Lt. Commander
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# 1 Contact Manipulation
12-18-2010, 06:11 PM
Is it possible for space contacts to turn hostile and/or warp out after you speak to them yet?
Lt. Commander
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# 2
12-19-2010, 10:18 PM
Not to my knowledge.
Lt. Commander
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# 3
12-20-2010, 12:33 AM
Not yet but its on the list of future possibilities if i recall. you can kind of fake it with a few map transfers
Lt. Commander
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# 4
12-20-2010, 07:40 AM
Quote:
Originally Posted by CaptTrekkie
Is it possible for space contacts to turn hostile and/or warp out after you speak to them yet?
not possible at present.
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# 5
12-20-2010, 03:19 PM
As mentioned, currently, this is not possible.

Thanks,

Stormshade
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Now that I think about it, making a space contact warp-away can't be done with the current Foundry tool-set. Making the contact itself turn on you is also impossible, but... you could fake it by having the contact dialog threaten the player and then spawning a close-by ambush on the player as soon as the dialog is closed.

If you costume the enemy ships as Mines and have a BO claim, in a dialog, that the space contact just deployed specialized weapon-platforms, the player may be too entertained (and busy fighting) to notice that the contact itself isn't attacking and cannot be attacked.
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# 7
12-21-2010, 08:50 PM
Quote:
Originally Posted by LordOfPit View Post
Now that I think about it, making a space contact warp-away can't be done with the current Foundry tool-set. Making the contact itself turn on you is also impossible, but... you could fake it by having the contact dialog threaten the player and then spawning a close-by ambush on the player as soon as the dialog is closed.

If you costume the enemy ships as Mines and have a BO claim, in a dialog, that the space contact just deployed specialized weapon-platforms, the player may be too entertained (and busy fighting) to notice that the contact itself isn't attacking and cannot be attacked.
that is a good way to manipulate the situation, but players like myself wouldn't be so easily fooled. We really need to have features added such as a beam out animation functioning and having the NPC contact disappear instad of just sitting there.
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# 8
12-22-2010, 07:09 AM
Quote:
Originally Posted by apt.pupil View Post
We really need to have features added such as a beam out animation functioning and having the NPC contact disappear instead of just sitting there.
There's no doubt in my mind that you're absolutely right about that, however...

Quote:
Originally Posted by apt.pupil View Post
that is a good way to manipulate the situation, but players like myself wouldn't be so easily fooled.
what do you think being immersed in a video-game is all about? To me, it's all about allowing yourself to be "fooled", going along with the story, the narrative, the settings and characters because you want to be as you've put it, "fooled".
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# 9
12-22-2010, 08:59 AM
Quote:
Originally Posted by LordOfPit View Post
There's no doubt in my mind that you're absolutely right about that, however...

what do you think being immersed in a video-game is all about? To me, it's all about allowing yourself to be "fooled", going along with the story, the narrative, the settings and characters because you want to be as you've put it, "fooled".
I am very meticulous and critical gamer. I wont just play a game once or twice. I will pick it apart for everything it has: bugs, easter eggs, story, replay value,(multiplayer- if it is that kind of game)difficulty, loot, and well i cant think of anyhting else i really make a concerted effort to look for right now.

I understand not everybody is quite like me where i actively look for those listed things. I have found upon play- testing my own misison on tribble with my VA- that I have repeatedly irritated myself with the tiny things- which is why it was almost 2 and a half weeks in the making.
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# 10
12-22-2010, 11:31 AM
I'm like that too. I see glaring holes in many things, especially my own work. Software professionals have to. However, when it comes to fun, I'm working on not allowing myself to ruin my own fun. After all, we are our own worst enemies.
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