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Bring on the UGC...I just wrote 6 KDF episodes today.

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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    I'd like for us to be able to create "hidden" triggers in our missions too. Like an anomolay or distress signal or sensor contact that appears in certain areas after some pre-requiste trigger. These "hidden" triggers would be used to inititate some secondary side content, or provide access to content that further fleshes out or provides insight on th eprimary mission. This hidden content wouldnt have any requirement for completing the mission...it would just add some non-linear aspect to the content/mission.

    I'd also like away to select weither or not I'd like these triggers to be revealed randomly. So that we can add in some type of random, non-mission/content related content that will be smaller secondary missions in themselves, totally independent ofthe primary mission. So while doing a diplomacy or logistics mission, one might have a "signal contact" in the form of a small anaomly appear out in the distance. Traveling to it would trigger another mission either in that instances, or warp you to another system if required for the mission consistency. So a diplomacy mission could randomly have the inclusion of a secondary "rescue" mission or collection, or enemy raid/incursion mid-way through...perhaps the random apperance of a nemesis, oooo!:eek:
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    I'd also like to see timers for in mission, like where you have a certain amount of time to rescue a number of hostages, and the longer you take, the less of them survive.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    rpell wrote:
    I'd also like to see timers for in mission, like where you have a certain amount of time to rescue a number of hostages, and the longer you take, the less of them survive.

    Ooooo...I like.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    cocoa-jin wrote: »
    I'd like for us to be able to create "hidden" triggers in our missions too. Like an anomaly or distress signal or sensor contact that appears in certain areas after some pre-requiste trigger. These "hidden" triggers would be used to initiate some secondary side content, or provide access to content that further fleshes out or provides insight on the primary mission. This hidden content wouldn't have any requirement for completing the mission...it would just add some non-linear aspect to the content/mission.

    I'd also like away to select weither or not I'd like these triggers to be revealed randomly. So that we can add in some type of random, non-mission/content related content that will be smaller secondary missions in themselves, totally independent ofthe primary mission. So while doing a diplomacy or logistics mission, one might have a "signal contact" in the form of a small anaomly appear out in the distance. Traveling to it would trigger another mission either in that instances, or warp you to another system if required for the mission consistency. So a diplomacy mission could randomly have the inclusion of a secondary "rescue" mission or collection, or enemy raid/incursion mid-way through...perhaps the random apperance of a nemesis, oooo!:eek:

    I completely agree with your idea of just that of hidden triggers in our missions, it would allow and bring about some rather dynamic content in regards to the game play.
    rpell wrote:
    I'd also like to see timers for in mission, like where you have a certain amount of time to rescue a number of hostages, and the longer you take, the less of them survive.

    Again, this is another great idea and iam assuming you are suggesting like a time limit on an mission in which you have to do something in an amount of time or you fail it?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    Acidrain wrote: »



    Again, this is another great idea and iam assuming you are suggesting like a time limit on an mission in which you have to do something in an amount of time or you fail it?

    Something like that, but a little more elaborate. Like, say you have 10 people infected with something, and you have 20 minutes to find a cure, but they don't all die at once. Maybe one dies at 11 minutes, another at 12 minutes, and so on. Something that will really put a psychological strain on the player and make them feel like lives are on the line.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    there are definitely timers already built into the game. shouldn't be that hard.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    Hm, I like the timer idea, since it opens up a lot of possibilites.

    For example:
    • A rescue mission. You respond to a distress call of a federation ship, with an important ambassador on board. Feds and Klingons both try to reach the ship before the other faction and must face several tasks on the way. You could either make some kind of War zone of it or you just say "the other faction will be there in x minutes".
    • Your ship is under attack and you can't win the fight. You have to rescue your crew in x minutes and get everyone to shuttles and escape pods. You would have to find a way through the ship and stabilize injured crewmen you find on the way, which would then follow you. You could combine this with boarding parties you have to defeat.
    • War front: You need to attack a planet and beam down troops. In order to do this, you must defeat patrols and reach the planet before the orbital cannons/planetary shield come online. If you fail, the mission is over or much much harder.

    Lots of possibilities. :)

    Some questions:
    • Will we be able to set the look of the player to something quest-related? Maybe with the formal outfit to make some kind of Dixon Hill / agent Bashir story? They would still have their armor and stuff, but the look would be set to formal and could not be changed.
    • Will it be possible to give the whole screen a colored overlay (like in "Ghost Ship")? I remember the Captain Proton mission in Elite Force, which was pretty cool. So it would be awesome to have a mission where the whole screen is black and white. Useful for the Dixon Hill missions, too.
    • Will the player generated stories be tested by the devs or will they be instantly available to play? Then there mustn't be any rewards for the missions, because of possible cheating. Maybe they could be uploaded to tribble first, and the devs set the rewards themselves. This is very important, as I can already see the players who make easy repeatable missions for themselves and reach max level in a day. :rolleyes:

    That's it so far.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    I hope there is a good selection of scannable and clickable items to choose from instead of just a few.
    :(
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    Klingorion wrote: »
    I hope there is a good selection of scannable and clickable items to choose from instead of just a few.
    :(

    We pretty much enabled our entire object library for UGC authors, so most of what you see in the game will be available for use. In the editor, you can make nearly any object a clickable object :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    cocoa-jin wrote: »
    I'd like for us to be able to create "hidden" triggers in our missions too. Like an anomolay or distress signal or sensor contact that appears in certain areas after some pre-requiste trigger. These "hidden" triggers would be used to inititate some secondary side content, or provide access to content that further fleshes out or provides insight on th eprimary mission. This hidden content wouldnt have any requirement for completing the mission...it would just add some non-linear aspect to the content/mission.

    I'd also like away to select weither or not I'd like these triggers to be revealed randomly. So that we can add in some type of random, non-mission/content related content that will be smaller secondary missions in themselves, totally independent ofthe primary mission. So while doing a diplomacy or logistics mission, one might have a "signal contact" in the form of a small anaomly appear out in the distance. Traveling to it would trigger another mission either in that instances, or warp you to another system if required for the mission consistency. So a diplomacy mission could randomly have the inclusion of a secondary "rescue" mission or collection, or enemy raid/incursion mid-way through...perhaps the random apperance of a nemesis, oooo!:eek:

    We already have hidden marker volumes that can be used as a mission objective that will complete when the player enters them. These can be used to trigger encounters currently. We don't have random mission branching, but I love that idea, so I'll put it on the wishlist :)

    We will be adding the ability to have optional objectives soon, but it's not in yet.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    hurleybird wrote: »
    One would think that would be a basic requirement for any serious Role Playing Game with a modicum of depth. There have also already been a few missions that have had the player make some decisions with implied future consequences. It's sad to hear that these kinds of things aren't tracked.

    I looked into this a little more, and it seems we can make some of this data available for UGC missions. The main issue is there is no way to branch your episode into different timelines - it's a linear system right now. So even if you had the data, you couldn't really do anything with it. Mission branching is a heavily requested feature though, both internally and from the community, so I imagine it won't be too long before it's included.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    Looks like the UGC is shaping up to be a great addition.


    p.s.
    Great ideas cocoa
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    mapolis wrote: »
    I looked into this a little more, and it seems we can make some of this data available for UGC missions. The main issue is there is no way to branch your episode into different timelines - it's a linear system right now. So even if you had the data, you couldn't really do anything with it. Mission branching is a heavily requested feature though, both internally and from the community, so I imagine it won't be too long before it's included.

    Sweet love it love it
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    mapolis wrote: »
    We already have hidden marker volumes that can be used as a mission objective that will complete when the player enters them.

    Translation: Yes race course are possible as a map.


    Woot!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    mapolis wrote: »
    I looked into this a little more, and it seems we can make some of this data available for UGC missions. The main issue is there is no way to branch your episode into different timelines - it's a linear system right now. So even if you had the data, you couldn't really do anything with it. Mission branching is a heavily requested feature though, both internally and from the community, so I imagine it won't be too long before it's included.

    What about branched dialog as seen in Episode "Suspect" ? (The one where you have to decide between killing Franklin Drake of Section 31 or the Captain of the U.S.S. Obsidian.) The mission ends the same way but with different text based on your choice.

    That mission is one of my favorites - right up there with City on the Edge of Never.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    rpell wrote:
    Something like that, but a little more elaborate. Like, say you have 10 people infected with something, and you have 20 minutes to find a cure, but they don't all die at once. Maybe one dies at 11 minutes, another at 12 minutes, and so on. Something that will really put a psychological strain on the player and make them feel like lives are on the line.

    Ah, yes i completely agree so mainly multiple objectives in which you describe is just that and it would be far more elaborate and from what the GM/Dev has stated in this thread it would seem very possible to doing such a thing and i completely welcome and encourage anyone that can and will make some rather elaborate and it think the community will welcome such missions and episodes. I think the more elaborate someone can make a mission/episode iam all for and i cant wait to see what some people come up with.
    Tiuz wrote:
    Hm, I like the timer idea, since it opens up a lot of possibilites.

    For example:
    • A rescue mission. You respond to a distress call of a federation ship, with an important ambassador on board. Feds and Klingons both try to reach the ship before the other faction and must face several tasks on the way. You could either make some kind of War zone of it or you just say "the other faction will be there in x minutes".
    • Your ship is under attack and you can't win the fight. You have to rescue your crew in x minutes and get everyone to shuttles and escape pods. You would have to find a way through the ship and stabilize injured crewmen you find on the way, which would then follow you. You could combine this with boarding parties you have to defeat.
    • War front: You need to attack a planet and beam down troops. In order to do this, you must defeat patrols and reach the planet before the orbital cannons/planetary shield come online. If you fail, the mission is over or much much harder.

    Lots of possibilities. :)

    Some questions:
    • Will we be able to set the look of the player to something quest-related? Maybe with the formal outfit to make some kind of Dixon Hill / agent Bashir story? They would still have their armor and stuff, but the look would be set to formal and could not be changed.
    • Will it be possible to give the whole screen a colored overlay (like in "Ghost Ship")? I remember the Captain Proton mission in Elite Force, which was pretty cool. So it would be awesome to have a mission where the whole screen is black and white. Useful for the Dixon Hill missions, too.
    • Will the player generated stories be tested by the devs or will they be instantly available to play? Then there mustn't be any rewards for the missions, because of possible cheating. Maybe they could be uploaded to tribble first, and the devs set the rewards themselves. This is very important, as I can already see the players who make easy repeatable missions for themselves and reach max level in a day. :rolleyes:

    That's it so far.

    T, very nice and i completely agree with your position and ideas above.
    mapolis wrote: »
    We already have hidden marker volumes that can be used as a mission objective that will complete when the player enters them. These can be used to trigger encounters currently. We don't have random mission branching, but I love that idea, so I'll put it on the wishlist :)

    We will be adding the ability to have optional objectives soon, but it's not in yet.

    M, thank you for bring this to our attention as it is important to know. Sometimes there is so much going on in game, we don't always recognize or realize that is the case.
    mapolis wrote: »
    I looked into this a little more, and it seems we can make some of this data available for UGC missions. The main issue is there is no way to branch your episode into different timelines - it's a linear system right now. So even if you had the data, you couldn't really do anything with it. Mission branching is a heavily requested feature though, both internally and from the community, so I imagine it won't be too long before it's included.

    M, again AWESOME and iam glad to see that the devs are looking at things in such a way. If they are looking at this, if and when they do get it to work in the game will other content created by the devs be revamped at sometime or new stuff added with such situations?
    Looks like the UGC is shaping up to be a great addition.

    Heck yeah it is!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    mapolis wrote: »
    We already have hidden marker volumes that can be used as a mission objective that will complete when the player enters them. These can be used to trigger encounters currently. We don't have random mission branching, but I love that idea, so I'll put it on the wishlist :)

    We will be adding the ability to have optional objectives soon, but it's not in yet.

    Im giggling in the office like a lil school girl!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    imo this thread needs to be linked to in STO discussion. Let people see what mapolis is saying to get a REAL feel of what UGC is going to let us do. personally I check this thread at least daily.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    imo this thread needs to be linked to in STO discussion. Let people see what mapolis is saying to get a REAL feel of what UGC is going to let us do. personally I check this thread at least daily.

    NO!...this is our's Precious. They's will want to takes it from us. Kills us they will for it...No, we can'ts share the Precious!


    (we really need a Smeagle smiley)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    cocoa-jin wrote: »
    NO!...this is our's Precious. They's will want to takes it from us. Kills us they will for it...No, we can'ts share the Precious!


    (we really need a Smeagle smiley)

    Uh...sure...

    I do hope they will allow us to do more with it than planned. Perhaps use that to customize our Fleet SB when they actually make an appearance in-game.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    ugh Architect MIssions, they wrecked official content in COH with their farm missions
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    ugh Architect MIssions, they wrecked official content in COH with their farm missions

    Well, they don't have to allow certain missions to be published, tey could take and set up controls that do not allow missionslike that to be allowed, or perhaps reduce the rewards so there's some sort of scaling for diminishing returns for completing it again and again.
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