Ensign
Join Date: Mar 2013
Posts: 6
# 1 Failed objectives?
01-16-2014, 01:27 PM
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?
Empire Veteran
Join Date: Jun 2012
Posts: 5,789
# 2
01-16-2014, 01:30 PM
I don't think it will have an actual fail like Cryptic missions can have. Because it would frustrate people too much.
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Career Officer
Join Date: Jun 2012
Posts: 779
# 3
01-16-2014, 01:39 PM
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.
Starfleet Veteran
Join Date: Jun 2012
Posts: 1,111
# 4
01-16-2014, 02:14 PM
Any step that appears on the timeline must occur and can't permanently be failed. That said, many things can be done outside the timeline through the use of triggers.

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Ensign
Join Date: Mar 2013
Posts: 6
# 5
01-16-2014, 02:30 PM
Can you provide an example?
Captain
Join Date: Oct 2012
Posts: 985
# 6
01-16-2014, 02:40 PM
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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Survivor of Romulus
Join Date: Sep 2012
Posts: 2,152
# 7
01-16-2014, 03:01 PM
Quote:
Originally Posted by whymustihaveone2 View Post
Can you provide an example?
If you'd look at the Synergy Playthrough of CSG1 you see me used this kind of technique being used multiple times.

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.
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Rihannsu
Join Date: Jun 2012
Posts: 10,561
# 8
01-16-2014, 04:20 PM
You CAN make the message uncompletable by hiding an objective though. I wouldn't recommend it since the only way to reset is to beam up and back down.
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Captain
Join Date: Jun 2012
Posts: 531
# 9
01-16-2014, 08:08 PM
I had a fail mechanic when a player could fail in saving a contact. If it blew up the mission was incompleteable.

The sheer rage it generated was enough for me to repeal it for the sake of story.

There are ways to do it, just know, if you do it make sure it is worth it to you.
Ensign
Join Date: Mar 2013
Posts: 6
# 10
01-17-2014, 03:46 AM
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.
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