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Feature request: Preset spawn and rally points, upon map start.

capthaydencapthayden Member Posts: 57 Arc User
A feature I'd really like to see implimented is a preset spawn/rally point for officers upon map start.

Let me give you an example:

Let's say you have a ship interior map made up. It has a corridor with serveral rooms branching off. Upon the map starting up, the player (captain) appears in the turbolift, while the ranking science officer appeared in room A and stayed there until the player released the rally point. Same with the ranking engineering officer appearing in room B and so on.

This allows the author to create objectives such as "Proceed to Sickbay" and "Speak with chief medical officer", without forcing the player to walk around and place the accompanying officers in the required places during the mission, but instead allows the author to create the environment ahead of time.
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Post edited by capthayden on

Comments

  • zorbanezorbane Member Posts: 1,617 Arc User
    edited August 2012
    But what happens when 2 or more people are playing the mission together, not so simple lol
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  • leviathan99#2867 leviathan99 Member Posts: 7,747 Arc User
    edited August 2012
    I'd be happier if:

    A) I could specify "No BOs."

    B) I could then use a player's BOs as contact costumes for NPCs.
  • zorbanezorbane Member Posts: 1,617 Arc User
    edited August 2012
    Yeah being able to set costumes for NPCs based on the player or the boffs would be nice. It's already done for some of the NPCs on our bridges
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    Foundry Mission Database
    Check out my Foundry missions:
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    Untitled Series - Duritanium Man - The Improbable Bulk - Commander Rihan
  • capthaydencapthayden Member Posts: 57 Arc User
    edited September 2012
    @ Zorbane: I actually had this same idea. Using the "ranking BRIDGE tactical officer" or the "ranking BRIDGE science officer" as a template skin for NPC's would be nice.

    For those who don't know where I'm coming from with this: What sets these characters apart from your away team is that these characters are not a part of your away team. Their templates are stored for communications with the ship while your away team is on the surface. Now obviously these character skins are stored in memory, since they can be programmed in for text messages. Making certain NPC's utilize those skins (already stored in memory) shouldn't be a real stretch.

    As for what happens when two or more ppl play the mission grouped, it really wouldn't make much difference since the players decide whose bridge officers come along on the mission. The ranking science officer in the group would still be the ranking science officer, it just may not be yours.

    As for implimenting the other idea, while grouped, I'd say the mission should take the NPC skin parameters from the player that first accepted the mission.

    It's just a feature I'd like to see. It beats forcing the player to set the stage ahead of time.
    Foundry missions: "Salvaged" and "Preemption (Federation)" brought to you by the former "Tom_Riker01".

    "An artist's growth depends upon accurate feedback." ~Data
  • psycoticvulcanpsycoticvulcan Member Posts: 4,160 Arc User
    edited September 2012
    I'd love to be able to specify where BOs spawn. Great idea.
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