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Requested Assets: Foundry

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  • brokenmirror2012brokenmirror2012 Member Posts: 0 Arc User
    edited August 2012
    Assimilated Variants of Ships to create borg missions.

    Veteran Hull Option for Veterans

    Foundry Veteran Rewards, Possible special NPCs only usable by veterans.

    Dreadnought/Admiral Groups. Enhanced Boss groups that use the Factions Hardest NPCs.

    Elite Group variants, Exceptionaly hard groups on par with STFs.

    Turret Groups

    Placeable Minefields.

    EDIT: And items that grant free Used EV Suits with no stats, Batleths. Lirpas, FLashlight, Fire extingisher, and HAzzard items, Like Dangerous Atmosphere (EV Suit), From Colleseum, disables Energyweapons, Dark so u have to use flashlight. Non Exploitable: If the Dangerous Atmosphere keeps killing the player, they can just beam up/
    [SIGPIC][/SIGPIC]
  • q403q403 Member Posts: 1 Arc User
    edited August 2012
    q403 wrote: »



    Other:

    -Allowed to directly make Enemy Factions into Allies. For example, change a Klingon vessel to friendly without going through the costume-change process.

    -Allowed to set the idle animation only to happen once. For example, an enemy will not keep executing the warp animation over and over again, but will cancel after one execution.

    -Directly make Contacts engage in combat if an enemy draws near.


    Looking to expand the "others" list
    " Nature Decays, but latinum lasts forever."
    Original Handle: @Q400
    Join Date: December 2010
  • q403q403 Member Posts: 1 Arc User
    edited August 2012
    Assimilated Variants of Ships to create borg missions.

    Veteran Hull Option for Veterans

    Foundry Veteran Rewards

    Dreadnought/Admiral Groups. Enhanced Boss groups that use the Factions Hardest NPCs.

    Elite Group variants, Exceptionaly hard groups on par with STFs.


    Placeable Minefields.

    Added.....
    " Nature Decays, but latinum lasts forever."
    Original Handle: @Q400
    Join Date: December 2010
  • toslover#1432 toslover Member Posts: 327 Arc User
    edited August 2012
    donridge wrote: »
    The ability to override the player's uniform.

    This would be useful when you need characters to wear a disguise or play a role in a holodeck program.

    Or if they have to go back in time and need to wear the uniforms of that era to avoid arousing suspicion and contaminating the timeline (i.e. "Trials and Tribble-ations" from "Deep Space Nine") :)

    (though I guess that might fall under the "wear a disguise" suggestion...:D)
    2rbz410.jpg
  • toslover#1432 toslover Member Posts: 327 Arc User
    edited August 2012
    When I first got the TOS interior, I did a full walkthrough of the ship and there's one area that's missing...

    the brig.

    Now I know they have one...I've seen it on many many episodes. I'm not sure why the devs felt the need to take it out, but I would love to see it put back in. :)

    Just because Starfleet are the good guys, that doesn't mean we don't need somewhere to put our prisoners...or our insubordinate crewmen. :D

    (I'm not sure if this was mentioned earlier, but I would love the ability for the I.S.S. and N.X. prefixes to be added as well as a way for us to number our created starships)
    2rbz410.jpg
  • dalolorndalolorn Member Posts: 3,655 Arc User
    edited August 2012
    Or if they have to go back in time and need to wear the uniforms of that era to avoid arousing suspicion and contaminating the timeline (i.e. "Trials and Tribble-ations" from "Deep Space Nine") :)

    (though I guess that might fall under the "wear a disguise" suggestion...:D)

    If I recall, it was called "Trials and Tribbleations" :P

    It was one of my favorite DS9 episodes :D

    Infinite possibilities have implications that could not be completely understood if you turned this entire universe into a giant supercomputer.p3OEBPD6HU3QI.jpg
  • toslover#1432 toslover Member Posts: 327 Arc User
    edited August 2012
    dalolorn wrote: »
    If I recall, it was called "Trials and Tribbleations" :P

    According to epguides.com/startrekdeepspacenine and the Memory Alpha website, you'd be recalling incorrectly. hehe ;) Both sites give the title with the dash. :)
    dalolorn wrote: »
    It was one of my favorite DS9 episodes :D

    Mine too!!! Though I'm thinking my (former) username probably revealed that before you even saw me post about it. lol
    2rbz410.jpg
  • toslover#1432 toslover Member Posts: 327 Arc User
    edited August 2012
    Another thing I found was missing (but I'm sure easily doable since it was in another episode) was a holodeck interior. I mean, sure, we can do it with a wall and the holodeck look, but that takes guesswork and precision. Some of us would want to start a mission in a holodeck right from the beginning without having to go through all of that.

    Combined with that, if you guys do happen to put the Holodeck in, I'd love the ability to decide from the TNG-style holodeck (which is used when previewing dialogs with contacts in the Foundry) and the Voyager-style holodeck (which is used at Starfleet Academy and on Bajor). :)
    2rbz410.jpg
  • q403q403 Member Posts: 1 Arc User
    edited August 2012
    Added Several.
    " Nature Decays, but latinum lasts forever."
    Original Handle: @Q400
    Join Date: December 2010
  • q403q403 Member Posts: 1 Arc User
    edited August 2012
    drogyn1701 wrote: »
    Yeah that might raise some EULA questions. However we could get the Zachary Quinto-voiced version from the tutorial. That would be cool. Really we just need the ability to designate an NPC as a hologram so they get that shimmery effect.

    Changed.

    :)
    " Nature Decays, but latinum lasts forever."
    Original Handle: @Q400
    Join Date: December 2010
  • domparisdomparis Member Posts: 0 Arc User
    edited August 2012
    This is what I what I would like in the foundry

    Costumes:
    C - Store costumes
    STF costumes
    Veteran costumes

    Maps:
    Torpedo Bay ( For funerals )

    Optionals
    Ability to make bosses ( A single enemy that has quite high health and good powers)
    Ability to change all NPC's in a group names and costume ( it is quite tiring doing it individually)

    IMPORTANT THINGS I WANT ADDED:
    Spell/Grammar check ( I hate people lowing my review rewards just because of typo's)
    Poisonous gas surrounding ( for EVA suit to be compulsory )
    Object that offers EVA suits and flashlights
    Boatswain whistle character animation ( This would really make my missions more detailed )
    =/\= LLAP =/\=
    Join date Jan 2010
    [SIGPIC][/SIGPIC]
  • thay8472thay8472 Member Posts: 6,162 Arc User
    edited August 2012
    how about instead of destroying a target we could disable a target or make it warp out when it hits X hp ?
    zx2t8tuj4i10.png
    Thank you for the Typhoon!
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited August 2012
    thay8472 wrote: »
    how about instead of destroying a target we could disable a target or make it warp out when it hits X hp ?
    That would be nice.

    Another that would be nice is being able to specify what your char/ship does when doing a map transition. "Beamout" doesn't always make sense... same with warp out...
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • toslover#1432 toslover Member Posts: 327 Arc User
    edited August 2012
    I would love if there was a way to put NPC enemies or friendlies (ships or people) in a straight line without having to do it individually.

    If I had a better idea of where they would be (instead of a static image of the map), it might be better, but, until then, I'd love the above adjustment. :)
    2rbz410.jpg
  • chicochavezchicochavez Member Posts: 115 Arc User
    edited August 2012
    Not sure if I missed it, but the meeting room you use for first contacts would be nice
    Play Star Trek: Allegiance - my first series in the Foundry
  • nickmuehnickmueh Member Posts: 0 Arc User
    edited August 2012
    I got a few assets to add to the list:

    1) Indoor/Outdoor shuttles - Currently only the type 8 is available, how about the other ones we can buy at requisitions. Galileo, Aquarius, Captain's Yacht, Chaffee, Federation Runabout, Klingon Shuttle, etc.

    2) TOS Style Sliding Doors

    3) TOS Style Consoles

    4) Lights that actually cast light, examples - Colony Lights, Coliseum Lights, and Light Ceiling
  • psycoticvulcanpsycoticvulcan Member Posts: 4,160 Arc User
    edited August 2012
    Admiral Quinn
    Admiral T'nae
    Captain Kurland
    Franklin Drake
    Captain Shon
    Obisek
    Sela
    J'mpok
    Worf
    Eraun
    Loriss
    Female Changeling
    Fek'lhr

    Individual mobs for each enemy type (Cardassian and Jem'Hadar space mobs, Federation runabout mobs, etc)

    Mobs consisting of a single fighter/frigate

    Dreadnought mobs (just add a disclaimer saying they can't be beaten alone)

    Entrance doors at every system on the sector space map, including the sector block "doorways".
    NJ9oXSO.png
    "Critics who say that the optimistic utopia Star Trek depicted is now outmoded forget the cultural context that gave birth to it: Star Trek was not a manifestation of optimism when optimism was easy. Star Trek declared a hope for a future that nobody stuck in the present could believe in. For all our struggles today, we haven’t outgrown the need for stories like Star Trek. We need tales of optimism, of heroes, of courage and goodness now as much as we’ve ever needed them."
    -Thomas Marrone
  • logitech007logitech007 Member Posts: 148 Arc User
    edited September 2012
    Cardassian Orbital Weapon Platform.
    The ones seen in ds9 during the dominion war. The ones look like small stations.

    Thanks.
    Logitech007
  • syberghostsyberghost Member Posts: 1,711 Arc User
    edited September 2012
    Franklin Drake

    Drake's easy to make, except for the uniform. See "Franklin Drake Must Die" for my take on him.
    Former moderator of these forums. Lifetime sub since before launch. Been here since before public betas. Foundry author of "Franklin Drake Must Die".
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited September 2012
    Requested option:
    A toggle for choosing whether foundry object coordinates are displayed in meters or feet.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • designationxr377designationxr377 Member Posts: 542 Arc User
    edited September 2012
    Requested option:
    A toggle for choosing whether foundry object coordinates are displayed in meters or feet.

    Request: Just make it meters. It's all arbitrary anyways in a video game environment.
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited September 2012
    Well, the game apparently stores the data in FEET, but displays it in meters.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • cloudinfinitycloudinfinity Member Posts: 59 Arc User
    edited September 2012
    It would be nice if we could use the interiors of fleet starbases for foundry missions. The Holodeck on my starbase is rather useless... it would be awesome if we could use that as a Mission Start location... after all, it is a holodeck.
  • paxfederaticapaxfederatica Member Posts: 1,496 Arc User
    edited September 2012
    My requested features:

    1) Ability to save your own created assets (maps, costumes, etc.) separately from your missions, so you can import and reuse them in multiple missions. Better yet, how about the ability to publish those assets separately as well, so that other authors can use your characters and vice versa?

    2) Ability to import your non-Foundry toons and ships into your mission as NPC costumes (as opposed to having to manually copy over all the settings).

    3) Seeing that there's a Dabo table asset available, perhaps add the ability to select it and open the Dabo mini-game. (Same goes for the Dabo tables built into the DS9 and Drozana maps.)

    4) Last, but not least... the ability to choose your own map transition effects (or lack thereof) at the start/end of each map, instead of always warping in/out between space maps, or always beaming into/out of a ground or interior map. Those default effects don't always make sense depending on the particulars of a story. For example, in a hypothetical Foundry remake of the TNG episode "Cause and Effect", each map should end with the ship blowing up, and the next one begin with the ship already on the map, with no warp-in or other entry effect needed. Other transition effects could be made available as well.
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited September 2012
    the funny thing about that is at one point in time you'd beam out when using a turbolift.... hehe. It's a good thing to improve though.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • dalolorndalolorn Member Posts: 3,655 Arc User
    edited September 2012
    My requested features:

    1) Ability to save your own created assets (maps, costumes, etc.) separately from your missions, so you can import and reuse them in multiple missions. Better yet, how about the ability to publish those assets separately as well, so that other authors can use your characters and vice versa?

    2) Ability to import your non-Foundry toons and ships into your mission as NPC costumes (as opposed to having to manually copy over all the settings).

    3) Seeing that there's a Dabo table asset available, perhaps add the ability to select it and open the Dabo mini-game. (Same goes for the Dabo tables built into the DS9 and Drozana maps.)

    4) Last, but not least... the ability to choose your own map transition effects (or lack thereof) at the start/end of each map, instead of always warping in/out between space maps, or always beaming into/out of a ground or interior map. Those default effects don't always make sense depending on the particulars of a story. For example, in a hypothetical Foundry remake of the TNG episode "Cause and Effect", each map should end with the ship blowing up, and the next one begin with the ship already on the map, with no warp-in or other entry effect needed. Other transition effects could be made available as well.

    It's not ideal, but setting a respawn point to the location of a reach marker objective can emulate the destruction of the ship. You do still warp in and out though, but...

    Infinite possibilities have implications that could not be completely understood if you turned this entire universe into a giant supercomputer.p3OEBPD6HU3QI.jpg
  • novapolaris#2925 novapolaris Member Posts: 805 Arc User
    edited September 2012
    Currently I would like to request all the variants of ground turrets and support drones as both props and costumes. It would also be great if enemy groups could be "tied" to the ground, preventing them from moving. Especially useful for combat groups costumed as props.

    I would also like to request the ability to use a boss enemy's health as a trigger when it reaches certain levels such as 3/4, 2/3, 1/2, 1/3, and 1/4.

    Lastly I would like to request the ability to place hazardous terrain such as the plasma floor from Infected (Ground) and the atmosphere from Nukara as well as safe zones.
  • dcwilliamsdcwilliams Member Posts: 2 Arc User
    edited September 2012
    theoryfive wrote: »
    Currently I would like to request all the variants of ground turrets and support drones as both props and costumes. It would also be great if enemy groups could be "tied" to the ground, preventing them from moving. Especially useful for combat groups costumed as props.

    I would also like to request the ability to use a boss enemy's health as a trigger when it reaches certain levels such as 3/4, 2/3, 1/2, 1/3, and 1/4.

    Lastly I would like to request the ability to place hazardous terrain such as the plasma floor from Infected (Ground) and the atmosphere from Nukara as well as safe zones.

    All of this!
  • novapolaris#2925 novapolaris Member Posts: 805 Arc User
    edited September 2012
    Next on my list are moving platforms, hopefully with the ability to set paths and speeds for them. It would be great if a stationary platform could be triggered into moving to another location.

    Back to hazardous terrain, would it be possible to have a barrier that harms instead of stops? It could be used both as a deterrent and as a puzzle segment.

    Last, I would like to request the ability to make timers. These could be tied to a failable objective, or run a series of triggers. They would not necessarily be tied to the story or one-time events, but could be triggered by them. They could run once or loop.

    EDIT: I would also like to request separate versions of the effects that cause interference and lower shields. It would also be great if there was a version of interference that only affected the map, not the entire screen as well. Effects that disabled weapons and powers like in Coliseum would also help.
  • captainazzaranocaptainazzarano Member Posts: 60 Arc User
    edited September 2012
    I really need these things to write the missions I want to write. Right now, I'm holding off, in the hopes of seeing these things added to the Foundry at a future point.

    1.) Indoor Shuttle Maps (Runabout Cockpit and maybe even the aft conference room)
    2.) The ability to restrict or allow a specific number of away team members.
This discussion has been closed.