Lt. Commander
Join Date: Dec 2007
Posts: 120
Recently I released my first Foundry mission, titled "Starship repair 101", devoted to those who complained about a lack of missions taking place upon your own starship. In the mission, an act of sabotage sends your captain racing across his own starship to prevent a warp core breach.

I've had one review when last I checked, commenting that the mission was well planned, but still felt empty. It also suggested I include more explosions, and perhaps more acts of sabotage. So I'm looking for ideas. What objectives or events could I add to make the mission more fun?

(Please note I am attempting to keep this mission strictly non-combat.)

I thank any feedback.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
05-30-2011, 11:53 AM
First thing that pops to mind is a stuck door - something you either have to attack/blast open or prompting a quick repair.

It would also be good to have an obstacle that looks tough but you are able to quickly bypasss specifically because you are the captain of the ship - either with a high authority passcode or because you know your ship really well. Those kind of events will help cement the idea that it's taking place on the player's own ship rather than any old ship of their fleet.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
05-30-2011, 12:08 PM
I have to confess, i'm not sure how to make objects attackable in Foundry missions. As far as i know, anything in the game already cannot be altered. So technically I can't make doors attackable.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
05-30-2011, 12:28 PM
Quote:
Originally Posted by Carltronus
I have to confess, i'm not sure how to make objects attackable in Foundry missions. As far as i know, anything in the game already cannot be altered. So technically I can't make doors attackable.
Hmm. Still learning myself . It might end up being a dialog interaction with the button saying "Burn through the door". Have to check the animation options and see if one might match. Then make the obstruction disappear.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
05-30-2011, 12:30 PM
Well, i'm currently in the middle of an edit. I've added a new map to the mission, and I'm currently writing it in. I've added a few explosions and rumbles as well.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
05-30-2011, 12:33 PM
The usual way of doing this is to have an interaction to plant explosives. There's a trick a few people are using, but it tends to lead to questions like "why is there a dead Klingon and a lootball behind this door I just phasered down?", and it relies on bugs that are high on the "must fix" list, so don't go there.
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