Pepto
Prowler
- Joined
- May 1, 2009
- Posts
- 1,194
- Location
- South Africa
- Society
- Freelancer
- Avatar Name
- Jason Pepto Amsterdam
I have given this some thought taking into consideration the reviews, theories, ideas and problems reported in other threads as well as my own experience within the Gateway and so I present my suggestions for the Gateway.
Please read the whole thing before making any comments. Several of the items on their own make no sense
General Asthetics:
Close off the building. Remove the exits to the land.
Arrival & Departure:
Once the Gateway is closed to all but new arrivals they will spawn on the landing platform by the spaceship and have to run down the corridor to the main area of Floor 2(?).
I propose making a corridor on the other side that leads to a similar landing platform with another spaceship. Place a Pilot NPC, Pilot Phil, here that when activated asks you if you are ready to fly to the mainland. You will notice that in PA there is already a landing zone with a long white corridor, I think currently there is a ship placed there anyway and so this fits well.
Saying ‘yes’ to the pilot NPC will create the TP effect (white screen) and you then spawn next to the ship platform near PA.
Teleporter & Televator tutorial:
Simple NPC spawned next to both with dialogue on how they work. Televator Technician Ted and Teleporter Technician Tony if you will.
Sweating tutorial:
Remove the mission from Swamp Camp mission broker and create a NPC up here. NPC gives the player their VSE Mk.1 and tells the player to go to teleporter and select ‘Gateway Sweating Grounds’ From the TP list. This would require FPC to place a TP outside in the area for sweating. Place a revival terminal near the TP.
Once they have the sweat they return and hand in. They receive whatever bonus the old mission would have rewarded. The NPC then tells them to visit the financial representative.
Financial tutorial:
Just an NPC, Accountant Andrew, whom explains depositing and withdrawing.
Crafting tutorial:
Remains the same. I see no room for improvement personally.
Mining tutorial:
Make the items UL with very low decay to prevent issues and allow for the occasional* global (No towers) to be extracted fully. Have the NPC instruct the player to return to the teleporter and select ‘Gateway Mining Gounds’ from the TP list. This would require FPC to place a TP outside in the area for mining.
Once in the grounds the OreFinder can be used, should be ‘locked’ if it isn’t already up until this point. Place a revival terminal near the TP for those that venture too far or meet a mob. Keep the current quest line including Dr. Clark if no hit is found.
*I mean more rarely than on planet side
Hunting tutorial:
Remove the hunting mission from Swamp Camp broker. Once you have been issued the first gun(L) you are instructed to return to the teleporter and select ‘Gateway Hunting Grounds’ from the TP list. This would require FPC to place a TP outside in the area for hunting. A revival can be placed near the TP.
Once in the grounds the gun can be fired, should be ‘locked’ if it isn’t already up until this point. When you receive the second weapon this gun should be UL and fully damaged. The player is instructed to go to a new NPC, Repair Technician Rodney, who will then explain the process of repairing items.
This RT should repair the gun free BUT cost must be explained by the NPC and a pop-up should come up when you activate the terminal saying “Please note that although this repair is free to as part of the tutorial any repairs conducted on planet will be charged for accordingly.”
Once fully repaired you can complete part 2 of the mission. Afterwards you then receive the amp and finish up with the last 10.
Time to leave:
The Pilot NPC must be aware of inventory and not allow players to leave should they be carrying more than VSE Mk.1, Loot items like Oil, BP book and Basic Filters BP. The guns, finders etc can be disposed of by either:
1. A terminal to remove the items automatically or by placing said items in and clicking submit.
2. Handing them over to Pilot NPC
Conclusion:
I believe the above mentioned would be better suited to expanding new player knowledge of some items they will have regular contact with, namely:
1. Teleporters since we want them to know how to move around and encourage exploration.
2. Televators since we want them to go to malls and shop
3. Depositing and withdrawing since we want them to deposit and be encouraged by the ability to withdraw
4. Repair Terminals which I should think MA want them to interact with regularly
More could be done I’m sure but I just believe these were the main things I thought could be expanded upon. They could go so far as to add a race track and allow car driving but these things seem less important than general play knowledge and can be covered by our community planet side
Please read the whole thing before making any comments. Several of the items on their own make no sense
General Asthetics:
Close off the building. Remove the exits to the land.
Arrival & Departure:
Once the Gateway is closed to all but new arrivals they will spawn on the landing platform by the spaceship and have to run down the corridor to the main area of Floor 2(?).
I propose making a corridor on the other side that leads to a similar landing platform with another spaceship. Place a Pilot NPC, Pilot Phil, here that when activated asks you if you are ready to fly to the mainland. You will notice that in PA there is already a landing zone with a long white corridor, I think currently there is a ship placed there anyway and so this fits well.
Saying ‘yes’ to the pilot NPC will create the TP effect (white screen) and you then spawn next to the ship platform near PA.
Teleporter & Televator tutorial:
Simple NPC spawned next to both with dialogue on how they work. Televator Technician Ted and Teleporter Technician Tony if you will.
Sweating tutorial:
Remove the mission from Swamp Camp mission broker and create a NPC up here. NPC gives the player their VSE Mk.1 and tells the player to go to teleporter and select ‘Gateway Sweating Grounds’ From the TP list. This would require FPC to place a TP outside in the area for sweating. Place a revival terminal near the TP.
Once they have the sweat they return and hand in. They receive whatever bonus the old mission would have rewarded. The NPC then tells them to visit the financial representative.
Financial tutorial:
Just an NPC, Accountant Andrew, whom explains depositing and withdrawing.
Crafting tutorial:
Remains the same. I see no room for improvement personally.
Mining tutorial:
Make the items UL with very low decay to prevent issues and allow for the occasional* global (No towers) to be extracted fully. Have the NPC instruct the player to return to the teleporter and select ‘Gateway Mining Gounds’ from the TP list. This would require FPC to place a TP outside in the area for mining.
Once in the grounds the OreFinder can be used, should be ‘locked’ if it isn’t already up until this point. Place a revival terminal near the TP for those that venture too far or meet a mob. Keep the current quest line including Dr. Clark if no hit is found.
*I mean more rarely than on planet side
Hunting tutorial:
Remove the hunting mission from Swamp Camp broker. Once you have been issued the first gun(L) you are instructed to return to the teleporter and select ‘Gateway Hunting Grounds’ from the TP list. This would require FPC to place a TP outside in the area for hunting. A revival can be placed near the TP.
Once in the grounds the gun can be fired, should be ‘locked’ if it isn’t already up until this point. When you receive the second weapon this gun should be UL and fully damaged. The player is instructed to go to a new NPC, Repair Technician Rodney, who will then explain the process of repairing items.
This RT should repair the gun free BUT cost must be explained by the NPC and a pop-up should come up when you activate the terminal saying “Please note that although this repair is free to as part of the tutorial any repairs conducted on planet will be charged for accordingly.”
Once fully repaired you can complete part 2 of the mission. Afterwards you then receive the amp and finish up with the last 10.
Time to leave:
The Pilot NPC must be aware of inventory and not allow players to leave should they be carrying more than VSE Mk.1, Loot items like Oil, BP book and Basic Filters BP. The guns, finders etc can be disposed of by either:
1. A terminal to remove the items automatically or by placing said items in and clicking submit.
2. Handing them over to Pilot NPC
Conclusion:
I believe the above mentioned would be better suited to expanding new player knowledge of some items they will have regular contact with, namely:
1. Teleporters since we want them to know how to move around and encourage exploration.
2. Televators since we want them to go to malls and shop
3. Depositing and withdrawing since we want them to deposit and be encouraged by the ability to withdraw
4. Repair Terminals which I should think MA want them to interact with regularly
More could be done I’m sure but I just believe these were the main things I thought could be expanded upon. They could go so far as to add a race track and allow car driving but these things seem less important than general play knowledge and can be covered by our community planet side
Last edited: