side-note, it would be cool to have some sort of internal political system within the league which the player could participate in after joining.
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:)

Beep Boop

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Re: Alternative story dialogues
« Reply #5 on: April 23, 2024, 04:19:53 AM »

I remember playing a game where if the NPC starts to offer a fetch quest and I have the item already, the MC says something like "I already have it", and the NPC says something like "Great..." and skips the quest altogether and proceeds on.  Although here, player may not want to hand the PK over to the Pathers automatically.
Yes, so in the PK quest, the NPC shouldn't KNOW you have it right away, so should go through the usual motions of asking for it. THEN the player can say he has one in his back pocket. Or nothing, the NPC can just assign you the quest and it's up to you to then immediately call him back to turn it in, as is commonly the case when this happens in other games.

Would be way funnier if the NPC actually reacted to "Already Got One", though.

I ended up doing the whole Galatia academy questline after resolving the PL colony crisis by joining the league with 2 "strong arguments" for Reynard. Doing the parts of the quest involving the League felt sort of jarring and weird, because PL officials were treating my character like some no-name spacer, despite my Commission, max rep with the PL, and being the leader of several colonies within the league!
Yeah, this is what we call a "sequence break". I don't think it was intended that you trigger and RESOLVE the League Crisis before completing the Galatia questline.

On top of that all, I had a strong relationship with the literal prime demarchon. My point is that in these scripted interactions throughout the game, the players reputation and the in-universe clout there name should hold isn't represented very well, and not just for the league.
It never seems to be, in games. The number of times a game acknowledges that the player has become somebody important is incredibly rare. It's all the more glaring in games where the player can change his stature significantly. Going from a random hobo to a king, for instance. You will never stop being treated like a homeless person.
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