Is there any way to do Bonus objectives yet?
I know the Foundry has changed quite a bit and was wondering if this is a possibility yet?
I have a mission where you visit a planet and there's some objectives that stray away from the main story that I'd like to add. I want to make them optional or bonus objectives.
You can, but they will not appear on the quest objective log. Maybe by adding some "do that (optional) do this", but it's tricky.
However, you can add an objective, then tell to the player he can do something else to. For example :
main objective : go to A
message to player "if you activate console B something cool will happen", then make a console B with a trigger.
If he want to "zerg", and skip everything but the main objective, he can simply skip the console. If he want to do the optional, he can use the console.
You can make a lot of things that way (more/less enemies, new props, etc). It require a lot of time, but it can be done.
Here is an example:
*Character Bob is on the map and does not have anything to do with the main mission objectives.
*Under bob there are 3 martini glasses used as interaction objects FOR bob.
*The 1st is present from the start; Bob asks you to talk to Steve and get him to agree to something.
*The player may now go to Steve who has a map-placed dialogue tree that is activated by martini glass 1 from Bob.
*You talk to Steve and he agrees or not based upon player choices.
*If Steve agrees, martini glass 2 (success) is activated under Bob and you can report back to him that you did it and he tells you how awesome you are.
*If Steve refuses, martini glass 3 (failure) is activated and bob tells the player that he is an idiot.
You can also tie these results into the main story line by having Bob give you useful information about how to find a contact, etc.
Every and all objectives have to be completed. Period.
You can do "side quests" via triggering, but that will not show on the storyboard.
Storyboard optional: No
optionals can be done 'off book' but you stand a chance of confusing your audience by having things that require attention being paid.
I have run into this with Keeeping up with the J'sens.
there are 2 sequences that are meant to be snap judgement things that are in no way labeled in the storyboard. The point behind them being that you are supposed to decide what to do without deliberating, its a survival thing.
The reality of it, I get reviews that say people are confused about what to do because its not clearly labeled as to what is going on *sigh*
I'm gonna study Kirkfat's triggers tutorial, I think I have a good idea how to go about doing it but I think I'm gonna to do a practice mission to go along with those tutorials.
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