Ensign
Join Date: Jun 2012
Posts: 13
# 1 ideas
02-05-2013, 03:05 PM
today i started fooling around with the foundary.
my intentions were to build a mission based on the 7-10 code
these is a small ist pof the things i would consider beeing


1: option about how many bridgoficiers can beam down with you.

with this idea i did a bit more posibility`s so other people can alsow use it.
2: ability to force enviromental suits being weared.
(and all personal from the away team)
becouse of:
-heat (like tholian)
-no oxigen (suficate)
-no pressure (explosion)
-to high pressure (implosion of lungs)
-to cold (breen weapons efect??)
-damiging nanites (desease or...)
-radiation
-damaging sounds (not deadly just parilize)


3:ability to let npc`s follow the player.

in case these options are already availeble i would like to find out more.
Captain
Join Date: Jun 2012
Posts: 522
# 2
02-05-2013, 03:38 PM
Environmental effects are something we very much want but there are very legitimate concerns on Cryptic's part about how they might be misused.

One small, admittedly nitpicking, point I would like to make since it is something that really bothers me in general about poorly researched science fiction: You do not burst if exposed to a vacuum.

Gases in the lungs and digestive tract expand and bodily fluids begin to boil away. Water in muscles and soft tissues evaporate, causing the body to swell after about 1 minute. This results in severe bruising due to broken capillaries but will not rupture the skin. Nitrogen in the blood will turn to gas resulting in "the bends." Exposure to a star's ultraviolet radiation may also cause severe sunburn. Heat radiates from the body slowly in a vacuum so freezing is not an issue.

If rescued within 2 to 3 minutes it is possible to recover with minor injuries; after that, permanent blindness and brain damage are likely to result. A victim attempting to hold their breath will die within moments as air sacks in the lungs rupture and cause bubbles enter the blood stream, resulting in stroke and cardiac arrest. Persons exposed to the vacuum of space will remain conscious for roughly 15 seconds and expire within 5 to 7 minutes. An individual with time to prepare themselves by hyperventilating prior exposure can remain conscious for about 1 minute.
Survivor of Romulus
Join Date: Jun 2012
Posts: 2,900
# 3
02-05-2013, 03:44 PM
At the moment, there are no features allowing you to do these things, though they have been requested many times. There are some small caveats:

1. There is a trick or two that can separate the player from the away team, but they are often unreliable. I usually just ask the player to set some waypoints and leave them behind.

2. I have seen a number of missions where the author asks the player to put on an environmental suit. We can't require one at the moment, but you can certainly put some yellow text in there telling the player they are entering a hostile environment and asking the player to put one on for the sake of immersion.

3. Using patrols, you can have the player follow an NPC, but they can't follow you. So you can do escort missions, for example, but the NPC has to follow a prescribed route.
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Starfleet Veteran
Join Date: Jun 2012
Posts: 104
# 4
02-06-2013, 06:18 AM
Quote:
Originally Posted by drogyn1701 View Post

3. Using patrols, you can have the player follow an NPC, but they can't follow you. So you can do escort missions, for example, but the NPC has to follow a prescribed route.
Off topic yes, but since you mentioned it. How would you stop such patrol. Once the npc reaches the end of the route they will turn around and go back to the first point. Escort them, but what to do when they reach their destination. Despawn, respawn with the new very motionless npc?
Survivor of Romulus
Join Date: Jun 2012
Posts: 2,900
# 5
02-06-2013, 06:31 AM
Quote:
Originally Posted by gammadelta2 View Post
Despawn, respawn with the new very motionless npc?
Yeah pretty much that. Have a reach marker or something at the end of the patrol route, a nice big one, so when the player is following along they'll walk over that reach marker, the patrol npc will disappear and a stationary one will appear.
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Forum Logic dictates that if the devs don't do what a poster wants, they therefor actively hate what that poster is advocating for.
Forum Logic =/= Real Logic
Ensign
Join Date: Jun 2012
Posts: 13
# 6
02-07-2013, 08:32 AM
why not the ability to set an waiting time on the diferent points.
standart on 0 sec. and if you put in an x ( or leave it blank) it will stand stil.
Captain
Join Date: Jun 2012
Posts: 522
# 7
02-07-2013, 11:24 AM
Quote:
Originally Posted by boeljoet View Post
why not the ability to set an waiting time on the diferent points.
standart on 0 sec. and if you put in an x ( or leave it blank) it will stand stil.
Would be nice in principle but the patrols are very simple right now and still a bit aflicted in the way the function. This is a lot more complicated. Not impossibile but, if it comes, is likely a good ways off and should be.
Captain
Join Date: Jun 2012
Posts: 522
# 8
02-07-2013, 11:32 AM
Quote:
Originally Posted by drogyn1701 View Post
3. Using patrols, you can have the player follow an NPC, but they can't follow you. So you can do escort missions, for example, but the NPC has to follow a prescribed route.
My solution for this is to simply reskin a friendly mob with premade costumes (to ensure consistency) and have them spawn in behind and out of sight of the player (but within an enemy's range circle) when combat begins. Otherwise they just appear in dialogues to let you know they are there and interacting with the player.

This can also be done in non-combat areas with regular contacts (or reskinned mobs if you like) once the player does a certain action like interacting with an object since that allows you to set a sort of "stage mark" for them to appear. The NPC will appear once the character is doing X at location Y which let's you the author control their position and facing to a large degree and hides the mechanics of them entering or leaving the map.

I did a lot of this in "Avenging Resolution" which you can check out if you want to see in-game examples of how I went about setting this up. If other people use similar or different techniques I would love to know the missions so I can study them myself. The Foundry is all about work-arounds and the more we share with each other in this regard the better all our missions will be.
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