Captain
Join Date: Oct 2012
Posts: 1,247
Hey everybody,

I've been thinking about messing around with the Foundry, but i was just wondering about some of its capabilities. Just for the sake of this discussion, i wanted to know if the following could be done.

1) Can i create a cube/gate/ship that remains immune, or gets constant healing (that cannot be dps'd through) so long as 2-6 objects (the nanites) are alive? If the 3d models for the nanite generators are not available or the lightning effects from nanite to nanite to cube isnt available thats ok. I just want to know if the immune/healing mechanic can be copied.

2) NPC interaction--can a NPC like Kang be created with foundry? Somebody does what Kang does, but in addition they can start an event, start the next step of an event, and warp off or complete the event. Can NPCs be made to walk or fly around like with an escort mission? can they be made to do certain tasks while i guard them? fix machinery etc.

3) Can enemy NPCs be made to spawn and follow a scripted pattern?
3a) spheres and cubes that spawn when 2 of 4 nanites are destroyed
3b) probes that spawn at point A and fly to point B and can be made to ignore or destroy players?
3c) Donatras cloak mechanic?
3d) Assimilated Carriers spawning extra pets?
3e) random aggro? fixate aggro? (regardless of who has most damage or threat)

4) is there any way i can modify mob health to a certain value? can i do the same with players? increase players health to say 10k and increase their damage by xx%

5) are foundry missions single player only, or can you take a group of players with you? can a mission be made so that it can only be started if you have 5 players?

Thats all i can think of for now. I'm not looking to make direct copies of the borg STFs using the foundry. I'm just using them as a reference point that we all can understand.

thanks!
Starfleet Veteran
Join Date: Jun 2012
Posts: 362
# 2
11-20-2013, 05:40 AM
1.

There is no official way. However you might be able to pull something off with triggers using invisible walls to prevent players targeting the cube and preventing the cube from seeing the players.

The hardest part about pulling this off is creating floor and ceiling for this invisible box. as there are no assets in the foundry that fulfil this role specifically but you might be able to come up with a solution.

2. There are certain things that NPC Groups and Contacts can do inside the foundry. Patrols, animations. Using triggers you can spawn and despawn NPC Contacts and various times to create the illusion that one ship is moving from one spot to another and then fixing something and then going to a next spot or warp out. It will take some testing but it is doable.

3. Yes, Using triggers and patrols.

3a. Triggering the cubes and spheres to spawn based on Component complete the NPC groups containing the "Nanites". Also You can make destroying the nanites an objective and then destroying the Cube/Sphere as an objective. However if you want it to be like the STFs where you see Cube before you can actually fight them then you will need to use the Cube NPC contact at the same location as where the NPC Group cubes spawn and have the Contact set to disappear at the same time the Cubes appear which if you use them for an objective it is "Objective In Progress: Name of objective"

3b. Using Patrols for NPC groups. If you want them to ignore the player spawn a Fed/KDF group depending on the faction (same as the players) and the despawn them and replace them with a Borg NPC Group patrolling when you want them to start attacking the player.

3c. Conceptually easy to do as it is spawning and despawning different copies of the same thing however harder to practically do as the only way to trigger something without the player specifically choosing to do it is via reach markers and they can cause problems esp. if the player is not at the right stage of the mission.

3d. See 3c

3e. No possible way manipulate the threat of an NPC.

4. Sorry, no way to do this. Either for player or enemy.

5. Foundry missions can take 1 to 5 players. Space automatically scales (more/ more powerful) ships in larger groups. No way to enforce a minimum/maximum group size or away team size in space or ground maps.
Captain
Join Date: Aug 2013
Posts: 5,172
# 3
11-20-2013, 05:48 AM
Welcome to the Foundry!

Quote:
Originally Posted by stonewbie View Post
1) Can i create a cube/gate/ship that remains immune, or gets constant healing (that cannot be dps'd through) so long as 2-6 objects (the nanites) are alive? If the 3d models for the nanite generators are not available or the lightning effects from nanite to nanite to cube isnt available thats ok. I just want to know if the immune/healing mechanic can be copied.
Best way I can think of to do that would be to use invisible walls so the player can't fire at it, and triggers to turn the walls off. Note that to ensure the walls can't be easily circumvented, you'll have to basically build a tube out of them several hundred kilometers tall. Kirkfat has a video tutorial on this somewhere; look up his videos in the Useful Links thread (linked in my sig).

Quote:
2) NPC interaction--can a NPC like Kang be created with foundry? Somebody does what Kang does, but in addition they can start an event, start the next step of an event, and warp off or complete the event. Can NPCs be made to walk or fly around like with an escort mission? can they be made to do certain tasks while i guard them? fix machinery etc.
Kang can be created by using an NPC contact, but there's no way to make his death a mission failure condition. NPC contacts are invincible, or at least they're supposed to be (this keeps bugging out). And if you make him move around by making him a friendly mob with the Patrol behavior (see below), he'll shoot back if attacked.

Quote:
3a) spheres and cubes that spawn when 2 of 4 nanites are destroyed
Sort of. You can write triggers to have them spawn when a specific pair of nanites are destroyed. But we don't have an obvious way of making a nanite generator like you're thinking of: we have to fake it by making a mob group spawn completely inside an object. Kirkfat has a tutorial on this.

Quote:
3b) probes that spawn at point A and fly to point B and can be made to ignore or destroy players?
You can have mobs spawn on triggers and then fly between a series of waypoints by using the "Patrol" behavior but they will automatically engage any enemies along that path.

[EDIT]
Quote:
3c) Donatras cloak mechanic?
I was ninja'd by Baz on this and he came up with something I didn't.[/EDIT]

Quote:
3d) Assimilated Carriers spawning extra pets?
3e) random aggro? fixate aggro? (regardless of who has most damage or threat)
No, and I don't think we have the Assimilated Carrier or Assimilated Scimitar mobs available anyway.

Quote:
4) is there any way i can modify mob health to a certain value? can i do the same with players? increase players health to say 10k and increase their damage by xx%
No, we don't have any control over this, unfortunately.

Quote:
5) are foundry missions single player only, or can you take a group of players with you? can a mission be made so that it can only be started if you have 5 players?
Foundry missions can be run with up to five players (and space enemies will scale to the number of players) but there's no way to make it so it's only playable by five people together.
Capt. Kanril Eleya, U.S.S. Andraste, Strike Team Alpha

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Last edited by starswordc; 11-20-2013 at 06:00 AM.
Captain
Join Date: Oct 2012
Posts: 1,247
# 4
11-20-2013, 08:01 AM
Sweet, thanks for the answers bazag and starsword. Sucks that some of the things i had in mind couldnt be done, no biggie though.
Rihannsu
Join Date: Jun 2012
Posts: 14,025
# 5
11-20-2013, 10:16 AM
1: This is best done by simply not spawning an enemy group and spawning an NPC contact that looks like the enemy group that will spawn later. We now have the ability to hid NPC groups so you can simply switch it from non-enemy to enemy(or at least it'll look like that). This way you can simulate the way the stuff in Khitomer space has that impenetrable shield at first. Or how the stuff in some others can't be killed without killing something else first.

3a: you can spawn enemies based on whether something else has died, you might even be able to hide an enemy group if an objective is complete, but I'm not sure. either way it'd be an imprecise duplication.

3b: you can set the probe group to use "timid" behavior but even then they'll return fire when fired on.

the biggest limitation is that we don't have destroyable objects that are either immobile or don't return fire(or both).
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