Lt. Commander
Join Date: Dec 2007
Posts: 120
# 41
11-01-2010, 10:18 PM
Of the things I would like to see added, are:

1) Branching game play. I want to be able to go on a mission and based on the choices I make, and the areas I go, have the mission change as I play it. Imagine being able to have multiple outcomes that have different consequences. Like your ship is attacked, and how you move through the ship, and the decisions you make effect what happens next. This would most likely use triggers and if/then scripting.

2) Social zones where you're interactions have an effect on the map. Like your ship, you can issue red alert from the bridge and the lights change to a pulsing red. The NPC behaviors change.

3) Mini games. Like puzzles, but also non puzzle oriented things like a key pad for doors, where you have to type in the right code. Any form of customizable interfaces that can be used to lock out, and or challenge the player.

4) Environmental Objects you can move. I always felt that STO could do with some "Tomb Raider" styled puzzles where you move boxes and other crates to gain access to areas. The idea of forcing the player to think about his surroundings is also high on my mission ideas, and it can encourage multiple options that could work, or fail to the players benefit/detriment.

5) NPC that you can hold conversations with, and they "remember" you interaction. I want to be able to have a conversation with a character, and maybe **** them off, so when I come back they may be less likely to help me, or They may be more open if I flirt with them.

6) A reward system where we can chose a custom reward built from a "budget" system. This system could be "smart" enough to recognize predetermined measures for missions and gives you the option to craft a reward based on how well that mission challenges players. And having multiple rewards for different out comes. (at the very lest, i would like to place "treasure chest" near the end that I can chose a loot type, but the level is dependent on player rank, that way I can have different rewards.)

7) The ability to enter and exit a usable small vehicle, like a shuttle craft to move about a map, with out changes instances. I would like to try some upper atmosphere missions where such things would be needed. I would also like to be able to chose/ purchase your own type of shuttle/ small craft and use it, but also pick up ones from missions.

8) The ability to script smart NPC behavior based on a if/then triggering system. Mainly so that they flee, take cover and retreat to heal as needed. Also, it would be cool if Civilians run from fighting, and enemies head towards conflict. Also, I would like to set up some defend and assault styled maps, where enemies are required to move towards you, and patrol.

9) Mostly, just triggers. As above, they are very useful for so much. I could trigger a storm based on something a player does, or destroy a building becasue the player overloads a reactor.

10) Being able to script the player away team, so that they can be split apart and under their "own" accord go out and accomplish task with out the player being there. Like having a player trapped behind a force field while one of his BOFF's goes and hits the release mechanism.

That about covers it. I hope Cryptic does implement many of these features as they round out the Foundries capabilities. These tools can be very handy, and immersive, and could lead to a lot of fun and enjoyable content.

I especially want #7, as it would give quite a few new map types and options to the game. I frankly want a shuttle, that I can keep, and use, even if it has to be used in their own special instance, and they should be able to enter and exit them with out changing instances. It may not be able to load them in the instance your ship is in, nor your ground crew, but that's alright, just as long as I can fly with them.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 42
11-02-2010, 08:10 AM
I would like the ability to restrict or lock out a player's access to their powers and abilities. For instance, you create a scenerio where a player has been captured and locked away. You lock access to weapons and kit abilities to show that those items have been confiscated. After escaping, a player may have to find a locker or some other storage device and interact with it to unlock the restictions on their abilities to show that they have reaquired their weapons and kits. Of course, this would work best if you can choose specific abilities and powers to lock so that we can simulate any number of situations.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 43
11-02-2010, 11:59 AM
Quote:
Originally Posted by Armature View Post
I would like the ability to restrict or lock out a player's access to their powers and abilities. For instance, you create a scenerio where a player has been captured and locked away. You lock access to weapons and kit abilities to show that those items have been confiscated. After escaping, a player may have to find a locker or some other storage device and interact with it to unlock the restictions on their abilities to show that they have reaquired their weapons and kits. Of course, this would work best if you can choose specific abilities and powers to lock so that we can simulate any number of situations.
The devs have said this isn't going to be available. I've been thinking that a good work around would be to just make all the enemy npc's unattackable during the time that the player captured.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 44
11-02-2010, 12:25 PM
The Dialog tree thread appears to put the kibosh on doing anything particularly interesting. It sounds like we're just getting Map->Enemy/Object Placement->Text of Mission.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 45
11-02-2010, 03:02 PM
A mission that I have in mind to create involves my ship being disabled by a Borg ship in space combat then moving to the interior to fight intruders. I would like to see a way to set when my ship is down to X% hull the fighting stops and I can continue to the interior portion instead of just being blown up.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 46
11-04-2010, 01:37 PM
1234567890
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 47
11-04-2010, 02:37 PM
I'd love to see UGC where you use the runabout.

as for what I'd like to do, I'm thinking about a scenario with a bit more of a puzzle/problem solving bent

Possible starters:
Find something odd/unusual and take it to Mem Alpha for analysis.
Try to work in getting opinions/options from various NPC's on MA (I seem to recall we could use an existing NPC as part of out plot, e.g Admiral Quinn giving you your initial orders to go to planet x and do something)

Commander Romaine hails you and asks you to pick up some advanced sensor probes/packages ad the nearest starbase, and proceed to exploration cluster x, or border world y and perform a detailed analysis of odd/unusual readings returned by a less sophisticated probe.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 48
11-04-2010, 02:49 PM
has anyone thought about doing storylines to do with your other characters?

I made a storylin the day I join STO

so im filled with them xD
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 49
11-05-2010, 12:45 AM
I may end up doing alot of diplomatic like missions....with a twist~!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 50
11-05-2010, 05:44 AM
I've been holding off even commenting on the foundry, but I had been hoping to be able to make an epic saga with the tools, possibly in several chapters, I got some loose ideas, but once again, I've been holding off a fair bit to see exactly what potential there is in what cryptic supplies.
I am hoping to work with my fleet on the project (if such is required) - mostly I will be building these adventures for additional fleet events.

Edit: One thing I would like to see is some form of variable that is local to characters, perhaps like a hidden acolade system, you would only need a few per author, and you could make much better chain-style missions. Potentially, even just storing a single string on the character may suffice, depending on how that is implemented (such as range of characters, and length). Edit#2: This way every author could store information per character, of course you would need to limit it, but anything in this regard would be great. Edit#3: Just to clarify - I'm talking about a global system here - one that would transpose between one mission and the next, if you stored them on a table cross referenced by author/character, it could really have so much potential. Even just 16 bytes of info, or the more the better, would open up a lot of doors. Edit#4: Though not really needed, you could expand the table to include a 3rd dimension, Author/Character/Saga, this would also potentially open your servers for memory hogging, but if you limit the size of the data to something relatively small (just 16 bytes or something), you would allow for 128 Boolean flags per saga, surprising how many conditions can be stored in that.
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