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Starfleet Veteran
Join Date: Jun 2012
Posts: 907
# 419
11-18-2012, 01:12 PM
Originally Posted by scaryguycalculon View Post
Thank you very much for the info. Just to state my intentions in my mission, the last map is intended to be restarted if one or more party members fall...kinda like an STF. Since I can not control respawn points or mission objective resets finely enough, this is the only option For now I warn players with OOC text and wait for more control in future updates in the foundry

As regards to the consoles, the whole level is meant to be a platformer more so than a run and gun; therefore, placing them such makes it true to that versus adding mobs for difficulty.

Knowing now that those particular things you mentioned is working by design, are they too 'difficult'...or just to 'annoying'? Taking in account the time it takes to beam out and beam back in after falling into the pit, does it take too long for a group of 5 to try and figure out the boss battle? I might not be realizing it because I built it and I knew how to beat it from the start, lol.

Thanks very much. I know you're busy, but I really do appreciate your mission critiquing services And this info will help for my space battle I'm gonna try to attach to the beginning of this mission. Thanks again.
As always I am glad I could help. There are plenty of tutorials available on Starbase UGC that can help you learn better and easier ways to create mission elements. I learned a lot from those tutorials. Good luck as you move forward in your mission development.

Thanks for authoring,
If you would like a detailed review of your mission please visit my forum posting "In depth mission reports upon request" for details. Also see Evil 70th's list of missions at "Evil 70th's Missions".