Story/Plot Tie in for Cornelia Suggestions

Discuss the community designed hub: Cornelia Station!
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RedShirt10
Posts: 1
Joined: Sun Jan 24, 2016 11:54 pm

Story/Plot Tie in for Cornelia Suggestions

Post by RedShirt10 » Mon Jan 25, 2016 12:08 am

One of the things that really interests me as I'm exploring the galaxy is the over-arching story. As an explorer I am always very fascinated to discover and find things and find how they fit in with the overall theme of the game. My first impression of Cornellia Station reminds me of the movie Alien. Abandoned ships connected by creepy tunnels reminiscent of a forgotten race or some evil lab designed experiment gone wrong. I think it would be great to tie in some of the planets and stations with a backstory to the infected and the conflict between the different factions.

Maybe ancient starships that the infected had collected in an asteroid making a hive before going they went dormant for eons only to emerge more savage than before led by a great brood mother deep within the surface.

Hardly new ideas I know, but they're ones we all love and know.

Take-aways- please make the station:
-meaningful - give us a reason to go there
-story driven - reveal unique attributes about the universe that advance our understanding/maybe a plot twist
-creepy - unique creatures and design. Deep breathing noises and large fast moving jump scare creatures
-rewarding - advances plot provides quests and good loot

tehbroots
Posts: 7
Joined: Mon Mar 21, 2016 2:25 am
Location: pacific northwest

Re: Story/Plot Tie in for Cornelia Suggestions

Post by tehbroots » Sun Apr 03, 2016 3:06 pm

RedShirt10 wrote:One of the things that really interests me as I'm exploring the galaxy is the over-arching story. As an explorer I am always very fascinated to discover and find things and find how they fit in with the overall theme of the game. My first impression of Cornellia Station reminds me of the movie Alien. Abandoned ships connected by creepy tunnels reminiscent of a forgotten race or some evil lab designed experiment gone wrong. I think it would be great to tie in some of the planets and stations with a backstory to the infected and the conflict between the different factions.

Maybe ancient starships that the infected had collected in an asteroid making a hive before going they went dormant for eons only to emerge more savage than before led by a great brood mother deep within the surface.

Hardly new ideas I know, but they're ones we all love and know.

Take-aways- please make the station:
-meaningful - give us a reason to go there
-story driven - reveal unique attributes about the universe that advance our understanding/maybe a plot twist
-creepy - unique creatures and design. Deep breathing noises and large fast moving jump scare creatures
-rewarding - advances plot provides quests and good loot

^this!!!

The more lore the better. It would be really awesome if certain unique items, ships, etc, had a description that included a little snippet involving actual characters, times, and places too, reminiscent of old baldur's gate item descriptions. I always thought that brought the world to life and gave it a more tangible sense of history. A plain blaster, for example, isn't that interesting, even if it has great stats. If however it has a backstory, "so and so used this during this thing that happened back when stuff when going on"...maybe even a paragraph or two of story.. it's no longer just a blaster and is worth keeping around, it gains a new value that lasts beyond it's usefulness. I'd keep items I'd never even use just to collect story elements, more often than not that blaster with a history that's half as good as a generic one is what I'd prefer using.. even more so if some of those items hinted at other opportunities in the game.

Mystery is good.. secrets, some maybe unsolvable beyond inference and deductive reasoning. Even a few tiny branches that include leaves of stories, even at the most minimal level, really suck me in.

It's one of those things.. if you put all this in the game some people will appreciate it (a lot!) and some won't care that much beyond thinking it's neat. When it's not in the game suddenly it's way more noticeable to both kinds of players. Even if the lore isn't read or actively sought out, just knowing that it's there can, in my opinion, provide a game changing level of immersion... just my two cents.

rafaelroob
Posts: 4
Joined: Tue Mar 14, 2023 12:05 am

Re: Story/Plot Tie in for Cornelia Suggestions

Post by rafaelroob » Tue Mar 14, 2023 12:08 am

More legends are always welcome. It would be cool if some rare things, ships, etc., were described in a way that echoed the old baldur's gate item descriptions and contained a vignette involving genuine characters, times, and locations. I always felt like that made history more real and gave the planet more personality. Not even excellent statistics can save a boring blaster from being boring. If, however, it has some sort of history—"so and so used this during this incident that happened back when stuff was going on"—even if it's just a paragraph or two long, it becomes more than simply a blaster and is thus more valuable to keep around. It's not uncommon for me to hold onto items I have no intention of using just to add to my collection of story elements; for example, a blaster with a background is more appealing to me than a generic one, even if the latter is just as effective. This is especially true if the history of the item provides a hint at some other potential in the game. monkey mart

jikmol
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Re: Story/Plot Tie in for Cornelia Suggestions

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