I want to do a mission that has consequences to it,
if say option one says "kill him" and number 2 says "spare him" and if you pick option 1 the mission fails and if you pick option 2 the mission continues,
Can this be done in the foundry and if so how?
CVN-65 U.S.S. Enterprise - A ship so badass it survived John McCain.
You can't fail a mission, you can only block progress. It would probably be better to have consequences in the form of you facing some of his angry friends later, or friendly NPC X is killed as a result.
In fairness, I always found Cryptic's failure mechanic immersion-breaking. Since you restart, it's like it doesn't have consequence. You get a do over. A more realistic outcome is the mission continues, but causes a less favorable outcome.
The one tricky part is that triggers only work on the same map, you'll have to convey the results of their decision before the next map transition, then play things loose enough on future maps as to be applicable to both possibilities.
To piggy back on what thegreendragoon1 said, you can also put a prompt on the following maps asking which decision the player made before. It can be slightly immersion breaking, but it does allow a more branching story. If you've played KotOR 1 and 2, you'll know what I'm talking about, as that's how they handle the transition between games.
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In fairness, I always found Cryptic's failure mechanic immersion-breaking. Since you restart, it's like it doesn't have consequence. You get a do over. A more realistic outcome is the mission continues, but causes a less favorable outcome.
The one tricky part is that triggers only work on the same map, you'll have to convey the results of their decision before the next map transition, then play things loose enough on future maps as to be applicable to both possibilities.