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Here Today Gorn Tomorrow

SystemSystem Member, NoReporting Posts: 178,019 Arc User
Hey folks, Here Today, Gorn Tomorrow is now on Tribble

If you like an episodic jaunt through the Regulus Sector Block in the Europani System. Give it a go.

Little more space action than Another Bomari Sunrise, but hopefully short sweet simple...:eek: But, don't be thinking is easy.

Maybe 15 mins of your time, Your comments are enjoyed and respected. I routinely update...

Thanks again to StarbaseUGC.com.... Kirkfat, LordofPit, Andreia, Havraha, and the duke boys, da doot doot doot doo.
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    I'll give it a go. Check out my mission "No Peace More Action." It's more ground heavy but the combat, overall, is a bit light and I worked a lot with creating some moody ground environments.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Fun mission overall.

    Two qualms for me:

    - The environments and atmosphere is nice but the placement of enemies caused them to aggro through walls and the boxes/objects confused my bridge officers' pathing.

    - The humor is great but it's awkward to put in the mouths of bridge officers. When writing, I try to assume that every BO is Vulcan and keep BO dialogues strictly business professional. Does that mean you can't have comedy? Of course not! I found your comedic bits mostly to be a lot of fun but the way I get around that in my own missions is to have the ship wind up bringing aboard a guest star who makes the jokes or says things that are more unusual than I'd want to force someone else's crew member to say.

    It's a little trick but I think it goes a long way seeing as how you don't know the species or personality of the player's BO. So you force a guest star on them, a transporter specialist or a scientist or a diplomatic observer who you can have crack the jokes and take more control of the personality for.

    Otherwise? A lot of fun. I enjoyed it.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    You have some points, some things may change.

    I'm working under the premise that every Trek series has a small comedic vein.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    But, can you tell me which encounter was shooting through the walls, the captain group? That is a pressing concern that never surfaced during playtest.

    As for pathing issues, I am aware of some in the first room. I generally try to run down the middle and pause at turns to allow my BOffs time to catch up on any foundry map for now. The first encounter, spawn point, object layout was done to allow a chance for the encounter to spawn, without the player seeing the mob spawn.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Highbone wrote:
    But, can you tell me which encounter was shooting through the walls, the captain group? at the second to last group? That is a pressing concern that never surfaced during playtest.

    It happened for me with basically all of them on the ground. I think what happened was, my BOs got stuck in the hallway when I aggroed the group in the room where the "vent plasma" objective was and became bugged after that. Even after I got them free by setting a bunch of waypoints, the rest of my fights all had my BOs shooting through walls.

    To try to replicate it, I usually start a fight by standing in a doorway within sight of an encounter and setting up turrets in the doorway. Instead of running into the room alongside me, the BOs tried attacking through the wall, which I discovered I could do alongside them. And they were stuck aggroed against the wall until the enemies were cleared.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    I see, I need to space out or remove a mob spawn or two. What happened is your boFFs or you attacked a mob actor in the canister room, the boffs then tried to engage the rest of the group. which they couldn't get to. I'll try to readjust the grey pushpin of the canister room actors to delay their spawn.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Ok, I didn't have many pathing issues on the reedit. Everything seemed ok.

    Didn't have any Gorn shoot through walls, are you an engie RA? the mortar may target through walls. Or possible a tac officer using an aoe debuff. It's a bad bug, totally bad foundry. That may cause your boffs to prematurely engage a enemy group.

    I did however have issues with how weak the Gorn seem. BTW the last two groups, in the slave chamber/dining room, are an ensign and a captain spawn group.

    Added some dialog in the container room. To make it more interesting. and more complete ending...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    I havent played your mission yet, though I look forward to doing so. But to respond to the BO humor issue, as long as its not super silly, its fine with me. But seeing as how some people may not enjoy having a certain personality forced on their captain or BO, an alternative that still keeps humorous dialogue in the mission is to limit to to the NPCs you speak with rather than the player or their BOs.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    It's topical humor. If you are hard core, this is my crew for the next 50 years of this spaceframe. Realize postings can change, you may not have the right crew, but you work with them, until...
    .
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Completely changed the ending, to soften the tension. Yes, I think it is fun to pick on your sci boff, but it's subdued now.

    Added some ground enemy animations, jobs and battle chat.... Added more wander to mobs in space fights....

    Moved some encounters, I'm not having any boff pathing issues, stilll. If you can't beat the first ensign/lt spawn, with one boff, I can say much on the subject...

    I moved the mid corridor LT Com mob into the cylinder chamber, and the ensign mobs to the tunnel.... TO build up the final action...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Hi,

    Just tried your mission (twice actually, so I could have some useful feedback). I left a review on Tribble, but also wanted to leave some more extended comments here.

    The humor did shock me a little at first. I really was ready for 15 cubes. I think I've really gotten used to my Boffs speaking without much personality. I've invested them with characters of their own, and that sometimes clashed with your dialogue. But then I decided to just enjoy and from then on it was a lot of fun. I think there's a place for lighthearted missions like this. I enjoyed the cleverness of the interactions you wrote.

    I think whatever changes you made worked well in the ground portion. I had absolutely no trouble engaging one group at a time. I had to go back and get a stray Boff now and then, but that had absolutely nothing to do with the maps as you designed them. They mostly got stuck in ordinary doorways. There was an awful lot of Gorn in the final encounter. My Cap1 tac didn't have an issue with them. My LtC1 eng did go down along with one of his Boffs, but was able to call for help without respawning. That says to me the level is challenging without being impossible.

    Probably the thing I enjoyed the most was the Gorn dialogue. It's only one pop-up, but I really liked the "sss"s. It took me back to the TOS Gorn. It's a little thing, but it really made the mission for me.

    I did have a little problem with one of the objectives. Might just have been me though. I verified the trilithium in one of the two tanks, but didn't notice the other right beside it. I then when off to rescue the prisoners. I got through the last Gorn group, talked to the prisoners and then couldn't figure out how to take down the force fields. I finally realized there was one more tank to look at and went back. I found it, took care of the venting, etc. Then my Boff told me to find the humans (which I'd already done).

    You might consider not making finding the tanks and rescuing the prisoners parallel objectives. That way, no one could repeat my mistake.

    Finally, though the whole mission struck me as really well written, there were a few grammatical bits that I thought I'd mention. They didn't detract anything from my enjoyment and in fact I didn't even notice them during the first run through.

    - "Fifteen Borg Cubes" doesn't need to be capitalized
    - It should be "a class 4 warp engine" or "class 4 warp engines"
    - It should be "an Earth Cargo Service vessel"
    - "devastating" rather than "devestating"
    - There should be a comma in "Lt Commander, we've got Gorn life signs"
    - "aswell" should be "as well" in the popup just before you beam to the station
    - I wasn't sure who the "Sir" in the response button in the popup after you speak to the prisoners referred to. At first, I thought the Boff and Capt dialogues had been mixed up. Then I thought it was the player character talking to the Capt of the freighter.

    Anyway, nice work. I had a gas.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Thanks for the review and clerical errors you found.
    You might consider not making finding the tanks and rescuing the prisoners parallel objectives. That way, no one could repeat my mistake.

    Yeah, originally I had a serial flow to the mission. But, thanks for your difficulties. It helps me refine the story!

    I diluted the endgame a little by moving a couple actors from the ensign spawn group in the boss room adding them to the chamber room. Gorn can has the trilithium burger!

    More SSSSssscintilating dialog, well one more pop up...

    Thanks mygod_itsfullofstars.
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