We can already set the position of each individual actor in NPC groups, but please allow us to set the position of the actors(aka BOs) in the player's group. This would allow people to make missions without the BOs present(or a limited number) by moving the actors they dont want off the map or behind a wall.
This would allow people to make missions without the BOs present(or a limited number) by moving the actors they dont want off the map or behind a wall.
And how would those missions function if a team chooses to do them together?
And how would those missions function if a team chooses to do them together?
Some of the players would then be locked out of the mission. We already know that this is what will happen, because this can already be done in The Foundry and it does happen.
would allow people to make missions without the BOs present(or a limited number) by moving the actors they dont want off the map or behind a wall.
I'd rather that they allowed us to specify away team size in the beam down transition, e.g. 2 away team members only, like they do in some missions in the game e.g. Patrol Beytan System.
Using shims or silly workarounds like spawning boffs off the map is not healthy to implement as a feature request, because it has unforseen effects.
As the tools haven't been finalized yet, we should be asking for better, smarter ways to solve issues and allow new features.
Some of the players would then be locked out of the mission. We already know that this is what will happen, because this can already be done in The Foundry and it does happen.
A comment could be left in the mission description stating that it is not designed to be played by teams.
I'd rather have other options, as apparently some players ignore mission descriptions and just move on to the combat and the l00t. :rolleyes: Nice avatar by the way!
I'd rather that they allowed us to specify away team size in the beam down transition, e.g. 2 away team members only, like they do in some missions in the game e.g. Patrol Beytan System.
I actually think this is probably already a factor of the map itself. As in an extra field/property for maps specifying "This Map Supports X Bridge Officers". I'm pretty certain that's what Cryptic uses internally in their engine anyway, but I agree that having it as a factor of the transition itself would offer more interesting options.
I'd rather have other options, as apparently some players ignore mission descriptions and just move on to the combat and the l00t. :rolleyes:
It could be argued then that it is their own fault if issues were to arise from not having read the description, but having said that, considering what Galactrix suggested; that would likely be the better and less buggy option.
I actually think this is probably already a factor of the map itself. As in an extra field/property for maps specifying "This Map Supports X Bridge Officers". I'm pretty certain that's what Cryptic uses internally in their engine anyway, but I agree that having it as a factor of the transition itself would offer more interesting options.
I'd be very interested in seeing how this could work in the Foundry. I've only just started playing around with it after returning to STO this month. Before I realised I couldn't limit the BOs - I had started putting together a little briefing dialogue map on one of the Bridges - which naturally doesn't work with four NPCs getting stuck in the small geometry.
Unrelated in a way but this discussion made me think about away team placement.
SO you are in a mission with 4 other people, allowing us to move the spawn points of those people may open options for missions were you must rescue your team mates (who spawned in a brig behind a forcefield for example), or have the mission being completed by 5 people along 5 different routes etc.
But yeah, the ability to specify how many to beam down is needed to avoid the trickery used atm.
SO you are in a mission with 4 other people, allowing us to move the spawn points of those people may open options for missions were you must rescue your team mates (who spawned in a brig behind a forcefield for example), or have the mission being completed by 5 people along 5 different routes etc.
Comments
A comment could be left in the mission description stating that it is not designed to be played by teams.
I'd rather that they allowed us to specify away team size in the beam down transition, e.g. 2 away team members only, like they do in some missions in the game e.g. Patrol Beytan System.
Using shims or silly workarounds like spawning boffs off the map is not healthy to implement as a feature request, because it has unforseen effects.
As the tools haven't been finalized yet, we should be asking for better, smarter ways to solve issues and allow new features.
I'd rather have other options, as apparently some players ignore mission descriptions and just move on to the combat and the l00t. :rolleyes: Nice avatar by the way!
I actually think this is probably already a factor of the map itself. As in an extra field/property for maps specifying "This Map Supports X Bridge Officers". I'm pretty certain that's what Cryptic uses internally in their engine anyway, but I agree that having it as a factor of the transition itself would offer more interesting options.
It could be argued then that it is their own fault if issues were to arise from not having read the description, but having said that, considering what Galactrix suggested; that would likely be the better and less buggy option.
Thank You!
I'd be very interested in seeing how this could work in the Foundry. I've only just started playing around with it after returning to STO this month. Before I realised I couldn't limit the BOs - I had started putting together a little briefing dialogue map on one of the Bridges - which naturally doesn't work with four NPCs getting stuck in the small geometry.
Welcome back and I hope you enjoy the game even more than you did before!
These issues are hopefully going to be resolved in the near future. I think we're talking weeks if not days.
SO you are in a mission with 4 other people, allowing us to move the spawn points of those people may open options for missions were you must rescue your team mates (who spawned in a brig behind a forcefield for example), or have the mission being completed by 5 people along 5 different routes etc.
But yeah, the ability to specify how many to beam down is needed to avoid the trickery used atm.