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An Idea for the new foundry tool

SystemSystem Member, NoReporting Posts: 178,019 Arc User
The new foundry tool allows players to design missions, maps, planets, systems, etc.

I think that when this is released it should be accessable by visiting your ships interior, going to the personnel deck, and entering the HOLODECK then you can access the differents maps you have created and you can edit existing maps.

If you think this is a good idea then please leave lots of comments and maybe we will get the attention of the DEVs. :cool:
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    yeah i like the sound of this :P a way to test our missions before we release them..
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    yeah i like the sound of this :P a way to test our missions before we release them..

    Exactly and also I have been waiting for a long time to enter a holodeck. :D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    Wouldn't take too much work I would think, there are only 6 different interior layouts and as far as I remember even the small layouts have a 'blank' door or two on the personel deck. throw a holodeck grid on the other side of it and either a console on the wall or an arch to access the foundry and as the saying goes, Bob's your uncle.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    Gatness wrote: »
    Wouldn't take too much work I would think, there are only 6 different interior layouts and as far as I remember even the small layouts have a 'blank' door or two on the personel deck. throw a holodeck grid on the other side of it and either a console on the wall or an arch to access the foundry and as the saying goes, Bob's your uncle.

    that or a new deck.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    that or a new deck.

    I think that an entire new deck just for a holodeck seems a little too excessive to me. It would probably cause too many problems for the DEVs.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    I think that what you describe contradicts many of the developer's plans of integrating UGC within the game's fiction.

    dstahl and mapolis both said in their largely Foundry interviews that you can accept missions, then utilize contacts at existing space stations as NPC and quest-givers. This address my biggest fear about the FoundryL that people wanting to stuff it onto a holodeck will make the social hubs and othe game areas disappear as they become wrapped up in an arbitrary holodeck.

    That's not to say that some missions shouldn't be on the holodeck, you should be allowed to create some there.

    However, integrating Foundry tools seamlessly with existing environments means fewer players will get "lost in the instances" so to speak.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    I see a holodeck more as the enterance to the editor rather than where you go to do/get the missions others have made. Assuming of course you get into the editor from STO ratehr than logging in seperately, as I'm not in the beta I can only really speculate on that so...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    i like the idea it seems like the best idea on how to make the mission. I hope the foundry tool is good and that we will have many options. i also hope that the missions will play off as real missions and not just holodeck programs for training or something. although i do like the idea of making the mission in the holodeck as it is a good way to implement it into the game.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    Gatness wrote: »
    I see a holodeck more as the enterance to the editor rather than where you go to do/get the missions others have made. Assuming of course you get into the editor from STO ratehr than logging in seperately, as I'm not in the beta I can only really speculate on that so...

    he said my thoughts excatlly create the mission but get it from somewhere else preferably i would like to see it implemented that your character as the admiral or whatever is giving the mission on behalf of starfleet but as to where to get the missions i do not know. perhaps somewhere on ESD and you are able to look of specific people or missions or mission types and get the missions people have made.

    my only fear about foundry is that is shall surrender my life to making missions:D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    Gatness wrote: »
    I see a holodeck more as the enterance to the editor rather than where you go to do/get the missions others have made.

    My sentiments exactly
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    I also think that a good thing for foundry would be that you can change the looks of weapons.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    I think the Holodeck works best for some ideas (like Captain Proton) as well as for the upcoming Mission Replay Feature.

    The rest of the content should be integrated within the game world to give it a cooler feeling - one that feels less like entering an editor and playing with it and mor elike "hey, I just got orders to the Kei System - do you want to join me"?

    As dstahl and mapolis have stated in their interviews, you ought to be able to accept a mission and then talk to new or established NPCs in both unique maps as well as ones they opened up for Foundry use.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    I think the Holodeck works best for some ideas (like Captain Proton) as well as for the upcoming Mission Replay Feature.

    The rest of the content should be integrated within the game world to give it a cooler feeling - one that feels less like entering an editor and playing with it and mor elike "hey, I just got orders to the Kei System - do you want to join me"?

    As dstahl and mapolis have stated in their interviews, you ought to be able to accept a mission and then talk to new or established NPCs in both unique maps as well as ones they opened up for Foundry use.

    What im saying is make the mission in the holodeck then go get the mission in the game.

    EX: you make the mission in the holodeck then you go to lets say the bartender at spacedock to get the mission.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    What im saying is make the mission in the holodeck then go get the mission in the game.

    EX: you make the mission in the holodeck then you go to lets say the bartender at spacedock to get the mission.

    Who says we'll be able to build missions with the same character we do most of our playing?

    Wouldn't it be an exploit to test a mission you're working on and collecting sweet loot and xp while doing so?

    We already know that we "test" our missions - via the alpha screens dstahl released. Also, Foundry is a company wide thing - I wouldn't want it to be too specific and risk alienating those wishing to try Foundry tools in Cryptic's other games.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010

    Wouldn't it be an exploit to test a mission you're working on and collecting sweet loot and xp while doing so?

    Ok so when we test our missions we stay in holodeck and cllect no real xp or $$ while doing it!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    Ok so when we test our missions we stay in holodeck and cllect no real xp or $$ while doing it!

    No, no - I think you're misunderstanding what I'm saying.

    I'm saying a separate character for creating content alleviates a lot of woes (exploiting, bugs, etc.) It's better to have the creation tools closed off from the general game world than risk all the headaches associated with it. (also, it would be resource intensive to run the editor on top of the game that's piping you information).
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