Career Officer
Join Date: Aug 2014
Posts: 84
# 1 Looking for feedback
09-14-2014, 03:46 PM
So I have finished my first foundry mission, which is a bit of machinima around the origin story of the fleet that I am in. But I am curious if anyone would be willing to go through it and give me some feedback as far as the play through / mechanics of the mission.

Any feedback on how it is, what I could do to improve in the future would be appreciated. It's out of review so all you would need to do is search for black wolf ascension.

Thanks in advance!
Starfleet Veteran
Join Date: Jun 2012
Posts: 232
# 2
09-14-2014, 10:41 PM
Playing your mission. Some constructive criticism:

- The first objective (visible from sector space) is a good place to put the sector and system directions in case the players forget (a lot do). This is located in either the first map's name or first map's text (I forget which but it's one of those). Currently it says "Rendevous" (spelling error yours), could be "Rendezvous - Imaga System in Sirius Sector Block"
- The first map is what I call a "one objective wonder", where the player had to load in and do exactly one thing and maybe a little bit if dialogue before they have to zone to another map. I would suggest either giving the player more to do there or wrapping the actual rendezvous into dialogue in sector space or something.
- In my opinion, having the player have to kill 6 consecutive groups is a bit much. This varies by taste though.
- On Gauta ground, I could tell you were using Klingon ground mobs because they had war targs. Was that intentional? If not you could consider using Gorn or Orion mobs that don't have obviously Klingon pets.
- My team wiped thanks to the surprise group near the prisoners on the surface, and when I respawned I was immediately attacked, since apparently the respawn point was on one of the mobs' patrol routes. While I was typing this my team was attacked by another patrol group at the respawn point too!

You've got some pros, too! Lots of good use of patrols, pretty clear and concise dialogue, nothing was technically broken. Overall pretty good for a first mission
Career Officer
Join Date: Aug 2014
Posts: 84
# 3
09-15-2014, 08:38 AM

I think that may the the map name, but I will definitely change that. I was debating about removing that whole first map completely. I'll have to figure out how to do the dialogue in system space though. But I imagine that wouldn't be too hard.

I used the Klingon mobs based on a suggestion from another post here in the forums. When I was testing it I didn't even see the targs pop until I was almost done with that map. I figured hey, maybe a Klingon ship crashed here with targs on it. Knowing they spawn targs, I doubt that I will end up using reskinned Klingon mobs in the future.

Moving the respawn point was on my todo list, just forgot to do that when fixing other things I noticed in my play through.

Originally there were 3 mobs you had to kill before landing on the planet, but some said they would have liked to see more there. I honestly thought 6 was a bit much but blowing things up is always fun!

Thanks again for the feedback! I'll definitely make some more changes with your suggestions to make it smoother.
Career Officer
Join Date: Aug 2014
Posts: 84
# 4
09-15-2014, 06:30 PM
Made some of the changes based on the suggestions. No more "one objective wonder" map, hehe, moved the respawn point and corrected the spelling errors.

Thanks again!
Career Officer
Join Date: Apr 2014
Posts: 1,024
# 5
09-15-2014, 08:14 PM
While I haven't tried your mission, a couple points I learned along the way, being a relatively new author myself...

I found it useful to put in an optional dialogue in the beginning giving detailed directions to the mission portal (the point at which you transition from standard-game maps to mission-specific). I did however then do one of those "one-objective" type maps immediately after (though I think mine actually has two).

And yes, respawn points are your friend... though hopefully not in an actual combat area.

Be careful with ground spawn points as well. I had an issue in the development of my mission (Dubious Gifts) where some of the ground mobs were spawning high in the air and then jumping down insanely, due to the terrain of the map I chose. All it took was a little fine tuning of their positions to fix it though (you can drag around the individual members of the spawns in the foundry)... I was able to get them to spawn on the lower ground as had always been intended.

Additionally, if you're placing custom "furniture" type items (crates and the like), make sure their vertical spawn coordinates make sense. I had cases of crates floating off the ground and half-buried antigrav forklifts
Member of Special Operations Command (UFP)
and leader of House of Calafia (KDF)
and Foundry author (first mission published July 2014)

Last edited by westmetals; 09-15-2014 at 08:18 PM.
Starfleet Veteran
Join Date: Jun 2012
Posts: 896
# 6
09-16-2014, 10:50 AM
Hi Soroji,

You should consider publishing your mission in The Foundry for Star Trek Online - Mission Database. This will promote your mission and give player's the chance to play it. With the number of missions being posted each week you need to advertise and the forum listed above is a good place to do that.

Thanks for authoring,
If you would like a detailed review of your mission please visit my forum posting "In depth mission reports upon request" for details. Also see Evil 70th's list of missions at "Evil 70th's Missions".

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