So, I was thinking about many people who complain about the lack of content, nothing to do etc.
I also got some questions, because this suggestion here is still just a notion and not completed, since I don't know if its so easy to implement in the engine etc.
So:
I (and many other people I assume) had created a few maps in the mapper (obviously).
One on the beach, some "dungeons", facilities, etc.
Now the first question - is it that easy to implement a new map in fonline? No permanent map, just for the duration of the "Event"?
And - can I convert maps I've made with the normal FO2 mapper to the fonline format?
Now - if that's working - hire some people who are good storytellers. That would be cool, because you then dont need to place quests, critters etc. on the maps, the "storytellers" fungate as GMs for the duration of the events and lead the players who joined etc.
Just a simple explanation.
Player XY creates a map. Sends it to dev xy, where its getting checked, if everything works proper, an announcment in the forum will be made, the "storyteller" will be chosen. At the time of the event, a few players will be allotted who can join the event. Based on the size of the map and the story etc. is the number of players (note: the events can be repeated with other players). At the set time of the event, those players and the storyteller are teleported to the event map.
Maybe, as an example I try one I've created. It starts on a beach, with a few deserted huts there. The event starts, the storyteller choose to place a few thugs there, who start to attack the players for no reason. The players manage to kill those people. First question - why did those bastards attack the players? Looking for answers, the players wander around the deserted area and find a npc - a loser - a poor person near death. Only the player with the best first aid skill could help him. If such a player is with the group, storyteller chooses to be friendly to the group, if not, they are still unaware of the problems thats going on there. Soon they find evidence of the fight that was there - those thugs nearly wiped the "village" out, left a few poor people out there in the sun near the water die - just to watch them die. Well, the players wiped out the thugs (or just a little commando of an even bigger group?) so they need to find out for themselves. Soon they realize, that this place was a huge town, that build tons of scrap for the automobile industry. The thugs wanted to have the knowledge building new cars, not realizing that the settlers there dont know a single thing about - they just choose to live there. So this would be such a huge opportunity... There is also a way: The player- group sees the first npc there in a little hut, they decide to ask the natives whats going on here. The storyteller "uses" (I think this is possible?) the critter of the NPC and speaks through him. Now here comes the most important part in - the creativity of the storyteller. He now decides, to be a bit rude to the group of players, not answering their questions. Will the players shoot him? If so - it could be over - no information, no "quest". If not, maybe they could convince him? etc. And so it goes on, I have a little cave in there, a car junkjard etc.
The bonus of this storytelling is, that is dynamic. Everytime the event happens, a different thing could happen.
And I know - this is just a bridgeover, till the game is more rich on content. But it is an option for the moment, to have people stay at the game who are very bored, to prevent absolutely senseless PKing from time to time etc. The best thing (apart from the storytellers and the temporarily implementing of maps) - it doesnt need any workover, so the devs dont need to work much on this.
I know it sounds a bit complicated, but what do you say?