Lt. Commander
Join Date: Dec 2007
Posts: 120
It would enrich the game if a mission's reward changed with the path/s taken by the captain throught the episode. This seems to be the general consensus amongst the forums.

The furthur addition of a 'timeline' during episodes would make the missions feel "live" and real. Do you pursue the ship carrying the kidnapped ambassador, or beam down to the planets surface to deliver your life saving mission payload? Do you have time to do both if you are quick?

Similarly to the current Feature Episodes, say, a checklist of 10 total objectives, but your episode journey takes you through only 6 completed objectives, (maybe you missed a secret side objective!) you could recieve 6/10 ths Maximum mission experience plus the finishing experience or material reward. Perhaps each objective could be weighted seperately depending on the complexity / difficulty of the objective.

As the icing on the cake, could you recieve a hail from Starfleet Command at the conclusion of the mission, which reflects your performance and judgment regarding your mission score. AKA the TV shows, movies, and old-school StarTrek games!

These features would give content authors the option to incorporate depth and variety at an early stage of the Foundry's development.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
12-16-2010, 07:02 AM
Quote:
Originally Posted by edge-stormcrow View Post
It would enrich the game if the mission reward changed with the path/s taken by the captain throught the episode. This seems to be the general consensus amongst the forums.
this WOULD be a headache for cryptic to program. With so many different varieties of missions and mission types- how would cryptic be able to assign rewards for them all individually? the way cryptic is planning on doing it is the best way imo

Quote:
Originally Posted by edge-stormcrow View Post
The furthur addition of a 'timeline' during episodes would make the missions feel "live" and real. Do you pursue the ship carrying the kidnapped ambassador, or beam down to the planets surface to deliver your life saving mission payload? Do you have time to do both if you are quick?
that can be made possible when Cryptic enables us to create branching mission trees.

Quote:
Originally Posted by edge-stormcrow View Post
Similarly to the current Feature Episodes, say, a checklist of 10 total objectives, but your episode journey takes you through only 6 completed objectives, you could recieve 6/10 ths Maximum mission experience plus the finishing experience or material reward.

As the icing on the cake, could you recieve a hail from Starfleet Command at the conclusion of the mission, which reflects your performance and judgment regarding your mission score. AKA the TV shows, movies, and old-school StarTrek games!
once again- it all comes down to cryptic already taking the best route to hand out mission rewards: assign different reward types based on how many UGC mission you complete within a timeframe
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3 reply.
12-16-2010, 07:14 AM
Quote:
this WOULD be a headache for cryptic to program. With so many different varieties of missions and mission types- how would cryptic be able to assign rewards for them all individually? the way cryptic is planning on doing it is the best way imo
Regarding community content rewards. I assumed after a mission was complete, the Foundry objective tree would simply have a *give generic reward for current player rank* the actual reward was randomised from Cryptics database of whats deemed 'legitimate' loot, as the player completes said mission at said rank? Seems a simple solution as only one *give generic reward* could be given for any mission completion.
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