Hallo and happy new year for all...
I have a suggestions to add in foundry story mode "complete One of" and complete "or".
I mean, we have now "Complete All" when you must complete all tasks... 1) Complete one of - i mean here that you can give 2+ tasks but completed must be just one, it will be good to create puzzle missions better, like you can give 3 tasks, but just one of them must be completed to continue the mission (like, you must go in 3 places, in 2 are enemies or something like and third one is right way and when player go to right one from starting the task he mustn't go to the other)... 2) Complete Or - I mean when you give 2+ tasks, but it's enough to complete just one to continue, it will be good i think for creating "Alter Ending", which will make mission more interesting, like you can chose how you want to end the mission, but all of them are successful. (we can do it in dialogs but not in story line, like you can chose go kill someone or let him stay alive or try get password or by logic get it sooner or something like that and all of your chose will be good or better)
In map creation mode: 3) I have suggestion about the dead zones - I mean (like in asteroid mine mission if you take off suit you're dieing), but not for all map (for all too) , I mean just for zone like - there is gas cloud and when player enter it without suit he will die... 4)And fourth suggestion is about lightning, when you creating map you can turn all lights off on the map like in "What Lies Beneath" and in "Starbase Incursion" missions.
And one more, it's more like fix then suggestion please add to "Legacy Contact" states "Objective Copleted" mode, now is just "This Objective completed"...
Tnx in advance, this is just suggestion and hope you will like it, I think this changes can make foundry system much better, when people can show their creativity and I belive some of foundry mission will become epic whis this changes.
I was going to reply to a couple of these new threads saying this had all been suggested before, which it has, but in thinking about it, it is sort of telling that each new person that comes to the Foundry and then posts here comes up with much of the same list of wants and needs.
It means these things are what we all universally notice as deficiencies in the Foundry and it is actually good to keep repeating them, because they might be minor, but minor things get pushed to the back burner unless we really harp on them. The Foundry is still in beta after all, and what is the purpose of that if not finding things to improve upon.
Bottom line: I wish I could tell you guys that I think these things will get some attention, but the STO Foundry is just not a resource priority for Cryptic at this time, much as many of us would like it to be. Maybe someday they'll put some more work into it beyond the "we might do some stuff for it when we got a free minute between big updates" sort of thing we see now. Maybe.
Yeah, logical operators (if only a 'Complete One Of') would be awesome.
Currently, your best bet is something along the lines of having a single end goal blocked by several doors (walls, rocks, whatever). In-map stuff can then open one of the doors depending on which path the player has taken (which could be mutually exclusive with popup dialogs and triggers).
I'd rather have Complete One Of, but this might help you
Campaign: The Fenwick Cycle NWS-DKR9GB7KH
Wicks and Things: NW-DI4FMZRR4 : The Fenwick merchant family has lost a caravan! Can you help?
Beggar's Hollow: NW-DR6YG4J2L : Someone, or something, has stolen away many of the Fenwicks' children! Can you find out what happened to them?
Into the Fen Wood: NW-DL89DRG7B : Enter the heart of the forest. Can you discover the secret of the Fen Wood?
Yeah, a complete one of would be nice. Or just an optional objective that appears in the list, but it doesn't matter if you complete it to complete the mission. Having an optional objective that could either end with a success or failure state would be great.
This can be done now with regards to optional objectives by using triggers, invisible objects, and map-planted dialogue trees.
I know, but doing it that way is pretty much a work around. For a lot of things, doing it that way is fine, but sometimes it would be nice to be able to add the objective to the objective list.
If you have too many optionals right now, it's easy for the player to lose track of them, because there is no list to remind them.
I know, but doing it that way is pretty much a work around. For a lot of things, doing it that way is fine, but sometimes it would be nice to be able to add the objective to the objective list.
If you have too many optionals right now, it's easy for the player to lose track of them, because there is no list to remind them.
I know, but doing it that way is pretty much a work around. For a lot of things, doing it that way is fine, but sometimes it would be nice to be able to add the objective to the objective list.
If you have too many optionals right now, it's easy for the player to lose track of them, because there is no list to remind them.
Yeah, a complete one of would be nice. Or just an optional objective that appears in the list, but it doesn't matter if you complete it to complete the mission. Having an optional objective that could either end with a success or failure state would be great.
Comments
It means these things are what we all universally notice as deficiencies in the Foundry and it is actually good to keep repeating them, because they might be minor, but minor things get pushed to the back burner unless we really harp on them. The Foundry is still in beta after all, and what is the purpose of that if not finding things to improve upon.
Bottom line: I wish I could tell you guys that I think these things will get some attention, but the STO Foundry is just not a resource priority for Cryptic at this time, much as many of us would like it to be. Maybe someday they'll put some more work into it beyond the "we might do some stuff for it when we got a free minute between big updates" sort of thing we see now. Maybe.
Currently, your best bet is something along the lines of having a single end goal blocked by several doors (walls, rocks, whatever). In-map stuff can then open one of the doors depending on which path the player has taken (which could be mutually exclusive with popup dialogs and triggers).
I'd rather have Complete One Of, but this might help you
Wicks and Things: NW-DI4FMZRR4 : The Fenwick merchant family has lost a caravan! Can you help?
Beggar's Hollow: NW-DR6YG4J2L : Someone, or something, has stolen away many of the Fenwicks' children! Can you find out what happened to them?
Into the Fen Wood: NW-DL89DRG7B : Enter the heart of the forest. Can you discover the secret of the Fen Wood?
Click here for my Foundry tutorial on Creating A Custom Interior Map.
This can be done now with regards to optional objectives by using triggers, invisible objects, and map-planted dialogue trees.
I know, but doing it that way is pretty much a work around. For a lot of things, doing it that way is fine, but sometimes it would be nice to be able to add the objective to the objective list.
If you have too many optionals right now, it's easy for the player to lose track of them, because there is no list to remind them.
Click here for my Foundry tutorial on Creating A Custom Interior Map.
I can't agree, when you put Complete all you have animation and visual of this and you know that all objects there must be completed, same here, same visual but you can turn off path for objects/tasks you don't want to be right: f.e. - http://www.stowiki.org/images/e/e6/Foundry_Complete_All.png with this - http://postimage.org/image/6x1wiusvr/
Yea, +1 to this idea