Lt. Commander
Join Date: Dec 2007
Posts: 120
As it seems everyone posts their missions here, I will do the same.

You are ordered to the Pico system to teach some graduates proper ship handling when the admiral gives you an unexpected assignment. Save a group of colonists from demons with horns, batwings that emerge from the gate of hell!
You need to hunt down a few things (like pixels) to solve the mystery.

- Enterable buildings on an exterior map, realistically sized
- Enterable cave on an exterior map, realistically sized
- Multiple conversation choices for the same character to get information
- Triggered generic conversations. You need to complete tasks before the colonists actually talk to you. Afterward, you can ask them any time.
- Heavy on RPG elements, light on combat.

Takes about 30 minutes to complete.

You don't have to RP, but if you want to, here is how to do it:

There is no alternate ending per se. The mission goes the same way all the time.
However, there are some optional stuff added that helps to uncover the story to the full extent. Also your performance is evaluated at the end of the mission.

- Get a pen and a paper.

- If you see a number at the end of the text then add or deduc it from your total. You start with 0 points. So if the end of the text says +1 then you just gained a point. If it says -2 then you just lost 2.

- Pick 1 and only 1 option when you talk to the Prelate or the Encounter.

- You can ask multiple questions from George and beam more than 1 rod in, but you loose or gain points for the first try only. This means, you won't keep loosing points if you keep asking the same wrong question.

- Your default power setting is deep stun. The evaporation equals the use of the lethal setting. In this case. If you evaporate anyone: deduct 1 point

- Die and respawn in combat: deduct 1 point

At the end, you will have some number of points. When you contact the admiral, pick the correct point interval and you will get your mission evaluation. So if you collected 3 points then select the Talk to Admiral Trent (1-4 points) option.

Oh, if you enter the door before deactivating the security device you get -100 points .

All this will be automated when the Foundry update hits the server. Until that time, that is the best I can do.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
01-18-2011, 10:38 AM
What exactly do you mean "RP Heavy?" Is this less a mission and more a sandbox?

Also, good luck with your building design. I haven't had much success with the building blocks and would love to see what you create.

Oh, and I don't think you'll find "batwings" in the foundry...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
01-18-2011, 10:54 AM
Not sandbox, you have a well defined path and a story. It is closer to the old RPG games. You know pixel hunts, some deductive thinking, fetch quests, lots of talking and reading etc.

I'm actually thinking of adding a rating into the communication path you choose. Select this and you can mark down a + . Select that and you have to mark down a -. And at the end, you can pick the debriefing text based on the marks you collected.

Building stuff is quite easy, once you get the hold of it. The unit of measurement is feet. So if you give 3 to the Y coordinate, then the stuff will be at ~1m height. That helps a lot to determine what is realistic and what is not.
I'm currently building a ship interior in my next mission called Hijacked. It is going along pretty well.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
01-18-2011, 11:32 AM
Quote:
Originally Posted by Pendra37 View Post
I'm actually thinking of adding a rating into the communication path you choose. Select this and you can mark down a + . Select that and you have to mark down a -. And at the end, you can pick the debriefing text based on the marks you collected.
If you can do this with the current Foundry tool-set, that I'd love to see!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
01-18-2011, 11:43 AM
No, you can't really do that online at the moment. You need offline stuff, like a pen and a paper handy .
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
01-18-2011, 11:55 AM
Quote:
Originally Posted by Pendra37 View Post
No, you can't really do that online at the moment. You need offline stuff, like a pen and a paper handy .
ROFL! That's not what I meant. I meant, can you actually offer alternate paths to completing the mission? I haven't found any support for this in the current Foundry tool-set and only the road-map offers any hope of that ever happening. I was just wondering if you've found something I missed, or if the Foundry got a sudden miraculous update?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
01-18-2011, 12:23 PM
Quote:
Originally Posted by LordOfPit View Post
ROFL! That's not what I meant. I meant, can you actually offer alternate paths to completing the mission? I haven't found any support for this in the current Foundry tool-set and only the road-map offers any hope of that ever happening. I was just wondering if you've found something I missed, or if the Foundry got a sudden miraculous update?
nope, no miraculous update. i did have a moment of excitement though.

but then I saw I had to write.

ick.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
01-18-2011, 03:44 PM
There is no alternate ending. The mission goes the same way all the time.
However, there are some optional stuff added that helps to uncover the story to the full extent.

Added the extra RP element to the mission + changed and expanded the ending a little.

You don't have to RP, but if you want to, here is how to do it:

- Get a pen and a paper.

- If you see a number at the end of the text then add or deduc it from your total. You start with 0 points. So if the end of the text says +1 then you just gained a point. If it says -2 then you just lost 2.

- Pick 1 and only 1 option when you talk to the Prelate or the Encounter.

- You can ask multiple questions from George and transport more than 1 rod in, but you loose or gain points for the first try only. This means, you won't keep loosing points if you keep asking the same wrong question.

- Your default power setting is deep stun. The evaporation equals the use of the lethal setting. In this case. If you evaporate anyone: deduct 1 point

- Die and respawn in combat: deduct 1 point

At the end, you will have some number of points. When you contact the admiral, pick the correct point interval and you will get your correct evaluation. So if you collected 3 points then select the Talk to Admiral Trent (1-4 points) option.

Oh, if you enter the door before deactivating the security device you get -100 points .

All this will be automated when the Foundry update hits the server. Until that time, that is the best I can do.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
01-24-2011, 08:01 AM
I'm toying with the idea to expant the current multiple communication pathways into a true branching dialog type of thing.
In the mission, you can choose from 3-5 different communication pathways at the moment.
I had the idea to chain dialogs together using some markers like:
A: Say something

...NPC response...
And then it ends with.
"B and D dialog options are availabe if you continue the conversation."

So next time, you can select either
B: Respond
or
D: Say something else

from the list of
A
B
C
D
E

... options

It is almost true branching. Problem is that you have ALL your answers and reactions listed all the time.
What do you think? Also any feedback on the mission itself would be helpful.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
01-24-2011, 12:36 PM
I don't quite understand how you can offer multiple responses unless you're binding stuff in a Complete All panel, in which case every objective that comes after the Complete All panel will not even show up unless the player activates each and every dialog option.

In other words, for a mission to reach its proper conclusion the player has to complete each objective on that path and so any diversion from this either cannot be done, or is done with NPC Contacts that present the player with a "Talk to <NPC>" prompt and display their text for the player to see regardless of the main path of events. Is that how you're doing it?
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