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Archived Post 11-03-2010 07:16 AM

Failable and branchable missions?
With the initial UGC tools we are likely to have, will it be possible to fail a mission? Likewise, will it be possible to "loop back" if your character fails at the task at hand (for example, when Q made you fight increasingly difficult Borg mobs). I'm thinking of a story where if you fail to save a key character you get some "you failed" dialogue and are placed back at the beginning of that battle to try again.


Archived Post 11-04-2010 04:14 AM

I'd also like the option to fail, period. With no chance to take the mission again without teaming up with someone else who is doing the mission.

Archived Post 11-04-2010 04:20 AM

well from a writing standpoint...there are 2 different things when you can fail

1. set a condition--- you blow up--if it happens the game kicks you out of the adventure, you fail.
or the thing your protecting dies ect...

I call that general fail

2. the more useful one --- multiple endings/paths
with this one you can have them fail --- one possible ending with aftermath, very nice
or multiple winning paths
or both winning and losing paths

all and all, I would prefer multiple paths and covers all bases.

Archived Post 11-06-2010 07:48 AM

Yes, multiple endings would be the perfect solution/feature. As long as all endings completes the missions. No matter if it goes wrong or right or meh.

Blowing up just means they will respawn and try again and again.

But the mission rewards needs to be different for different endings. So I hope they will incorporate that soon.

Archived Post 11-08-2010 03:57 PM

I think it should work. If you put a chain of events to occur once a player hits 2% health, for example. That keeps them from blowing up and respawning.

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