Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Cryptic style adventure
12-17-2010, 12:30 AM
So, you want to make your adventures more in line with what is out there already ?
But better.

<<< DISCLAIMER: I don't write my missions like this. This is soley for those that want cryptic style.

That can be done. Here are some points you might consider during mission construction.

1 Tasks need to be listed like standard adventure. <that box displayed on the top right>
> Deal with the Ugoge raiders --- NOPE
> Destroy Pirate Group 1 ---- YUP
> Work out a deal with the Ferengi boss --- NOPE
> Talk to Brezma --- YUP

2. ANY time a player needs to do something, like activate 3 computers. You need to have that
clearly stated at the last NPC conversation, on the bottom, with its own line in highlighted green.

Blah blah blah blah
Blah Blahditty blah Blah

[ Disable 3 Computer Consoles]

like that

3. Only use BO's to relay information about the task at hand...not for conversation

4. If nothing important happens on a map...get rid of it..If your not fighting Klingons on the bridge, then
you need no bridge.

5. Use thier premade maps....add a bit to it and thats that. - keep maps uncluttered, do not fill a
map for the sole purpose to fill it. {good advice for most styles of missions}

6. If your going into battle -- the enemy will threaten the player first {cryptic style}
You warp in...bamm a Klingon pops up and says "you are invading our system, prepare to die"
or such.

7. Most fights are in groups or 3 or 5

8 USE beacons to let players know where to go or where the next fight it.

9. Simple story....limited conversations...lotta fighting.


Missions Cryptic style, not my cup of tea..but that is how to do it.

Meow
:p
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
12-17-2010, 12:59 AM
Quote:
Originally Posted by Fatherfungus View Post
So, you want to make your adventures more in line with what is out there already ?
But better.

<<< DISCLAIMER: I don't write my missions like this. This is soley for those that want cryptic style.

That can be done. Here are some points you might consider during mission construction.

1 Tasks need to be listed like standard adventure. <that box displayed on the top right>
> Deal with the Ugoge raiders --- NOPE
> Destroy Pirate Group 1 ---- YUP
> Work out a deal with the Ferengi boss --- NOPE
> Talk to Brezma --- YUP

2. ANY time a player needs to do something, like activate 3 computers. You need to have that
clearly stated at the last NPC conversation, on the bottom, with its own line in highlighted green.

Blah blah blah blah
Blah Blahditty blah Blah

[ Disable 3 Computer Consoles]

like that

3. Only use BO's to relay information about the task at hand...not for conversation

4. If nothing important happens on a map...get rid of it..If your not fighting Klingons on the bridge, then
you need no bridge.

5. Use thier premade maps....add a bit to it and thats that. - keep maps uncluttered, do not fill a
map for the sole purpose to fill it. {good advice for most styles of missions}

6. If your going into battle -- the enemy will threaten the player first {cryptic style}
You warp in...bamm a Klingon pops up and says "you are invading our system, prepare to die"
or such.

7. Most fights are in groups or 3 or 5

8 USE beacons to let players know where to go or where the next fight it.

9. Simple story....limited conversations...lotta fighting.


Missions Cryptic style, not my cup of tea..but that is how to do it.

Meow
:p
Good observations.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
12-17-2010, 05:03 AM
Nothing against Cryptic, but I am trying to stay away from kill X amount of enemies.

I actually used your checklist to make sure I wasn't producing Cryptic style missions.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
12-17-2010, 05:21 AM
Quote:
Originally Posted by captbavo View Post
Nothing against Cryptic, but I am trying to stay away from kill X amount of enemies.

I actually used your checklist to make sure I wasn't producing Cryptic style missions.
To be fair...some do want to do that, thats cool.....not me though.
So I made the list for folks that want to keep in that style.

Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
12-17-2010, 06:24 AM
Even if you're not trying to make Cryptic style missions, the Fatherfungus brings up a good point.

Despite whatever your objective is, you need to be descriptive in your objective text (the text that appears on the left side of the screen where your missions are listed).

I reviewed one mission where the initial text said that I had to go to the Llaiir system (which was good). But under the mission text, the objective was listed as SOS. Once I got out into sector space, I had forgotten which system I had to go to and had to dig through my communication logs to find it.

I'd recommend something like "SOS - investigate Llaiir system", just to keep the reminder over on the side where they need to go.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
12-18-2010, 03:27 AM
I think the "Cryptic style" is for morons with no style or creativity... This Factory style is extremely boring, lacking in immersion and is a big reason players get bored... it's all vanilla with zero spice... that translates into zero interest... I want players to become emotionally invested into the story line... any idiot can make "grinder" type missions... getting someone to care about what is going on is critical to good story-telling... The "Cryptic Style" is just Lame in my opinion...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
12-18-2010, 03:36 AM
Quote:
Originally Posted by Napoleon_BlownApart
I think the "Cryptic style" is for morons with no style or creativity... This Factory style is extremely boring, lacking in immersion and is a big reason players get bored... it's all vanilla with zero spice... that translates into zero interest... I want players to become emotionally invested into the story line... any idiot can make "grinder" type missions... getting someone to care about what is going on is critical to good story-telling... The "Cryptic Style" is just Lame in my opinion...
Caring emotionally comes from dialog.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8 story within a story
12-18-2010, 03:56 AM
A ongoing story within a story helps for the epic 5 part adventures. Your transports keep burning out. Ok this on itself is lame but set is part of 5 part it works wonders. Part 1 the event why they keep happen 2 and 3 event to tell you you have not fix it 4 how to fix 5 you fix it. It also beefs up those. Keep in mind this not the main story.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
12-18-2010, 05:44 AM
I think your going to see a lot of 2 part...3 part and maybe even 4-5 part missions

the number one reason

1# 10 map maximum per publish, personally would prefer 20 maps max, but that is me

Meow
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
12-18-2010, 06:29 AM
How do you do Beacons? Im assuming those aer the things that Blink in space pointing you where to go.

I have a mission that REALLY need one of those.
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