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What I want from the Foundry

canadascottcanadascott Posts: 1,257 Arc User
Since people have asked what the Foundry would do, I figured I'd cobble a list of features that *I* would want. Your mileage may vary.

BASIC FOUNDRY
This is the minimum I'd like a Foundry to do.

1. Basic mission layout.
To be able to do for CO what the Foundry does for NWO, because that looks absolutely incredible. Use and modify existing environments, lay down enemies and traps, script dialogue and events, and design missions, mission objectives, and link them to NPCs in game. Missions will need to grant XP and drop items.

Some things, like Traps and Challenges, will need to be heavily modified for the CO experience.

B]2. Search Tags. [/B]
Designers should have the ability to tag a mission so players can search and easily find missions which support an aspect of their character. These include:

a) Character Origins.
(Alien. Mutant. Manimal. Robot. Golden age, etc.)

b) Sub-genre
(Dark vigilante, street-level hero, Silly, Justice League/Avenger, Cosmic, Mystic, Villain, Luchadore, Urban Fantasy, Mythological, Teen, Sentai, etc.)

c) Power/Skill set.
(Do you want to design your mission with challenges solved by Strength powers or a skill specialization?)

d) Mature language and theme.
(As the song goes from the classic movie "Team Canuckistan" "Canada, fudge eh?". Fortunately, player interactions in the game are unrated.)

3. Custom reward editor.
Players should be able to mandate a finite number of green drops as rewards and be able to select a name, icon, and item descriptor, and bonuses. Custom rewards are not resaleable, but may be designated tradable.

Additionally, a reward can be set as a device (whose strength limited in proportion to duration and refresh time). Devices are set to: Buff self, Buff Ally, Debuff Enemy (if used on enemies) or Attack Power.

The level of the reward is set to the level of the instance; to reduce the chance of exploits, the number of custom rewards depend on the number of full strength mobs in the instance, and cannot be in the same room or an adjacent room to the spawn point, and must have one full strength mob within attack radius.

4. Mob/NPC editor.
To be able to create a mob and store it for reference. Also, the ability to load minions into a minion bank that anyone can freely search and pull for use in their missions, Cryptic included. NPCs can be set to Friendly (join the hero), Neutral, or Hostile.

5. Boss editor.
Similar to the NPC editor, but also includes the capacity to program multiple stage bosses, who can perform special tricks when their Health reach certain plateaus. (eg. force eruption, teleport to one of several programmed points, generate supporting mobs, costume change, life drain, etc.) or even surrender and play a message.

The editor can also set a level from 1-60, or Skull, and set the number of expected players. (A level 60 10-hero boss might effectively be a cosmic). The boss may be submitted into a Boss bank that anyone can freely search and pull for use in their missions, Cryptic included.

6. NPC Bank.
The ability to drop known NPCs into the game, and to upload NPCs (with bios and descriptions) into the bank.

7. Location Bank.
The ability to use known locations in the game as scenario sets, and also allow players to build locations and make them available for other player's scenarios. Additionally Cryptic might use or modify the best of these locations for use as social instances.

8. Item Bank.
The ability to go through items in the game and use them as drops, and also upload player-created items for universal use.

9. Sound Clip Bank.
Need evil laughter? A child's giggle? A door squeak? The sound of a human heartbeat? Thunder?

ADDITIONAL GOALS/ MILESTONES
These aren't as essential to the core product, but would be great to have.

1. "Raid" support.
To be able to support up to two teams of five heroes (ie. Ten heroes) in an instance.

2. Indoor/Outdoor support.
Players should be able to create an outdoor instance as large as an Alert map as well as indoor instances, even if it's limited only to selections in game (the block around city hall, the block around UNTIL HQ, etc.).

3. Timed Missions.
The ability to set a timer to complete a mission. Timer default is infinity. It also includes the ability to play timer warning messages (as per Alerts) and even do so correctly (unlike Dockside).

4. Nemesis mission designator.
Essentially, a mission with minions and bosses reserved for he player's nemesis. Nemesis points will drop, based on the number of encounters. All encounters are automatically ?skull?. The mission will drop 10-60 nemesis tokens, depending on the number of hostile encounters and number of objectives.

This mission will also be submitted for Cryptic's consideration for revision and/or incorporation into the nemesis series, either as a short or a long scenario, depending on numbers of encounters. Some revision on Cryptic's part (adding voice and cutscenes, and maybe custom interior pieces and objects) might be necessary to fully integrate the longer ones.

5. UNITY mission designator.
For level 40+ only, accessible only at UNITY HQ. All common UNITY mission objectives (kill mob, kill boss, explore X number of rooms) are options. Offers additional Silver Champions Recognition and 2-5 UNITY reward points. Uses normal UNITY drop tables only.

6. PVP map generator.
This map can set PVP objectives, as follows:

a) Designate a Timed match.
(Most kills in a time period, set time limit).

i. Set lock-out timer.
(How long are you prevented from reentering the map when you are killed, default is 0 seconds).

ii. Set team or free for all.
(Designated spawn points required.)

b) Designate an Elimination match
(Once you're killed X number of times, you're gone for the duration of the match; also, set lock-out timer and team/free-for-all, as above.

c) Designate a Capture the Flag match
(Operate an object on the map to get it onto your team's side. When every flag object on the map has been triggered, the match ends and the team that has captured the most object wins.)

d) Add batteries/missile launchers/lasers/tanglers/NPCs (These can be defined as Team 1, Team 2, Pacifist (Does not attack anyone), Neutral (Fires at everyone), Interactable (Neutral, but which may be operable to get them onto your side: Interactable objects are either Auto-Success or Skill Required (They have a chance improved by the character's skill specialization and skill level).

e) Exit grid.
This allows you to freely leave a map. By selecting an outdoor map and setting it for free for all and then giving it an exit grid, you can create a small PVP zone.

PVP should generate Acclaim as per normal methods.

1. Character Costume Tag.
The ability to tag a costume slot with Origin (Robot, Mutant, Alien, Manimal, Monster, Vigilante, Villain, Hero or Secret ID/Normal).

If this is implemented, I'd want to be able set Character Tag or SG as default conditions for triggering NPC dialogue, and edit NPC dialogue for options for each tag.

7. Moar Emotes.
The ability to vary NPC looks and animations is important.

8. Moar Musical Themes/Tags
Expanding the game's musical motifs would be extremely nice, though sound is always pricy.

About Kickstarter

We've talked a lot about getting Kickstarter for this game. As you've no doubt noticed, this version of the Foundry is rather ambitious for tailoring to the needs of Champions Online.

The beauty of Kickstarter is that you can aim for a baseline specialization, and then additional goals are set as stretch goals. So let's say that item 1 on my list -- a basic barebones Foundry -- would cost $30K for an additional development team. The additional items can be set as "stretch goals", based on time and the weekly salary of the individuals who would produce and prepare the assets for that milestone, so we could have a basic Foundry if we aren't willing to pay for it, or an extremely functional one if we find people willing to patronize it (and Kickstarter is best thought of as a patronage system, not a consumer outlet). Therefore a list like the one I've prepared is not necessarily unreasonable or "pie in the sky"; it's dependent on the willingness of the player base to patronize it.
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Post edited by canadascott on

Comments

  • helbjornhelbjorn Posts: 678 Arc User
    edited December 2012
    These all sound like reasonable and desirable requests and I agree with pretty much the entire gamut. Does anyone from STO know how many of these are implemented similarly in the Foundry there?
  • canadascottcanadascott Posts: 1,257 Arc User
    edited January 2013
    Figured I'd bump before it hits necro status.
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  • baroness1980baroness1980 Posts: 268 Arc User
    edited January 2013
    All of these are great ideas
  • spyralpegacyonspyralpegacyon Posts: 383 Arc User
    edited January 2013
    I'd have to check in on the STO Foundry construction set to see if all this is possible, but if its anything like the STO Foundry missions now sign me up.
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  • decorumfriendsdecorumfriends Posts: 2,802 Arc User
    edited January 2013
    What I want from the Foundry: STORIES! :biggrin:
    'Dec out

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  • visionstorm01visionstorm01 Posts: 564 Arc User
    edited January 2013
    I think agree with pretty much everything. The only things I can think to add right now are:

    1) Rewards and level progression through Foundry need to be comparable to playing regular missions. I saw this addressed on a video presentation about the NWN Foundry recently posted in one of the threads but it can't be overstated enough. Without the ability to progress entirely through Foundry missions the Foundry will not alleviate our content problems.

    2)...
    5. Boss editor.
    Similar to the NPC editor, but also includes the capacity to program multiple stage bosses, who can perform special tricks when their Health reach certain plateaus. (eg. force eruption, teleport to one of several programmed points, generate supporting mobs, costume change, life drain, etc.) or even surrender and play a message.

    The editor can also set a level from 1-60, or Skull, and set the number of expected players. (A level 60 10-hero boss might effectively be a cosmic). The boss may be submitted into a Boss bank that anyone can freely search and pull for use in their missions, Cryptic included.

    I would like to see the ability to do this with regular mobs as well (maybe even some of the other stuff). There used to be this West Side mission after the first West Side revamp that required you to "beat up" Purple Gang and Cobra Lords members to get information from them. After beating a certain number of them, the next mob you approached would surrender and give you some info to advance to the next stage of the mission.

    I would like to see more missions with elements like that. The ability to make uber level (60) mobs might be cool as well to make epic confrontations against superior enemies.
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  • ariesmajorariesmajor Posts: 394 Arc User
    edited January 2013
    Add in the ability to tell stories through cutscenes or short dialog sequences that don't involve that typical blue and yellow quest box. Add in something like that and you've pretty much covered everything you could possibly want in a Foundry.
  • savagedeaconsavagedeacon Posts: 219 Arc User
    edited January 2013
    I think agree with pretty much everything. The only things I can think to add right now are:

    1) Rewards and level progression through Foundry need to be comparable to playing regular missions. I saw this addressed on a video presentation about the NWN Foundry recently posted in one of the threads but it can't be overstated enough. Without the ability to progress entirely through Foundry missions the Foundry will not alleviate our content problems.

    There has to be some contol over that however, otherwise you could create a story where every mob dies just by looking at him and get a zilion of easy xp points.
    They should implement some device that gives you xp in proportion to the difficulty
  • decorumfriendsdecorumfriends Posts: 2,802 Arc User
    edited January 2013
    This is always the difficulty. Making it balanced is like Sisyphus pushing his boulder up a hill. They think they've got it, and three more exploits pop up making all their work useless and they have to start over. Exploiters scream because all they care about is easy rewards. Creators scream because the lists get overwhelmed with exploit farms and no one can find their stories.

    While I want the Foundry, I do not at all envy those having to work out all that stuff.
    'Dec out

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  • thebrainstemthebrainstem Posts: 50 Arc User
    edited January 2013
    If I'm honest with myself, I'd just use the Foundry to make a map with various little social places that SHOULD be available - coffee shops and cafes and things from Millennium City, things like that. Good for small RPs with friends.

    If I got really ambitious, I could make my own custom hideout.

    ...I never said I was aiming for greatness.
    ___________
    @brainstem
  • roughbearmattachroughbearmattach Posts: 4,784 Arc User
    edited January 2013
    If I'm honest with myself, I'd just use the Foundry to make a map with various little social places that SHOULD be available - coffee shops and cafes and things from Millennium City, things like that. Good for small RPs with friends.

    If I got really ambitious, I could make my own custom hideout.

    ...I never said I was aiming for greatness.


    I would be happy with the Foundry if it did only this.

    Likewise, if Foundry adventures don't give good rewards or even much xp, I would still like to play themed story-arcs. I can always level up in Alerts.
    ___________________________________________________________

    Whoever you are, be that person one hundred percent. Don't compromise on your identity.
  • decorumfriendsdecorumfriends Posts: 2,802 Arc User
    edited January 2013
    I really enjoyed CoX's Architect Entertainment and cared nothing for rewards. Give 'em the right tools and people can be amazingly creative and entertaining! ESPECIALLY old vets who are bored with what already exists (and I'm betting there's one or two of those around :wink:).
    'Dec out

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  • roughbearmattachroughbearmattach Posts: 4,784 Arc User
    edited January 2013
    I used to make content for both NWN and NWN2. My specialties were items and creatures.
    My greatest enjoyment was seeing people play the content I created.

    Also, because of the UGC, those games lifespans were greatly increased.

    I know that the Foundry is not nearly as detailed or customizable as the editor for NWN. Still, it would truly be a boon to a game like CO which is centered around customization.
    ___________________________________________________________

    Whoever you are, be that person one hundred percent. Don't compromise on your identity.
  • bluedarkybluedarky Posts: 1,232 Arc User
    edited January 2013
    For those who don't play STO and haven't seen how their foundry works this is how it works.

    1. Missions grant standard XP and loot chance for defeating mobs, there's also a daily event which increases drop chance in foundry missions I believe.

    2. They don't offer mission completion loot and items however.

    3. Recently the complete three missions daily was replaced, you now need to complete 1 qualifying mission (15/30 mins + average run and awards XP and loot (i.e. you have to kill a mob at some point)) and get XP and 960 Dilithium (Questionite). However the mission can be repeated every 30 minutes and missions that don't qualify for it state so in the description.

    This is made broken by the fact that timer missions count down from when you accept them in STO meaning you can run 9 30min missions in a row to claim the full 8000 Dilithium per day of course.
  • vitalityprimevitalityprime Posts: 478 Arc User
    edited January 2013
    Allow us to place the mission starting point in existing zones.
    _________
    VARIANT



    "Nearly all men can withstand adversity, but if you want to test a man's character, give him power."

    -Abraham Lincoln-
  • bluedarkybluedarky Posts: 1,232 Arc User
    edited January 2013
    Allow us to place the mission starting point in existing zones.

    The Foundry in STO has allows you to select from several doors in existing zones, some of which aren't even used for official missions and even sector space and can even allow you to interact with interactable items in the existing zones.

    One of my favorite missions has you interacting with the console outside ESD teleporter room (a jab at all the easy dilithium exploit missions) a console in the ship repair area and an exchange terminal before going into an instance through a door in ESD.
  • bwdaresbwdares Posts: 1,517 Arc User
    edited January 2013
    canadascott, your problem is that you have too good of ideas that this dev team couldn't possibly live up too because it would simply make us too happy.
    #Mechanon!(completed) #New Zones! #Foundry!
  • thalast1thalast1 Posts: 78 Arc User
    edited January 2013
    Let me make a prediction:

    Nothing you suggest will happen this or next year.
  • rugrothrumborrugrothrumbor Posts: 534 Arc User
    edited January 2013
    Endgame bosses designed by YOU.

    -Full character customization. Height and other sliders are increased further (bigger looking bosses are more epic to fight).

    -Bosses that react differently based on conditions you set.
    -Low health
    -When a player heals
    -When a player attacks the villain in a certain status (like FF6 snail that retaliates)
    -etc.

    -Dialog between npcs (fully customizable), minions, important npcs, sub-bosses and the boss himself for some story.
    -Fully customizable minions, lieutenants, and sub-bosses that may have their own personalities.
    -Customizable dropped gear? This might be a bit of a stretch but imagine if you are given an allotted amount of stats you can place on a piece of gear/upgrade. Bring back Foxbat's Balls, but this time the Epic Foxbat's Balls purple lettering and give two slots :9
  • visionstorm01visionstorm01 Posts: 564 Arc User
    edited January 2013
    There has to be some contol over that however, otherwise you could create a story where every mob dies just by looking at him and get a zilion of easy xp points.
    They should implement some device that gives you xp in proportion to the difficulty

    This is almost a nonissue in this game because XP gain from mobs is negligible compared to other games (such as CoX, which is what people normally use as the basis for this concern), plus we already have Smash Alerts anyway, so I don't see how or why Foundry missions about killing mass amounts of mobs for the XP is somehow more evil than getting a comparable amount of XP simply by playing Smash Alerts.

    Anyways, this issue was addressed in a presentation on the NWO Foundry I saw posted somewhere recently (though, I can't find it and don't remember the thread). I don't remember the details, but the devs had already ran into this senario when the launched the STO foundry and people attempted to do this, and have already taken steps to address it, though, I don't remember exactly what they were (something about limiting the amount of XP possible from mobs numbers IIRC). I'm guessing any future implementations of the Foundry will take this into account.
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  • canadascottcanadascott Posts: 1,257 Arc User
    edited January 2013
    I think this is the video you're talking about:

    http://www.gdcvault.com/play/1016471/User-Generated-Content-In-MMOs
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  • visionstorm01visionstorm01 Posts: 564 Arc User
    edited January 2013
    I think this is the video you're talking about:

    http://www.gdcvault.com/play/1016471/User-Generated-Content-In-MMOs

    Yup, that's^ the one *bookmarks for future reference*

    They get into the details halfway through it starting at around the "STO Foundry Study" section, though, it might be a good idea to start from the UGC Rewards section (or the entire presentation if you have the time) to get all the details on how they plan to handle rewards.
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  • angelphoenix12angelphoenix12 Posts: 313 Arc User
    edited January 2013
    what i want from tge foundery, is just be in this game
  • battybattybatsbattybattybats Posts: 777 Arc User
    edited January 2013
    For me foundry = more missions, more diverse missions, more immersive missions, more tailored-to-concept missions, more story.
    ___________________________________
    While she has been rescued
    what diabolical mastermind
    was behind the devious brain-napping of
    the Volterrific Dr Cerebellum?
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