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 Tired-Out Adventure Concepts

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infidel775
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PostSubject: Tired-Out Adventure Concepts   Tue Jun 07, 2011 9:20 pm

What do you guys think are some of the most overused and overrated concepts for adventures? And what do you think would be better ideas?

I think I know an overused one...
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PostSubject: Re: Tired-Out Adventure Concepts   Tue Jun 07, 2011 10:02 pm

FREE POINTS

I honestly have no suggestions as to how free points adventures can be improved at all. They should all die.

As for Clark and Stanley, I like the concept, but the only problem is that people never put any work into their adventure. If Clark and Stanley adventures were better, then I would probably love them. On several occasions, I've tried making a Clark and Stanley adventure that actually has some plot and challenges in it. I never got around to finishing them, however.
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PostSubject: Re: Tired-Out Adventure Concepts   Tue Jun 07, 2011 10:07 pm

I cannot agree with you enough on the free points adventures. They aren't even worth the effort: typically, you're going to get the average of 15 points from them due to the lack of challenge, which is practically worthless to high level captains. Hell, it's hardly useful even to a level 1!

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PostSubject: Re: Tired-Out Adventure Concepts   Tue Jun 07, 2011 10:44 pm

Yeah, Easy points and C&S for certain. XD That said, the first thing that occured to me looking at this thread was the 'ole "You are responding to a distress call" chestnut (Guilty!). That said, I've seen more than a few high-quality missions which start with variants on distress calls... More of a lazy recurring plot device then, perhaps. razz

One other thing which I do dislike is HUMONGOUS BATTLES... Which calls for capitalisation in the same way that "ZOMG LETS PUT A BUNCH OF CRETURES ON A PLANET AND MAEK THEM FIGHT!!1" simply doesn't get across the sheer lack of thought involved when written in lower case with correct spelling.

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PostSubject: Re: Tired-Out Adventure Concepts   Tue Jun 07, 2011 10:51 pm

You're right, Delta, that it's never a really good idea to have tons of creatures duking it out at the same time. Especially if they're civilized creatures, because they always end up biting each other, which I think is weird. Speaking of that, don't you think it's weird that they include the mating call with your captain's commands?
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PostSubject: Re: Tired-Out Adventure Concepts   Tue Jun 07, 2011 10:57 pm

Heheh true - that reminds me of a quote I once saw in someone's sig:

"...Well if you're playing as captain Kirk, of course you need a mating call!"

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PostSubject: Re: Tired-Out Adventure Concepts   Tue Jun 07, 2011 11:15 pm

Greatest quote ever.
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PostSubject: Grox   Tue Jun 07, 2011 11:35 pm

Adventures involving the Grox. They're sometimes okay (I myself am working on a Grox-related series, see my signature) but very overused.
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PostSubject: Re: Tired-Out Adventure Concepts   Tue Jun 07, 2011 11:39 pm

I concur with Mitch. The Grox are a super overused villain, though I admit to using them in one of my adventures. But their appearance was very subtle in the adventure: they were guards patrolling a base that belonged to them. The object of the adventure did not really have to do with them at all.
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PostSubject: Re: Tired-Out Adventure Concepts   Tue Jun 07, 2011 11:46 pm

I agree= the Grox shouldn't be used too much. I want them to stay mysterious...


Arenas are a bit overused.


Attack-type adventures are waaaayyy overrated. Seriously, this one guy said:

"Why did you make the socializing need so high, it's not liek all our Captains have Diplomat and Bard parts!!"
(This is not an exact quote)


Seriously? Virtually all socialization adventures are downrated to red or orange. The only way I can explain this is Adventure racism.



@Delta, probably the best quote I've ever heard.
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PostSubject: Re: Tired-Out Adventure Concepts   Tue Jun 07, 2011 11:50 pm

Blixafish wrote:
Attack-type adventures are waaaayyy overrated. Seriously, this one guy said:

"Why did you make the socializing need so high, it's not liek all our Captains have Diplomat and Bard parts!!"
(This is not an exact quote)
I concur. We need more socializing missions, mostly because those kinds of missions force you to make a story to go along with it. But also to force captains to vary the types of parts they use. But most of all, because there aren't enough.
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PostSubject: Re: Tired-Out Adventure Concepts   Wed Jun 08, 2011 12:25 am

There's almost no point for social archetypes anymore.
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PostSubject: Re: Tired-Out Adventure Concepts   Wed Jun 08, 2011 4:01 am

A lot of people say that war adventures are generally overused. However it has lots and lots of room to expand to all the other features in GA. I have so far only done war adventures and templates and I put in a very large variety of objectives in most of them.

Such as exploring, puzzles, and learning new things about the race partaking in the battles. Its very hard to make a decent battle adventure. By decent I mean, fully working AI, very detailed environments, a number of different ways to beat the objective, ECT. War adventures with all those things in it become more of a quest type adventure and those don't seem too over done.


The over done ones are the ones that you walk 1000 miles around the world and kill three guys and walk back. I see too many of them -_-

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PostSubject: Re: Tired-Out Adventure Concepts   Wed Jun 08, 2011 4:18 am

Drew is right. "War adventures" is a very broad term, so you can't necessarily say that they're all overdone. War-themed adventures can come in an incredibly wide variety of forms, so you can't really say that all of them are overdone.
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PostSubject: Re: Tired-Out Adventure Concepts   Wed Jun 08, 2011 9:47 pm

capture the flag

thats one thats NOT tired out.only capture the flag missions i can think of is sporeball and litterbox gulch.


that needs to be tired-out.
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PostSubject: Re: Tired-Out Adventure Concepts   Wed Jun 08, 2011 10:59 pm

kshaw2000 wrote:
capture the flag

thats one thats NOT tired out.only capture the flag missions i can think of is sporeball and litterbox gulch.


that needs to be tired-out.

Uh, Kshaw...we're discussing concepts that are tired out, not ones that are not.
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PostSubject: Re: Tired-Out Adventure Concepts   Thu Jun 09, 2011 1:44 am

anything that started as a maxis idea has been run into the ground (as mentioned, grox and clark and stanley are both of maxis creation)
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PostSubject: Re: Tired-Out Adventure Concepts   Thu Jun 09, 2011 2:08 am

Except the social adventures, apparently.
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PostSubject: Re: Tired-Out Adventure Concepts   Thu Jun 09, 2011 2:17 am

Dark_Heroics wrote:
anything that started as a maxis idea has been run into the ground (as mentioned, grox and clark and stanley are both of maxis creation)
Maxis had one combat adventure, and a gate maze. They also had an arena adventure. Maxis definitely tried to make a variety of adventures, so not all of those ideas have been discarded.

And as for socialization adventures, the main idea is to either get allies who can help you socialize more easily, or make the socialization really easy so you can focus more on the story.
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PostSubject: Re: Tired-Out Adventure Concepts   Thu Jun 09, 2011 2:28 am

You want to know what would ease the socialization challenge?

It's something that I never see in adventures nowadays:

Additional Crew Members.

Have a captain that is offensive-orientated? Have a social crew member.
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PostSubject: Re: Tired-Out Adventure Concepts   Thu Jun 09, 2011 3:03 am

I completely agree, Infidel. As long as there are no teleports or hard-to-navigate areas in an adventure, you should always use crew members. You know those adventures where you're supposed to explore a map while fighting off whatever fodder enemies may stand in your way? They're just begging for crew members.
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PostSubject: Re: Tired-Out Adventure Concepts   Thu Jun 09, 2011 4:09 am

No kidding. Flying solo through hordes of enemies...sorry, FPS already beat the "one man army" shtick to death.

Not to mention it's either made stupidly easy or incredibly hard.
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PostSubject: New one   Fri Jun 10, 2011 5:11 pm

Here's another concept that's always used: Adventures in which the player must deal with some kind of disease that turns victims into mindless zombies. No doubt inspired by Maxis's "It Came from the Sky"...
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PostSubject: Re: Tired-Out Adventure Concepts   Today at 4:38 pm

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