Thread: Tragedies
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Captain
Join Date: Jun 2012
Posts: 995
# 8
01-15-2013, 08:45 AM
Quote:
Originally Posted by ajstoner View Post
This is tricky but doable. I have a mission where the player is sent to investigate why a ship is late in reporting in. They are then forced to deal with an a situation that rapidly accelerates of control and ends in a militarily pointless battle claiming thousands of lives based on a lie told to cover-up the machinations of powerful individuals back in fleet command. The player is able to rescue a few people and come out on top in terms of the final battle, but they have been used and manipulated into taking part in something highly unethical. The player now rightly angry about this, I have a built-in set-up for the next mission where the player attempts to expose the corruption that lead to this tragedy.

Yet another way to do this is by having an optional failure achieved by dialogues that appear based on a decision the player has made on the last map. This can be achieved with invisible object and triggers keyed to dialogues placed on the map as opposed to the story board.

There is a great deal you can do with a little planning and creative use of the story-board set-up despite its limitations.



They sound fun. what are the names of your missions?
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A Romulan Strike Team, Missing Farmers and an ancient base on a Klingon Border world. But what connects them? Find out in my First Foundary mission: 'The Jeroan Farmer Escapade'