test content
What is the Arc Client?
Install Arc

Running Scared

SystemSystem Member, NoReporting Posts: 178,019 Arc User
Federation Mission: Running Scared
Author: @Ltbarber
Allegiance: Federation
Mission ID: ST-HU7LF8HMQ
Minimum Level: Rear Admiral
Estimated Mission Length: 30 - 40 Mins

When a distress call from a team of Starfleet Scientists in a remote system reaches Starfleet then promply ends, Admiral Quinn decides that it is enough to send a ship to investigate the distress call. You have been selected to go out and discover all you can about the missing science team and report back with your findings. But just what could be out there?

Thanks to all those who have reviewed. Special thanks to Evil70th for all his feedback. Its amazing to know excellent reviewers who are willing to help are out there to support people!

Let me know what y'all think :)
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    I've just looked for "Running Scared" but I'm unable to find it. Searching by author yields two results, "Pantheon of Crisis" and "Artificial Intelligence."
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Doblinian wrote: »
    I've just looked for "Running Scared" but I'm unable to find it. Searching by author yields two results, "Pantheon of Crisis" and "Artificial Intelligence."

    Hi,

    Make sure you are set to review missions. His mission has not received five evaluations and therefore won't be available for regular players until it reaches the five required to get out of the review process. Also they will have to be minimum Rear Admiral to play as well. I am setting up to do my analysis of his republished mission and I am able to find it. The re-evaluation should be done shortly. My full report to follow soon.

    Thanks
    Brian
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Evil70th wrote:
    Make sure you are set to review missions.

    Ah, thanks! That clears it up. :cool:
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    LtBarber wrote:
    Federation Mission: Running Scared
    Author: @Ltbarber
    Allegiance: Federation
    Mission ID: ST-HU7LF8HMQ
    Minimum Level: Rear Admiral
    Estimated Mission Length: 30 - 40 Mins

    When a distress call from a team of Starfleet Scientists in a remote system reaches Starfleet then promply ends, Admiral Quinn decides that it is enough to send a ship to investigate the distress call. You have been selected to go out and discover all you can about the missing science team and report back with your findings. But just what could be out there?

    Thanks to all those who have reviewed. Special thanks to Evil70th for all his feedback. Its amazing to know excellent reviewers who are willing to help are out there to support people!

    Let me know what y'all think :)

    Federation Mission: Running Scared (Re-File)
    Author: Ltbarber
    Allegiance: Federation
    Mission ID: ST-HU7LF8HMQ


    Report Start


    Summary: This is a good mission. You’ve done a lot of work on it from the story dialog to the map design and battles. The one thing I can see becoming a real issue that you will receive lots of complaints on is the “Unknown Cave” path issue. While it isn’t your fault this map has that issue some players either don’t know that or don’t care. They will just blame you for the issue and the fact that their NPC away team can’t follow them, especially when they hit the battle on that map. To avoid negative feedback for this issue you can either get rid of the battle on that map or change the map to a different one that doesn’t have the pathing issue. I suspect that even if you get rid of the battle you’ll still receive negative feedback blaming you for the pathing issue.

    I have one more recommendation regarding the “Unknown Cave” map. Either set up another trigger that removes the force field completely following the fight that takes place outside of it from where the player is. Or you should just remove it after the player takes it down the first time. I found that if you have to drop off line for any reason and come back to play later you can get through each map that you’ve completed in the mission except this one because the initial spawn point is outside the force field that you can’t open again because you’ve previously completed this map.

    I have one last recommendation. This is one I recommend a lot too. If you add a “Skip dialog” button to the rather lengthy dialog in your story it will reduce the number of comments like, “too much dialog” or something like that. You can create a “Skip dialog” button that then leads to a summary window of what the player needs to continue the mission. This wouldn’t need to be on every dialog tree just the longer ones that have no specific task to accomplish in that dialog.

    Below are some things I noted while playing the mission that I wanted to let you know about. Everything in this write up should be seen as suggestions on ways I felt you could improve certain elements of the mission. They are yours to do with as you see fit.

    Mission Description: The description is good. I noted a couple of items to consider changing:
    -Consider changing "reaches starfleet then promply ends" to read "reaches Starfleet then promptly ends".
    -Consider changing "Admiral Quinn decides that it is enough to send a ship to investigate the distress call" to read "Admiral Quinn wants you to take your ship to investigate the distress call".

    Grant Mission Dialog: This is a good detailed dialog. I noted no spelling or grammatical errors with this dialog.

    Mission Task: This is a good mission task which clearly indicates the start point of the first custom map.

    Mission Entry Prompt: Nice simple dialog. I noted no spelling or grammatical errors with this dialog.

    MAPS:
    NGC 51997 System: The map design is really well done. The battles are tough but not impossible if you use good tactics when engaging. The story dialog is well written. I noted no spelling or grammatical errors with this dialog and no issues with the map.

    NGC 51997 Surface: The map is really well designed and the dialog is well written. The battles are tough but not impossible if you use tactics and don’t just go running in shooting. I noted no spelling or grammatical errors with this dialog. I noted a couple of items to consider changing:
    -Post Cardassian battle; you should add some dialog from the away team science officer that indicates the presence of the console.
    -Also the console is partially buried in the rock. It looks odd.
    -The console interact button; consider changing "cordinates" to read "coordinates".
    -The console dialog and response button; consider changing "co-ordinates" in the dialog and "cordinates" in the button to read "coordinates".

    Unknown Cave: The story dialog is really well written and the tasks to complete are well planned. I noted a couple of items to consider changing:
    -This is nothing you have control over, but this map has a severe pathing issue that you may want to report to the Devs.
    -Consider changing the "Disable Forcefield" task into either "Disable/Enable Force field" or make a single "Disable Force field" and a single "Enable Force field".
    -Zaria Sol dialog; consider changing "the rest ofyour forces" to read "the rest of your forces".
    -For the "Give Me Food" dialog; consider changing "New York Cheescake" to read "New York Cheesecake".
    -Lieutenant Michaels dialog; consider changing "talk to starfleet runts" to read "talk to Starfleet runts". One more thing, he is labeled as Lieutenant but the NPC in the dialog is a Lieutenant Commander.
    -Post injured Crewmen dialog; consider changing "I've analysed the Crewman's" to read "I've analyzed the Crewman's"
    -Post EMH database dialog; consider changing "Nanoprobe substituion may" to read "Nanoprobe substitution may".
    -In the battle following the "Strange readings" the re-spawn point is better than before but because of the pathing issue you should move it closer to the entrance of the cave where the battle is at. Until the pathing issue is fixed I would suggest adding more forces to the map around that hall.

    Catacombes: This map is a great design. The battles are really tough but not impossible to beat as long as you use tactics and a frequency remodulator for your weapons. :) I noted no issues with this map. I noted only one issue to consider changing:
    -Post pattern enhancer setup dialog; consider changing "I suggest we don't aggrovate any" to read "I suggest we don't aggravate any".

    NGC 51997: Very Tough battle but not impossible.
    -Post battle "On screen" dialog; this is supposed to be Captain Sol but it shows up as my bridge tactical officer. When you use the same story dialog for different characters you have to make sure you select the proper character otherwise it defaults to the initial character in that storyline dialog.
    -The response button had "All in a day's work. [ShipName] out." I don't think you can use those dialog triggers in buttons. Consider changing it to "At your service Captain" or something along those lines.


    End Report


    Thanks for authoring and for giving me the chance to review your work. The mission is really well written despite the notes I made but the issues with “Unknown Cave” pathing may cause you to receive negative feedback. I look forward to playing more of your work.
    Brian

    This critique report also filed 11/12/2011 on forum posting for: In depth mission reports upon request.
Sign In or Register to comment.