Lt. Commander
Join Date: Dec 2007
Posts: 120
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.

Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
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.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
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.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
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.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
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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