Lt. Commander
Join Date: Dec 2007
Posts: 120
HI all,

I wanted to share some of the Tips and Tricks I learned while creating my first mission, Project Eco: A Lost Reflection.

For this tip, we will talk about how to provide multiple paths to complete an objective on a map. As you know the story flow in the Foundry is linear and it doesn’t give us the option for multiple paths (except for dialog). Here is a trick to provide your players multiple ways to accomplish an objective or goal through the use of makers and components.

First you want to define the Reach Markers in your story. For this example, we will use Nav Point 1, Nav Point 2, Nav Point 3, and Nav point 4. You will also want to add a dialog after you reach/interact with Nav Point 1. Nav Point 4 is where the 2 options will come back together and continue your story. In this example, you could have the player beam down to investigate the base at Nav Point 4. I will leave that for you to add.
So our Story should look like this for the example:

Task – Interact with object – Nav Point 1
  • Mission text: Proceed to Nav Point 1 and scan the area
  • Object: Use a Beacon or invisible object near a larger object.
  • Interactive Text: Scan area
  • Popup Dialog – Scan Nav Point 1
  • <In here you would explain the mission and using the mission objective tag, explain that they have an option to decide on multiple paths, for our example we will use Science Approach & Tactical Approach.>

Task – Reach Marker – Nav Point 2
  • Mission text: Investigate Nav Pt 1 then go to Nav Point 2
  • Waypoints: Automatic or None (Note if you use None you will want to make sure you’re your nav beacons always fire and are in the Reach Marker)
  • Marker: Nav Point 2

Task – Reach Marker – Nav Point 3
  • Mission text: Investigate Nav Pt 2 then go to Nav Point 3
  • Waypoints: Automatic or None (Note if you use None you will want to make sure you’re your nav beacons always fire and are in the Reach Marker)
  • Marker: Nav Point 3

Task – Reach Marker – Nav Point 4
  • Mission text: Investigate Secret base
  • Waypoints: Automatic
  • Marker: Nav Point 4

Okay, now the fun begins, you are done with your actual story at this point but need to add components for your multiple paths. Near Nav Point 1, you will want to add a beacon or invisible object for each of your options. Let’s go with 2 options:

Name: Nav 1 - Tactical Approach
  • Object: Beacon Blink FX Icon
  • Placement: Make sure you place on top of Task – Interact with object – Nav Point 1
  • State: Hidden - > When: Objective Complete, Popup Dialog – Scan Nav Point 1 ->
  • State: Visible -> When: Component Complete, Nav 1 - Science Approach ->
  • State: Hidden

Name: Nav 1 - Science Approach
  • Object: Beacon Blink FX Icon
  • Placement: Make sure you place on top of Task – Interact with object – Nav Point 1
  • State: Hidden - > When: Objective Complete, Popup Dialog – Scan Nav Point 1 ->
  • State: Visible -> When: Component Complete, Nav 1 - Tactical Approach ->
  • State: Hidden

So what will happen is after the dialog is complete, both of these options will be shown and the player can choice one. Once one is chosen, the other option will be hidden. You could use invisible objects if you prefer rather than beacons.

Okay, on to Nav Point 2. Here you will want to have components for each option. In this example we will keep it simple and have a beacon, dialog popup and enemy for the tactical approach and then a beacon and dialog popup for the science approach.

Tactical Approach Components:

Name: Nav 2 - Tactical Approach – beacon (step 1)
  • Object: Beacon Blink FX Icon
  • Placement: In the middle of Task – Reach Marker – Nav Point 2
  • State: Hidden - > When: Component Complete, Nav 1 - Tactical Approach ->
  • State: Visible -> When: Component Complete, This Component complete ->
  • State: Hidden

Name: Nav 2 - Tactical Approach – dialog (step 2)
  • Object: Dialog popup
  • <In here you would have the player scan the area and discover enemies. For the mission objective you would have the player destroy the enemy ships and then proceed to the next nav point. Don’t forget to use the mission objective tags to make it clear.>
  • State: Hidden - > When: Component Complete, Nav 2 - Tactical Approach – beacon (step 1) ->
  • State: Visible

Name: Nav 2 - Tactical Approach – enemy (step 3)
  • Encounter: <Pick your enemy>
  • Placement: Near Nav 2 - Tactical Approach – beacon (step 1)
  • State: Hidden - > When: Component Complete, Nav 2 - Tactical Approach – dialog (step 2) ->
  • State: Visible

Science Approach Components:

Name: Nav 2 - Science Approach – beacon (step 1)
  • Object: Beacon Blink FX Icon
  • Placement: In the middle of Task – Reach Marker – Nav Point 2
  • State: Hidden - > When: Component Complete, Nav 1 - Science Approach ->
  • State: Visible -> When: Component Complete, This Component complete ->
  • State: Hidden

Name: Nav 2 - Science Approach – dialog (step 2)
  • Object: Dialog popup
  • <In here you would have the player scan the area and discover nothing. Then using mission objective tag, go on to the next nav point>
  • State: Hidden - > When: Component Complete, Nav 2 - Science Approach – beacon (step 1) ->
  • State: Visible

Okay, next would be Nav Point 3. Here you will want to have components for each option. In this example we will keep it simple and have another beacon, dialog popup, enemy, and then dialog popup for the tactical approach and then a beacon and dialog popup for the science approach.

Tactical Approach Components:

Name: Nav 3 - Tactical Approach – beacon (step 1)
  • Object: Beacon Blink FX Icon
  • Placement: In the middle of Task – Reach Marker – Nav Point 3
  • State: Hidden - > When: Component Complete, Nav 2 - Tactical Approach – enemy (step 3) ->
  • State: Visible -> When: Component Complete, This Component complete ->
  • State: Hidden

Name: Nav 3 - Tactical Approach – dialog A (step 2)
  • Object: Dialog popup
  • <In here you would have the player scan the area and discover enemies. For the mission objective you would have the player destroy the enemy ships.>
  • State: Hidden - > When: Component Complete, Nav 3 - Tactical Approach – beacon (step 1) ->
  • State: Visible

Name: Nav 3 - Tactical Approach – enemy (step 3)
  • Encounter: <Pick your enemy>
  • Placement: Near Nav 3 - Tactical Approach – beacon (step 1)
  • State: Hidden - > When: Component Complete, Nav 3 - Tactical Approach – dialog A (step 2) ->
  • State: Visible

Name: Nav 3 - Tactical Approach – dialog B (step4)
  • Object: Dialog popup
  • <In here you could have the player pickup a transmission to further the story and go to the last Nav Point.>
  • State: Hidden - > When: Component Complete, Nav 3 - Tactical Approach – enemy (step 3) ->
  • State: Visible

Science Approach Components:

Name: Nav 3 - Science Approach – beacon (step 1)
  • Object: Beacon Blink FX Icon
  • Placement: In the middle of Task – Reach Marker – Nav Point 3
  • State: Hidden - > When: Component Complete, Nav 2 - Science Approach – dialog (step 2) ->
  • State: Visible -> When: Component Complete, This Component complete ->
  • State: Hidden

Name: Nav 3 - Science Approach – dialog (step 2)
  • Object: Dialog popup
  • <In here you would have the player scan the area that helps them discover the location of the enemy base and the last Nav Point.>
  • State: Hidden - > When: Component Complete, Nav 3 - Science Approach – beacon (step 1) ->
  • State: Visible

As you can see the story itself is pretty easy. You could even just have only Nav Point 1 and Nav Point 4 and have completely different paths you take the player across the map for the different approaches. Beacons would lead the way. Then in the middle of Nav point 4 you could set Waypoints: None and just have a beacon for each approach (i.e. Science, Tactical) that appears after Nav 3 is completed similar to the above.

So the main trick is to have the component show and hide based on the previous action being completed.
For a better understanding of this trick, feel free to check out my mission below. The very first map contains a more advanced variation of this example. If you have questions or comments, feel free to post here or contact me in game at @rfrance74. Also, if you find this helpful, please let me know so I can post other tips/tricks.

Project Echo: A Lost Reflection

Starfleet Command has lost contact with the U.S.S. Reflection while conducting experiments of a new prototype system called Project Echo. You are being sent to investigate and determine the fate of the ship near the Elvren System of Alpha Centauri Sector.

Key Features:
  • Averages 1 to 1.50 hours with mix of story and combat. Written in the 'trek' style.
  • Optional objectives and multiple paths!
  • Unique and challenging puzzles. Ask your officers for help or hints as needed. Or just skip entirely!
  • Multiple endings!
  • New abilities you can actually use on ground and in space!
  • For best role-play experience, include all roles in your away team.
  • Play tested and supported at various difficulties including Elite.
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