I can't seem to figure out how to make an objective fail... with consequences, and possible mission failure. This system seems so linear and there's no sense of danger/possibility of failure... does anyone remember that "fake" Twilight zone spoof in futurama with the gambler that always wins... finding playing somewhat without meaning... hello STO foundry....
Also, dev's.... please, give us some why of tracking variables/state/something... I mean seriously?
Well, you can have failure paths in a Dialog With Contact tree, but that won't fail the entire mission; it'll just take you back to the start of the dialog tree. So, I usually don't even bother with that.
I managed to make a fail outcome for a puzzle , where an explosion will kill a character when you choose the wrong option
Its all done outside of the storyboard , and uses spawning objects on the map to make debris seem to fall on the NPC , and then a blastdoor blocks the corridor so its blocked off, in reality the NPC contact is still there, but not as far as the player knows
I can't make it change the story outcome really, but it can change the tone of the mission along the way , and it can change what dialog the player gets to see
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Like when you need to talk to the freighters; this is only possible when you choose the correct action with the SB officer.
Or when you need to save the Caitian, you can actually save her but if you make the wrong choice, she dies (only in dialog).
You can add some actions on it as well. I've used this extensively on CSG2 (published, but unfinished); specifically creating two different ways to play one map, with totally different actions, depending what you've chosen.
I watched the playthrough video and most of another one.... Helped a lot. I'm starting to wrap my head around how I want to handle it, I think having the side quest optionals with possible fail conditions will suffice if the narrative is compelling enough. Thank you to everyone that responded.