What would you like to see, and do in foundry?
Personally I would like to create missions that show off that we are at war with the Klingons, and make it feel like this is truly a fight for the freedom of the federation. I would like to write missions that give the feel that episodes like
"nor battle to the strong" ,
"The ship", and
the Siege of AR-558 gave when watching the war between the dominion, and the Klingon.
But what does anyone else want to do in foundry?
First user Thread in here yea.. sorry I'm narcissistic
Comments
What I'm wondering, is would it be possible to create the tech to not only have it pull the bridge set from whoever is running the mission, but to have mobs spawn in dynamic locations.
What I mean by that is put a trigger in the mission script that says when a certain event happens, have this set of mobs pick a place to spawn on whatever set is pulled from the character ship.
The ship interiors beyond the bridge itself should be no problem, since they are all the same. Other than whatever wall trophies are put up that is. Later down the road if / when they add custom ship interiors it could break these missions however.
My evil brain is already concocting an ambush scenario type mission where you have to fight to save your own ship from the inside. Complete with plasma fires, sparking EPS conduits and what have you. If the editor lets me
I've also been toying around with some new episodes, mainly to do with the Romulans and Hirogen, set in the 25th Century. The Romulans were my favorite part of the game's storyline (other than the Guardian of Forever and Planet Killer episodes, heh), and I want to create some stories to do with them.
Example
Instead of the 3 boring frigates, how about about (all still being named 'frigates') one of them having 50% power to shields with a lot of shield/structural abilities, one with science abilities, and the other with 50% offense. You won't know which one is which, but if you are going to survive 'well', you need to take out the offensive frigate first, then the science, then the defensive.
Another example is to have melee combat makes sense with more logical parameters.
I will want be able to save that function and carry those 'encounters' with me throughout my modules as well have people be able to 'borrow' them for their own.
I'd like to have the ability for the player to select which Bridge Officer plays which role, for instance, I want my Betazoid Doctor Jeras to be the chief of medicine and not the chief Science Officer (another bridge officer should have that role).
I'd like to design my own ship interior.
I'd like to create movie missions for filming machinima
Undine Missions
blow up a planet.
race/sex testing in conversations - different options depending on if the captain is a certain race or sex.
cut scene generator with camera control ect.
easy to place filler NPCs ....dude working on console here....click done
the ability to puppet players boarding party member...basically have them interject something in the
conversation.
Personally I would like for author names to be blank until a mission has been accepted. As the person mentioned above something to manipulate cutsecenes as we wont be abole to use our own, to add atmosphre it woud be nice to have access to what is in game.
Control over what music trackis played?(not sure on that one)
The ability to make diplomatic missions at ANY location.
I would LOVE to be able to make NPC's interact as part of a mission. And have the ability to make npc's "follow" or "lead" .
I would li e to be able to use titles in the star trek font at the beginning of missions like you did in the season one episodes..it's just so "trek" when you did it! Iwant to do it too!
Eventually: The ability to test unfinished missions with "friends" and "fleets" in order to bug test and to get early feedback AND to see how my missions would interact IF i intended them to be more fleet/teasm orientated.
Those are my knee jerk thoughts. I will come back in a couple of days with something a bit more thought out
I'm not sure exactly what your asking, as people have been discussing how they want the system to work since its been announced. Just to be clear, are you asking this just to have a reason to post a thread in the new forum, or are you asking something else deeper that I'm missing?
*edit*
Ah, I didnt see your last sentence until I quote your post. I guess that answers my question!
and space maybe for that matter..the old "camera shake" :P
A script effect that allows you to 'clone' the player of your mission would be nice. Meet your mirror counterpart...and kill them.
A little bit of both.. I added in that dark part after my post was made, and already had replays. in truth this is a wish list of what you want UGC to do when it is fully up and running.
versions
The Federation one and the Klingon version...at the same time
Same NPCs, maps.....different focus
It will allow me to produce 2 adventure for about the work it takes to make 1
and it will help our Klingon brothers get some needed content.
Not that I would have a Klingon solve a problem like a Fed would ( or should )
lol if I feel energetic, I might even include...the Ferengi solution
I'd also like to see a scripting engine where we can control NPCs and world objects with script (similar to what NWN had, of course).
Scripting would make for a lot of fun.
empty space, plop planet here....few rocks here.....player starts here, gets msg here,
has option to beam to planet here
done
open planet side is next easiest.....might be like NWN2 tools, hopefully with more help
interiors is the most difficult, stuff has to match up, or you end up with holes, missing
textures...blocked pathways...erggg can be a pain
YES!! agree this would be quite alarge one for me actually
1. Ability to make map objects such as plants, rocks, alien devices A. cause damage or affect characters in positive and negative ways, especially when in proximity B. be able to be influenced by players, npcs, and player generated objects (such as a ground shield generator strategically placed over a ground object can nullify its effects) . same for space objects. (examples: use a repulsor beam to move an asteroid, or use the polorize hull plating to trigger a wormhole type event)
2. I have a mission idea where a player is outdoors, but needs to enter a building that is open to the outdoors.. like a canopy or gazebo type building. it would be nice to allow the roof to fade out in order to see inside, or have the camera auto adjust to follow inside.
3. might need swimming, diving, climbing, swinging, and crawling abilities added.
4. might also need capabilities that adapt to trap doors suddenly surprising the character.
5. may need digging abilities
6. i may need to have objects affect each other, along with the ability to combine objects. that is A. pick up 2 objects and put them together B. attach an object to a ground object (or push an object near another)
(i may request other abilities as i think of them)
The ability to move players from one location to another without a transporter effect.
The ability to have players take command of a ship other than their own.
Access to ALL environment elements that are currently in game, including c-store assest (like bridges and uniforms).
The ability to have the players get captured by the enemy (players disarmed, beam out blocked, no request for reinforcements). Also the ability to activate this from a dialog box. (as in surrendering, if neccessary).
The ability to gather information from the surrounding environment without having to use one of your bridge officers as an interface. I have a mission I want to create where the character is on his/her own, and I may want the character to get information about an object without having to have a BO explain it in a dialog box.
The ability to change the character and Bo outfits to something appropriate to the mission. Like if the Captain has to go undercover for a Section 31 mission, it might be appropriate to NOT have him in a Starfleet uniform.
Shuttlecraft!!! Or at least a shuttle prop that can be placed on a planet.
The ability to have multiple enemy factions that are fighting against each other as well as the player.
The option to NOT include anomalies on a map.
can be handled with a good cutscene generator
players need to surender ? have a cut scene triggered when the captain goes down..
the scene shows the surender, placement in a holding cell, then shows how the captain
figured out a way to break out....bam, back to regular play.
need to dig under a fence, cutscene it
Captian we need to dig our way under this force fence. Well we best get to it.
Fade
<other side of fence> dusting selves off...well know I know why I never wanted to
be a ditch digger.....back to the game
cutscenes are a VERY powerful tool.
What I would like to do:
Branching storylines would be great, which includes failable missions.
I want variables that I can use for my dialogue and development of the story like race, sex, class and rank.
- I want to have a scenario where I enter the mind of a Vulcan using mental link. Adapting the mission text so that if you're a Vulcan, it's you intiaiting it and elsewise it's by a trick from another Vulcan would be a small but neat tweak.
- Another one is of course allowing a romantic interest in an episode - having the ability to switch the sex of the NPC based on the sex of the player character, or at least the text to fit the sex of the player character.)
- An NPC adresses you either as superior, an equal or as an subordinate based on your rank.
I would like the ability to create one mission and provide translations for different languages in that mission (so it needs to be reviewed and published only once...)
Edit: I also want to create PvP maps/missions.
I'm hoping to make The Ishtar Terra Orbital Combat Range on Venus (for the testing of weapon builds); The Hellas Planitia Proving Ground on Mars (for ground tactical training), The Academy Flight Range on Saturn (for introductory maneuvering) and the Jupiter Station Pilot Proving Grounds (for advanced piloting).