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  • evil70thevil70th Member Posts: 1,017 Arc User
    edited September 2012
    O Evil One, I am pleased to report that remastering of "Ghosts of War, Part II" is now complete. :)

    Mission Name: Ghosts of War, Part II
    Author: NCC-89471
    Minimum Level: 31+
    Allegiance: Federation
    Project ID: ST-HI6PMJ2Y8
    Estimated Mission Length: 45 minutes - 1 hour
    Method of Report Delivery: Post to this thread

    Please note that Part II has been redesigned as a shuttle mission (though truth be told, only the new first map really requires a shuttle, as the ground maps remain the heart of the story).

    Federation Mission - Name: Ghosts of War, Part II (Re-review)
    Author: NCC-89471
    Allegiance: Federation
    Project ID: ST-HI6PMJ2Y8


    Report Start


    Summary: This is a great mission and an excellent sequel in the series. The map designs are great, the battles are tough but not impossible, and the story dialogue is excellent. I really like the redesign of the beginning and end of the mission. I would highly recommend this mission and the series to all players who love a great mix of map design, intriguing story dialogue, and a few battles to keep it interesting.

    Below are a few items 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: This is a good description. I noted no spelling or grammatical errors with this description.

    Grant Mission Dialogue: This is a good grant dialogue. I noted no spelling or grammatical errors with this dialogue.

    Mission Task: This is a good mission task with a clear start location for the first custom map. I noted no spelling errors with this task.

    Mission Entry Prompt: This is a good use of the prompt. I noted no spelling or grammatical errors with this prompt.

    MAPS:
    1: Bironex Depot - Space: This is a great map design with a challenging path to get through the patrol ships without having to fight them. The story dialogue is very well written. I noted no spelling or grammatical errors with this dialogue or any issues with the map.

    2: Bironex Depot - Interior: This is a great map design with excellent story dialogue. I noted no spelling or grammatical errors with this dialogue. I noted one item to consider changing:
    -The last dialogue tree; at the end of the "Explain" response button tree the response button says "[Back]" but when pressed the map transfer dialogue appears. The player never gets to read the "Even if we capture" button dialogue. Because of the "[Back]" I thought it was going to take me back to that menu. I was not sure if that was your intention.

    3: Barradas III - Space: This is a great map design with excellent story dialogue. I noted no spelling or grammatical errors with this dialogue or any issues with the map.

    4: Barradas III - Ground: This is a good map design with some fun battles and well written story dialogue. I noted no spelling or grammatical errors with this dialogue or any issues with the map.

    5: Listening post - Interior: This is a great map design with some tough battles. The story dialogue is very well written. I noted no spelling or grammatical errors with this dialogue or any issues with the map.

    6: Barradas III - Space: This is a good map design with tough but fun battles and well written dialogue. I noted no spelling or grammatical errors with this dialogue. I note one item to consider changing:
    -The S.S. Fleming is visible the minute the player spawns.

    7: S.S. Fleming - Interior: This is a great map design with excellent story dialogue. I noted no spelling or grammatical errors with this dialogue or any issues with the map.

    8: U.S.S. Monticello - Interior: This is a good map design with well written story dialogue. I noted a couple of items to consider changing:
    -The Captain Sadak NPC standing by himself during security alert seems unlikely. Consider adding a couple of security standing next to him. If this is because he is an alien you should still consider placing the guards to keep the player from being suspicious. I was suspicious from the moment I saw him by himself.
    -The map transfer dialogue; consider changing "[OOC]Two to beam back[/OOC]" to read "[OOC]Five to beam back[/OOC]"

    9: Barradas III - Space: This is a good map design with a good battle and excellent story dialogue to help wrap up this mission. I noted no spelling or grammatical errors with this dialogue. I noted one item to consider changing:
    -Realizing the limitation within the Foundry of creating an object to represent the two ships, it is still distracting that I am scanning two vessels that are not there. I understand there is nothing you can do about it at the moment.


    End Report


    Thanks again for authoring and for giving me the chance to review your work. You did a great job renovating the mission with the season 6 upgrades. I look forward to playing/reviewing the rest of the series as you complete them.
    Brian

    This critique report also filed 08/31/2012 on forum posting for: "Ghosts of War" mission series semi-official discussion thread.
  • evil70thevil70th Member Posts: 1,017 Arc User
    edited September 2012
    Ooohh... 'fraid not. There's a major disconnect between Holodeck and Tribble in that regard. It was a kinda simple mission but I don't have a kdf foundry char on holodeck yet. I might recreate Emani (my tribble KDF foundry char) for this purpose though.

    I look forward to playing/reviewing your work for the KDF. :)

    Thanks for authoring,
    Brian
  • evil70thevil70th Member Posts: 1,017 Arc User
    edited September 2012
    Now this thread should be stickied!!!

    Thank you. I appreciate your comment and would not mind if they did that. ;)

    Brian
  • paxfederaticapaxfederatica Member Posts: 1,496 Arc User
    edited September 2012
    evil70th wrote: »
    Hey pax,

    Welcome back to the queue and thanks for the request. You are number 2 in the queue behind trekkie. I hope to get started on the queue tomorrow night or Friday at the latest.

    Thanks for authoring,
    Brian

    I noticed a few of the same issues you did when I played the mission straight through this evening (the Fleming issue in Map 6, "Two/Five to beam back" in the Map 8/9 transition, and the invisible ships in Map 9), and already fixed them. In the case of the invisible ships, I actually rewrote the dialogue in that map to explain it away. :)
  • evil70thevil70th Member Posts: 1,017 Arc User
    edited September 2012
    I noticed a few of the same issues you did when I played the mission straight through this evening (the Fleming issue in Map 6, "Two/Five to beam back" in the Map 8/9 transition, and the invisible ships in Map 9), and already fixed them. In the case of the invisible ships, I actually rewrote the dialogue in that map to explain it away. :)

    Excellent. Glad I could help. It is a great mission in the series.

    Thanks for authoring,
    Brian
  • gulberatgulberat Member Posts: 5,505 Arc User
    edited September 2012
    Just a few questions; I won't need them most likely for at least a few months down the line, at the rate I'm going, but I wanted to ask this about the mission types you review.

    Do you review roleplay/minimal combat-type missions? What I am working in is very story-driven, with only light combat.

    Also, while I really can't get a firm estimate on it yet since I'm not yet through my first draft, I would imagine that this would come in in the 60-90 minute range (60 for fast readers, 90 for slow readers). Think of the length of alimac30's missions, and that's about what I'm aiming for.

    I'm still a long way out from completion, but just wanted to know in advance for whenever the time comes. :)

    Christian Gaming Community Fleets--Faith, Fun, and Fellowship! See the website and PM for more. :-)
    Proudly F2P.  Signature image by gulberat. Avatar image by balsavor.deviantart.com.
  • evil70thevil70th Member Posts: 1,017 Arc User
    edited September 2012
    gulberat wrote: »
    Just a few questions; I won't need them most likely for at least a few months down the line, at the rate I'm going, but I wanted to ask this about the mission types you review.

    Do you review roleplay/minimal combat-type missions? What I am working in is very story-driven, with only light combat.

    Also, while I really can't get a firm estimate on it yet since I'm not yet through my first draft, I would imagine that this would come in in the 60-90 minute range (60 for fast readers, 90 for slow readers). Think of the length of alimac30's missions, and that's about what I'm aiming for.

    I'm still a long way out from completion, but just wanted to know in advance for whenever the time comes. :)

    I review any mission submitted to the queue, regardless of type. My goal is to provide an in depth review of the content, which includes story, dialogue, map design, and combat balancing. The request of the length is to give me an idea of how long it should take me to review it. ;)

    I look forward to playing/reviewing your mission whenever it is ready.
    Thanks for authoring,
    Brian
  • evil70thevil70th Member Posts: 1,017 Arc User
    edited September 2012
    My "official" policy regarding mission reviews, as long as Trek Online, or Cryptic, or Perfect World do not prohibit it then I do not. ;) I will review missions submitted to me in this forum posting. I only ask a couple of things of the author.

    -The author is responsible for ensuring they are following all guide lines and terms of service for the game Star Trek Online, or Cryptic, or Perfect World, etc. They are responsible to know if they are in violation of any rules for contests or other game requirements.

    -Please post mission review requests for missions that are for public play, in other words, not being tested by the author to then be fixed, and released for the public. This includes submissions for contest entries. I am also able to review missions prior to achieving the minimum 5 reviews.

    -Please provide as much of the following information as possible:
    Mission Name: (Your Mission Title)
    Author: (Your STO Site Name)
    Minimum Level: (16+ or above)
    Allegiance: (Federation/Klingon)
    Project ID: ST-(ID Number)
    Estimated Mission Length: (Time to complete)
    Method of Report Delivery: (Forum Post/In Game email)

    -Please understand that everything in my reviews 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.

    That covers mission review requests within this forum posting. I hope that helps clarify this for you and other authors. ;) Thanks for the question,
    Brian
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited September 2012
    Interested in looking at my contest entry?

    http://sto-forum.perfectworld.com/showthread.php?t=379991
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • designationxr377designationxr377 Member Posts: 542 Arc User
    edited September 2012
    Alright, got two for you. Both... are on the long and dialog heavy side. Considering you'll be digging for all the dialog... uh... really long. Like, I have no idea how long it will take if you go through all the trees for both these mission.

    Play through for both of these missions range from 1hour to 3 hours depending on dialog choices so, I'm not sure at all how that will translate for you.

    Are you still interested? I have no idea how long your current list is and would hate to throw something like this on you if you would not want to sift through mountains of text.
  • evil70thevil70th Member Posts: 1,017 Arc User
    edited September 2012
    Interested in looking at my contest entry?

    http://sto-forum.perfectworld.com/showthread.php?t=379991
    Mission Title: The Darkness between the Stars
    Your @Handle: Marhawkman
    Faction: Federation
    Level Requirement: 31+
    Mission Summary: The Federation has detected weak signals coming from a ship floating through deep space. The signals don't match any known race. From what we've been able to gather the ship is derelict and drifting in deep space. We need you to intercept the ship and examine it to determine if it is safe for us to study.

    This is mainly a story driven mission but it does have some combat.

    darkness_between_the_stars_preview_by_marhawkman-d5dhusc.png

    So what did you guys think of it? Be honest, don't worry about hurting my feelings. :(

    Hey Marhawkman,

    Thanks for the review request. You are at the top of the queue. I've been in Florida for work this past week but finally got home today. I will start this mission first thing in the morning.

    Thanks for authoring,
    Brian
  • evil70thevil70th Member Posts: 1,017 Arc User
    edited September 2012
    Alright, got two for you. Both... are on the long and dialog heavy side. Considering you'll be digging for all the dialog... uh... really long. Like, I have no idea how long it will take if you go through all the trees for both these mission.

    Play through for both of these missions range from 1hour to 3 hours depending on dialog choices so, I'm not sure at all how that will translate for you.

    Are you still interested? I have no idea how long your current list is and would hate to throw something like this on you if you would not want to sift through mountains of text.

    Go ahead and submit the missions. I have 1 mission in the queue from markhawkman and I plan to start on that one in the morning. :)

    Thanks for authoring,
    Brian
  • designationxr377designationxr377 Member Posts: 542 Arc User
    edited September 2012
    Mission Name: The Computer's Daughter
    Author: XR-377
    Minimum Level: 16+
    Allegiance: Federation
    Project ID: ST-HAX922V0C
    Estimated Mission Length: 1h - 3h
    Method of Report Delivery: Forum Post

    And:

    Mission Name: The Computer's Son
    Author: XR-377
    Minimum Level: 16+
    Allegiance: Klingon
    Project ID: ST-HL3FLRFGD
    Estimated Mission Length: 1h - 3h
    Method of Report Delivery: Forum Post


    They're long... moreso for you. But, you may actually be one of the people who see's the full depth of what I put into it. Good luck. You will not loose respect points if you chicken out on it.
  • dalolorndalolorn Member Posts: 3,655 Arc User
    edited September 2012
    Mission Name: The Computer's Daughter
    Author: XR-377
    Minimum Level: 16+
    Allegiance: Federation
    Project ID: ST-HAX922V0C
    Estimated Mission Length: 1h - 3h
    Method of Report Delivery: Forum Post

    And:

    Mission Name: The Computer's Son
    Author: XR-377
    Minimum Level: 16+
    Allegiance: Klingon
    Project ID: ST-HL3FLRFGD
    Estimated Mission Length: 1h - 3h
    Method of Report Delivery: Forum Post


    They're long... moreso for you. But, you may actually be one of the people who see's the full depth of what I put into it. Good luck. You will not loose respect points if you chicken out on it.

    In my opinion, they're good maps, really fill in each other's gaps storywise. Also, why does Icai remind me of Barclay but with a tattoo and silver hair (and maybe changed color)?

    Infinite possibilities have implications that could not be completely understood if you turned this entire universe into a giant supercomputer.p3OEBPD6HU3QI.jpg
  • diogene0diogene0 Member Posts: 0 Arc User
    edited September 2012
    Hey Evil70th, could you add my last mission to your queue? I know you'll give me some good feedback on it.

    http://sto-forum.perfectworld.com/showthread.php?p=5645591

    This post for the delivery method will be perfect. Thank you! :)

    Also, if you have any idea why the first players find it average I'll be glad to hear why. Is it too long? Does it require more optional stuff and more dialog options I really don't enjoy adding? Does it need more or more challenging fights and less dialogs?
    Lenny Barre, lvl 60 DC. 18k.
    God, lvl 60 CW. 17k.
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited September 2012
    Well.... Honestly, it was great. It doesn't have the "wow" factor that Kirk and Pendra's do but it certainly wasn't bad.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • evil70thevil70th Member Posts: 1,017 Arc User
    edited September 2012
    Mission Name: The Computer's Daughter
    Author: XR-377
    Minimum Level: 16+
    Allegiance: Federation
    Project ID: ST-HAX922V0C
    Estimated Mission Length: 1h - 3h
    Method of Report Delivery: Forum Post

    And:

    Mission Name: The Computer's Son
    Author: XR-377
    Minimum Level: 16+
    Allegiance: Klingon
    Project ID: ST-HL3FLRFGD
    Estimated Mission Length: 1h - 3h
    Method of Report Delivery: Forum Post


    They're long... moreso for you. But, you may actually be one of the people who see's the full depth of what I put into it. Good luck. You will not loose respect points if you chicken out on it.

    Hey XR-377,

    Thanks for the review requests. Both missions are in the queue. Your mission "The Computer's Daughter" is 2nd in the queue followed by "The Computer's Son," currently 3rd.in the queue. I hope to get started on them this morning following the mission submitted by markhawkman.

    Thanks for authoring,
    Brian
  • evil70thevil70th Member Posts: 1,017 Arc User
    edited September 2012
    diogene0 wrote: »
    Hey Evil70th, could you add my last mission to your queue? I know you'll give me some good feedback on it.

    http://sto-forum.perfectworld.com/showthread.php?p=5645591

    This post for the delivery method will be perfect. Thank you! :)

    Also, if you have any idea why the first players find it average I'll be glad to hear why. Is it too long? Does it require more optional stuff and more dialog options I really don't enjoy adding? Does it need more or more challenging fights and less dialogs?
    diogene0 wrote: »
    Mission title: The Twilight of the gods
    Author: @diogene0
    Faction: Fed
    Level Requirement: 16+
    Mission Summary:

    A Starfleet transport shuttle crashed on Pico VI. This planet is extrelemy hostile. Starfleet Command orders you to send a rescue team to look for survivors. According to your chief archeologist, your sensors indicate that this planet used to be the homeworld of a prosperous civilization. This might be a good opportunity to learn more about it.

    This is a story-driven mission with some challenging fights.

    Light on dialog choices and optional stuff, the purpose of the mission is to tell a story and to provide immersion with maps you'll hopefully find good enough.

    40-45 mins.

    Preview:
    http://img15.hostingpics.net/pics/208752screenshot20120904235406.jpg
    http://img15.hostingpics.net/pics/868912screenshot20120905000034.jpg

    Hey diogene0,

    Thanks for the review request. Your mission is now 4th in the queue behind XR-377. I am starting on the queue this morning and will post your review here as soon as I have finished it.

    Thanks for authoring,
    Brian
  • leviathan99#2867 leviathan99 Member Posts: 7,747 Arc User
    edited September 2012
    I'd like you to try out my latest effort:

    The Inner Darkness
    ID: ST-HLP235DKL
    Faction: Starfleet
    Level: 31+
    When a retired ambassador undergoes treatments for his rare, degenerative neurological condition in the Briar Patch, your presence is requested to provide a security detail against the combined threat of the Na'kuhl and the Ekosians. However, the greatest threat may prove to be within.

    Caution: This mission may be on the long side and a touch controversial for reasons that may become apparent. No foul language or anything.
  • evil70thevil70th Member Posts: 1,017 Arc User
    edited September 2012
    Interested in looking at my contest entry?

    http://sto-forum.perfectworld.com/showthread.php?t=379991
    Mission Title: The Darkness between the Stars
    Your @Handle: Marhawkman
    Faction: Federation
    Level Requirement: 31+
    Mission Summary: The Federation has detected weak signals coming from a ship floating through deep space. The signals don't match any known race. From what we've been able to gather the ship is derelict and drifting in deep space. We need you to intercept the ship and examine it to determine if it is safe for us to study.

    This is mainly a story driven mission but it does have some combat.

    darkness_between_the_stars_preview_by_marhawkman-d5dhusc.png

    So what did you guys think of it? Be honest, don't worry about hurting my feelings. :(

    Federation Mission - The Darkness between the Stars
    Author: Marhawkman
    Allegiance: Federation
    Project ID: ST-HDAPHHNCI


    Report Start


    Summary: Without knowing what the requirements of the "contest" this mission was created for I have to say it is a good story oriented mission. I would recommend this mission to other players who like story oriented missions with several interactive points in the story.

    I noted the use of the response button "ok" in several dialogue boxes throughout the mission. I mention it because it just did not feel like it belonged in the story. It felt almost as odd as my usual pet peeve "Continue". As with that issue it just does not feel like something the Captain of a ship would say in response to any report from the BOFFs or other NPCs. The use of "Continue" is the default for a response button being left blank. You obviously did not do that, but you should consider adding something more to the response.

    The use of upper or lower case letters in the interact buttons, mission tasks, and map names are not consistent. There were several places where the interact buttons switched between upper and lower case, particularly on the "Ship Interior" map. They were different interactions but it just did not seem to work. All mission tasks on the "Nebula edge" and "Black planet" maps were lower case. On the other maps they were a combination of upper and lower case. The map names also had a similar issue where the first letter on the first name was upper case and the second name was all lower case. For example "Nebula edge" versus "Ship Interior". In the overall mission evaluation it is not as big an issue as others, but it is a detail that should be considered.

    The issue of additional information dialogue that adds to the story can also detract from it. I am referring to having a looping dialogue that brings the player back to a starting point in the dialogue. Some of the loop back dialogue did not seem to fit the loop back dialogue. Having dialogue loop back to the start can work depending on the initial dialogue that starts it off. For example you could have "Is there something else?" or "Would you like more information?" or along those lines. Otherwise consider having the dialogue all in one longer string with a "Skip Dialogue" option throughout.

    A plot issue for your to consider between the "Dark Planet" and Black Cave" maps. It is a minor issue to consider but one that I felt should be identified for you to consider. On the "Dark Planet" map the tasks were to scan the debris. On the "Black Cave" map the mission was to "Tag the Generator". It felt odd that we would not try to recover some of the more interesting debris like the small room and power conduits on the "Dark Planet" but we would recover the generator from the "Black Cave" map.

    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: This is an intriguing description. I noted no spelling or grammatical errors with this description.

    Grant Mission Dialogue: This is a good grant dialogue. I noted no spelling or grammatical errors with this dialogue.

    Mission Task: This is a good initial task with a clear start location for the first custom map. I noted no spelling errors with this task.

    Mission Entry Prompt: This is a good use of the prompt. I noted no spelling or grammatical errors with this prompt.

    MAPS:
    Nebula edge: This map, while well designed seems unnecessary to the mission. After the initial entry dialogue there is nothing except flying across the map to various waypoints to then proceed to the next map. If you want to keep this map consider spreading the initial dialogue throughout the map at each waypoint. Additionally your mission tasks are all lower case throughout this map.

    Nebula center: This is a good map design with a simple but fun battle. The story dialogue is well written. I noted no spelling or grammatical errors with this dialogue or any issues with the map.

    Ship Interior: This is a great map design with very well written story dialogue. I noted a couple of items to consider changing:
    -Consider changing the use of response button "ok" throughout this map with "Very well" or something along those lines that fits the dialogue. It would seem more professional. From this point I will only note the maps where this is used and will address it in the summary.
    -The additional dialogue prompts feel a little awkward. I understand you are trying to give the player the option to skip over some parts of the dialogue, but the dialogue that leads to those additional dialogues feels odd when repeated over and over again. Consider adding the additional information into one longer dialogue string with a "Skip Dialogue" feature throughout. From this point I will only note the maps where this is used and will address it in the summary.
    -The interactions on the map switch between "Scan" for the bio signatures and "scan" for the consoles. Consider changing all of them to "Scan".
    -Consider changing the response button "Maybe the medical Corps can figure it out later" to read "Maybe the Medical Corps can figure it out later".
    -The climbing to the top of the reactor seems unnecessary to the story.
    -All of the "Examine equipment in room" buttons say "Interact," which is the Foundry default when a "Interact Object" button is left blank. It is like the "Continue? button.

    Nebula center#2: This is a good map design with well written story dialogue. I noted a couple of items to consider changing:
    -Consider adding the additional information into one longer dialogue string with a "Skip Dialogue" feature throughout.
    -The use of response button "ok".

    Dark Planet: This is a good map design with well written story dialogue. I noted a couple of items to consider changing:
    -Consider adding the additional information into one longer dialogue string with a "Skip Dialogue" feature throughout.
    -The use of response button "ok".
    -There are nine objects to scan with mostly "Scrap" dialogue from the away team. It felt like too much running around with little story to support it. Consider changing some of the dialogue to fill in more story details or remove some of the objects to be scanned.

    Black Cave: This is a good map design with well written story dialogue. It felt a little rushed and the ending of the mission seemed abrupt. Consider adding some wrap up dialogue with Starfleet Command that indicates they have dispatched research vessels to continue the investigation.


    End Report


    Thanks again for authoring and for giving me the chance to review your work. You did a great job with this mission and I look forward to playing/reviewing more of your work in the future.
    Brian

    This critique report also filed 09/09/2012 on forum posting for: The Darkness between the Stars.
  • evil70thevil70th Member Posts: 1,017 Arc User
    edited September 2012
    I'd like you to try out my latest effort:

    The Inner Darkness
    ID: ST-HLP235DKL
    Faction: Starfleet
    Level: 31+
    When a retired ambassador undergoes treatments for his rare, degenerative neurological condition in the Briar Patch, your presence is requested to provide a security detail against the combined threat of the Na'kuhl and the Ekosians. However, the greatest threat may prove to be within.

    Caution: This mission may be on the long side and a touch controversial for reasons that may become apparent. No foul language or anything.

    Hey stoleviathan,

    Thanks for the review request. You are currently 4th in the queue behind diogene0. I am continuing my reviews of the missions within my queue today. I am not sure how quickly I will get through yours but I will post it here as soon as I have completed it.

    Thanks for authoring,
    Brian
  • evil70thevil70th Member Posts: 1,017 Arc User
    edited September 2012
    Mission Name: The Computer's Daughter
    Author: XR-377
    Minimum Level: 16+
    Allegiance: Federation
    Project ID: ST-HAX922V0C
    Estimated Mission Length: 1h - 3h
    Method of Report Delivery: Forum Post

    Federation Mission - The Computer's Daughter
    Author: XR-377
    Allegiance: Federation
    Project ID: ST-HAX922V0C


    Report Start


    Summary: This is an excellent mission albeit a long story oriented mission. From the great map designs through the excellent, in depth, story dialogue, and the tough but fun battles scattered throughout, I was riveted to my seat from the first map all the way through. I would highly recommend this mission to all players who like a combination of an excellent story with great map design. You will love the mission despite the length. If you do not like story oriented missions then this one is not for you.

    The only real issue I noted was the "Optional Dialogue" you used on a couple of the maps. Consider using triggered dialogue instead. This would allow the player to interact with NPCs on that map and once they do so the dialogue option disappears. You can also set it up so if certain story elements are completed then the optional dialogue would disappear as well.

    Below are a couple of 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: This is a good description. Consider moving the actual mission description ahead of the [MissionInfo] dialogue that indicates the nature of the mission. I noted no spelling or grammatical errors with this description.

    Grant Mission Dialogue: This is a good grant dialogue. I noted no spelling or grammatical errors with this dialogue.

    Mission Task: This is a good initial task with a clear location for the start of the first custom map. I noted no spelling errors with this task.

    Mission Entry Prompt: This is a good use of the prompt. I noted no spelling or grammatical errors with this prompt.

    MAPS:
    Lackey System Rendezvous Point: This is a good map design with excellent, in depth story dialogue. I noted no spelling or grammatical errors with this dialogue or any issues with the map.

    Paulson Nebula, First Contact Point: This is a great map design with excellent story dialogue. I noted no spelling or grammatical errors with this dialogue or any issues with the map.

    First Contact Meeting, Lower Decks: This is a good map design with very well written story dialogue. I noted no spelling or grammatical errors with this dialogue. I noted one item to consider changing:
    -Consider changing all the current "Optional Dialogue" to triggered dialogue that goes away after the player interacts with it.

    Paulson Nebula, Cultural Exchange: This is a great map design with a fun battle and excellent story dialogue. I noted no spelling or grammatical errors with this dialogue or any issues with the map.

    Paulson Nebula, Dense Cloud Fields: This is a great map design with several tough but not impossible battles. The story dialogue is very well written. I noted no spelling or grammatical errors with this dialogue. I noted one item to consider changing:
    -Consider changing all the current "Optional Dialogue" to triggered dialogue that goes away after the player interacts with it.

    Paulson Nebula, Confrontation: This is a great map design with a fun battle and excellent story dialogue. I noted no spelling or grammatical errors with this dialogue or any issues with the map.

    Starship ICAI: This is a great map design with some tough, but fun battles and excellent story dialogue. I noted no spelling or grammatical errors with this dialogue or any issues with the map.

    Paulson Nebula, Face to Face: This is a great map design with excellent story dialogue, and is a good wrap up to this mission. I noted no spelling or grammatical errors with this dialogue or any issues with the map.


    End Report


    Thanks again for authoring and for giving me the chance to review your work. You did a great job developing this mission, from the dialogue through the map design and the battles. It was very enjoyable and I hardly notice the length. I look forward to playing/reviewing more of your work, including the Klingon version of this mission next up in the queue.
    Brian
  • evil70thevil70th Member Posts: 1,017 Arc User
    edited September 2012
    Mission Name: The Computer's Son
    Author: XR-377
    Minimum Level: 16+
    Allegiance: Klingon
    Project ID: ST-HL3FLRFGD
    Estimated Mission Length: 1h - 3h
    Method of Report Delivery: Forum Post

    Klingon Mission - The Computer's Son
    Author: XR-377
    Allegiance: Klingon
    Project ID: ST-HL3FLRFGD


    Report Start


    Summary: This is an excellent mission albeit a long mostly story oriented mission. The battles are glorious and it is a great retelling of the story from the Klingon point of view. From the great map designs through the excellent, in depth, story dialogue, and the glorious battles throughout, I was riveted to my seat from the first map all the way through. I would highly recommend this mission to all Klingon faction players who love glorious battles combined with great map design and excellent story dialogue. You will love the mission despite the length.

    As with the previous review of the "Sister" mission, the only real issue I noted was the "Optional Dialogue" you used on a couple of the maps. Consider using triggered dialogue instead. Since this has already been covered in the previous review I will not go into additional detail here.

    Below are a couple of 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: This is a good description. Consider moving the actual mission description ahead of the [MissionInfo] dialogue that indicates the nature of the mission. I noted no spelling or grammatical errors with this description.

    Grant Mission Dialogue: This is a good grant dialogue. I noted no spelling or grammatical errors with this dialogue.

    Mission Task: This is a good initial task with a clear start location for the first custom map. I noted no spelling errors with this task.

    Mission Entry Prompt: This is a good use of the prompt. I noted no spelling or grammatical errors with this prompt.

    MAPS:
    Alhena System Rendezvous Point: This is a good map design with excellent, in depth story dialogue. I noted no spelling or grammatical errors with this dialogue or any issues with the map.

    I.K.S. Gharwl? Ro?, Briefing: This is a good map design with very well written story dialogue. I noted no spelling or grammatical errors with this dialogue. I noted one item to consider changing:
    -Consider changing all the current "Optional Dialogue" to triggered dialogue that goes away after the player interacts with it.

    Paulson Nebula, Dense Cloud Fields: This is a great map design with several glorious battles. The story dialogue is very well written. I noted no spelling or grammatical errors with this dialogue. I noted a couple of items to consider changing:
    -Consider changing all the current "Optional Dialogue" to triggered dialogue that goes away after the player interacts with it.
    -The post battle dialogue buttons with derelict ships; consider adding some dialogue from a BOFF indicated no contact or life signs. Otherwise the contact buttons serve no purpose to the story.

    Paulson Nebula, First Contact Point: This is a good map design with great story dialogue. I noted no spelling or grammatical errors with this dialogue or any issues with the map.

    I.K.S. Gharwl? Ro?, First Contact: This is a great map design with a glorious battle. The story dialogue is very well written. I noted no spelling or grammatical errors with this dialogue. I noted a couple of items to consider changing:
    -Consider changing all the current "Optional Dialogue" to triggered dialogue that goes away after the player interacts with it.
    -The Kai warriors used Romulan weapons like the thalaron radiation generator. Consider changing them to another race that would not be so easily recognizable.

    Starship ICAI: This is a great map design with glorious battles. The story dialogue is very well written. I noted no spelling or grammatical errors with this dialogue. I noted one item to consider changing:
    -Consider changing all the current "Optional Dialogue" to triggered dialogue that goes away after the player interacts with it.

    Paulson Nebula, Face to Face: This is a great map design with excellent story dialogue, and is a good wrap up to this mission. I noted no spelling or grammatical errors with this dialogue or any issues with the map.


    End Report


    Thanks again for authoring and for giving me the chance to review your work. You did a great job with this mission. I look forward to playing/reviewing more of your work in the future.
    Brian
  • dalolorndalolorn Member Posts: 3,655 Arc User
    edited September 2012
    I believe he could also use invisible objects with "Use Default Prompt" enabled. Not sure though.

    Infinite possibilities have implications that could not be completely understood if you turned this entire universe into a giant supercomputer.p3OEBPD6HU3QI.jpg
  • designationxr377designationxr377 Member Posts: 542 Arc User
    edited September 2012
    Thank you for your quality reviews as always. I'm really glad I'm getting better at the proofreading.

    As for your concerns:

    Optional Dialog Rework:
    Few Big Issues with this, a few more that aren't worth going into.
    -Although a smooth way to make sure players see the progress, it causes too much problems if someone wants to go back and read something again. Worse, it limits and in some places erases any kind of group play if they want to take part in it. The only dialog triggers that can be used to "mark off" other dialogs would be read by all party members, in addition using the triggers to prompt them rather then contacts (as most of them are now) severely limits who you see you can speak to. Additionally, it makes the rotating and changing dialog in some contact's lists as objectives progress even more tricky to form, even if most players miss that dialog already.
    -I would have to transpose ALL of my optional dialog to new trees, cut and paste. Reselecting the emotions and the costumes of the speakers. Considering the mess the Klingon Dialog list is as is, that mission alone would be an undertaking in attempting it.
    Like I said, there are more reasons I'm going to side with them as is, but those were the two big ones. Still a good suggestion, but I'm gonna keep mine as a stylistic choice.

    Romulan Ground Combat:
    -The romulan faction is actually the best suited for how I want the Kai to fight, that does include thalaron weapons. I never necessarily wanted them to play fair, even if their lead ambassador said they weren't going to try and disintegrate you. Also, keeps the mission 16+ for both Kling and Fed.

    Mission Brief:
    Although I want the big bold letters saying DIALOG INTENSIVE and 1H -3H up as the first thing to read, the secondary explanation text was only next to it back when we had the 500 char limit and I needed to mash all the [missioninfo] together to get it in. I will be splitting it up, and putting the faction different mission disclaimer after the mini-blurb of what the mission is actually about.


    Again, thanks for your work and viewpoint! I always appreciate everything you call to light and all you can add! Keep up the good work!
  • evil70thevil70th Member Posts: 1,017 Arc User
    edited September 2012
    Thank you for your quality reviews as always. I'm really glad I'm getting better at the proofreading.

    I am always happy to help and your mission was quite enjoyable, despite the length. I got sucked into the story and hardly noticed how long it was. I think that is the sign of great writing.
    As for your concerns:

    Optional Dialog Rework:
    Few Big Issues with this, a few more that aren't worth going into.
    -Although a smooth way to make sure players see the progress, it causes too much problems if someone wants to go back and read something again. Worse, it limits and in some places erases any kind of group play if they want to take part in it. The only dialog triggers that can be used to "mark off" other dialogs would be read by all party members, in addition using the triggers to prompt them rather then contacts (as most of them are now) severely limits who you see you can speak to. Additionally, it makes the rotating and changing dialog in some contact's lists as objectives progress even more tricky to form, even if most players miss that dialog already.
    -I would have to transpose ALL of my optional dialog to new trees, cut and paste. Reselecting the emotions and the costumes of the speakers. Considering the mess the Klingon Dialog list is as is, that mission alone would be an undertaking in attempting it.
    Like I said, there are more reasons I'm going to side with them as is, but those were the two big ones. Still a good suggestion, but I'm gonna keep mine as a stylistic choice.

    For the optional dialogue, I understand your points but for me it is annoying to see the "I" hanging there after I've already talked to the NPC or even worse if I go all the way across the map to talk to them and they have little to say. In your story I did not notice that as an issue. However it is still something I felt would stream line the story. My feeling is if it is a necessary part of the story then make it part of the story line and therefore required as part of the map. Otherwise it is window dressing to the story and therefore not required for the player to enjoy the mission, albeit not as rich and full as your optional dialogue makes it. In the end it is your story and you have to decide how best to tell it. :)
    Romulan Ground Combat:
    -The romulan faction is actually the best suited for how I want the Kai to fight, that does include thalaron weapons. I never necessarily wanted them to play fair, even if their lead ambassador said they weren't going to try and disintegrate you. Also, keeps the mission 16+ for both Kling and Fed.

    The use of the thalaron device was a distraction for me from the story. Not a big distraction, but it did take a little bit from the story for me. You could use Orion to for the Kai warriors too, which would keep it at 16+ for both. As with the optional dialogue, you have to decide how best to tell your story. I can only make suggestions. ;)
    Mission Brief:
    Although I want the big bold letters saying DIALOG INTENSIVE and 1H -3H up as the first thing to read, the secondary explanation text was only next to it back when we had the 500 char limit and I needed to mash all the [missioninfo] together to get it in. I will be splitting it up, and putting the faction different mission disclaimer after the mini-blurb of what the mission is actually about.

    The warning of the "DIALOG INTENSIVE and 1H -3H" at the beginning is fine as is. Warning the player of what they are about to get into is a good thing, although you will probably still get players who say "Too much dialogue". There is nothing you can do about that. :) I was only really thinking you should get the story information up front to draw the player in. Otherwise I liked it and it served the purpose you intended.
    Again, thanks for your work and viewpoint! I always appreciate everything you call to light and all you can add! Keep up the good work!

    As always I am glad I was able to help. I would definitely recommend both these missions to players of those factions.

    Thanks for authoring,
    Brian
  • evil70thevil70th Member Posts: 1,017 Arc User
    edited September 2012
    As for your concerns:

    Optional Dialog Rework:

    Just another quick point. I was playing around in the Foundry to see if there were other options based on dalolorn's input. Using invisible objects does give a wider field of interaction triggers. The objects go from 5ft to 1000ft and therefore can be triggered from further away. This means the player does not have to pass right by the NPC to trigger the dialogue. I had also forgotten that the optional dialogue can be triggered to disappear when an objective has been completed. So that would address your concern with players being able to come back to it during the map if they needed to do so.

    Of course I also realize the level of editing required for you to shift to this method as well, but perhaps it will help for future missions.

    Just a thought,
    Brian
  • diogene0diogene0 Member Posts: 0 Arc User
    edited September 2012
    evil70th wrote: »
    Just another quick point. I was playing around in the Foundry to see if there were other options based on dalolorn's input. Using invisible objects does give a wider field of interaction triggers. The objects go from 5ft to 1000ft and therefore can be triggered from further away. This means the player does not have to pass right by the NPC to trigger the dialogue. I had also forgotten that the optional dialogue can be triggered to disappear when an objective has been completed. So that would address your concern with players being able to come back to it during the map if they needed to do so.

    Of course I also realize the level of editing required for you to shift to this method as well, but perhaps it will help for future missions.

    Just a thought,
    Brian

    The problem with pop-ups is that they require an important level of planning, and make any editing a hell. If you make one mistake it can ruin the whole story, especially if you have to play with many of them. And I don't want to imagine the amount of work it would require to maintain and update with let's say 15 popups and 15 invisible objects you have to move for any map edit... :D
    Lenny Barre, lvl 60 DC. 18k.
    God, lvl 60 CW. 17k.
  • evil70thevil70th Member Posts: 1,017 Arc User
    edited September 2012
    diogene0 wrote: »
    The problem with pop-ups is that they require an important level of planning, and make any editing a hell. If you make one mistake it can ruin the whole story, especially if you have to play with many of them. And I don't want to imagine the amount of work it would require to maintain and update with let's say 15 popups and 15 invisible objects you have to move for any map edit... :D

    I actually used them quite extensively in my mission "Contamination". It is a lot of work keeping track of them but I also use a script and that is where I make the first round of changes. Once I figure the branches out and how I want them to flow I make the changes in the Foundry. I then test it in the Foundry before publishing. Then I check it in the live server right after I publish it. It can work well and gives you the ability to add alternate story lines on a given map. Having said that, it is a lot of work, and if you've already set something up it can be even harder to change. ;)

    Brian

    PS: I have finished your mission and am working on the report. I hope to have it out tomorrow afternoon. :)
  • dalolorndalolorn Member Posts: 3,655 Arc User
    edited September 2012
    evil70th wrote: »
    Just another quick point. I was playing around in the Foundry to see if there were other options based on dalolorn's input. Using invisible objects does give a wider field of interaction triggers. The objects go from 5ft to 1000ft and therefore can be triggered from further away. This means the player does not have to pass right by the NPC to trigger the dialogue. I had also forgotten that the optional dialogue can be triggered to disappear when an objective has been completed. So that would address your concern with players being able to come back to it during the map if they needed to do so.

    Of course I also realize the level of editing required for you to shift to this method as well, but perhaps it will help for future missions.

    Just a thought,
    Brian

    Just to be certain, you were testing it with the NPC dialogue style (Use default prompt or whatever it was called) or with the standard trigger-based style? Because I was actually talking about the former, as I noticed several objects with that ability in the Foundry - and hide the stuff using the triggers later when you don't need them. :)

    Infinite possibilities have implications that could not be completely understood if you turned this entire universe into a giant supercomputer.p3OEBPD6HU3QI.jpg
This discussion has been closed.