So, you want to make your adventures more in line with what is out there already ?
But better.
<<< DISCLAIMER: I don't write my missions like this. This is soley for those that want cryptic style.
That can be done. Here are some points you might consider during mission construction.
1 Tasks need to be listed like standard adventure. <that box displayed on the top right>
> Deal with the Ugoge raiders --- NOPE
> Destroy Pirate Group 1 ---- YUP
> Work out a deal with the Ferengi boss --- NOPE
> Talk to Brezma --- YUP
2. ANY time a player needs to do something, like activate 3 computers. You need to have that
clearly stated at the last NPC conversation, on the bottom, with its own line in highlighted green.
Blah blah blah blah
Blah Blahditty blah Blah
[ Disable 3 Computer Consoles]
like that
3. Only use BO's to relay information about the task at hand...not for conversation
4. If nothing important happens on a map...get rid of it..If your not fighting Klingons on the bridge, then
you need no bridge.
5. Use thier premade maps....add a bit to it and thats that. - keep maps uncluttered, do not fill a
map for the sole purpose to fill it. {good advice for most styles of missions}
6. If your going into battle -- the enemy will threaten the player first {cryptic style}
You warp in...bamm a Klingon pops up and says "you are invading our system, prepare to die"
or such.
7. Most fights are in groups or 3 or 5
8 USE beacons to let players know where to go or where the next fight it.
9. Simple story....limited conversations...lotta fighting.
Missions Cryptic style, not my cup of tea..but that is how to do it.
Meow
Comments
Good observations.
I actually used your checklist to make sure I wasn't producing Cryptic style missions.:eek:
To be fair...some do want to do that, thats cool.....not me though.
So I made the list for folks that want to keep in that style.
Despite whatever your objective is, you need to be descriptive in your objective text (the text that appears on the left side of the screen where your missions are listed).
I reviewed one mission where the initial text said that I had to go to the Llaiir system (which was good). But under the mission text, the objective was listed as SOS. Once I got out into sector space, I had forgotten which system I had to go to and had to dig through my communication logs to find it.
I'd recommend something like "SOS - investigate Llaiir system", just to keep the reminder over on the side where they need to go.
Caring emotionally comes from dialog.
the number one reason
1# 10 map maximum per publish, personally would prefer 20 maps max, but that is me
Meow
I have a mission that REALLY need one of those.
Look on the details list, several kinds are there. I've used one.
No need to be so hostile about it, everyone likes something different.
ah beacons
ok they are listed under satelites
2 main ones should get your attension
1 blinks but does not put an icon on the mini map....good for some effects and
little hints on where to go
there is another one right after that...it includes a mini map icon, when you really need
to make sure they can find a spot
hope that helps
Meow
I actually used a couple of Dream Sequences as well as some forced containment for more tension and dialogue... Injuring your Captain adds more tension and risking his career and sanity helps bring players into the character. Forcing Strange behavior messes with the players and makes them wonder what the h@ll is going on...
Rescue is a Basic rescue kidnapped Orion queen mission... basic introduction to characters
Re-Ani-Rescue has a Re-animator type of Sci/Horror theme with some attempts at humor to lighten things up a little...
The Gauntlet Falls starts to up the ante in the conflict and shows our character has some tricks up his sleeve...
Into the Breach has a Shakespearean flavor and brings in some romance.
My Thorns have Roses moves into the Tragedy part of the epic where our protagonist is injured and mentally abused and finally scorned for his loyalty to Starfleet.
Memory Alpha & Beta has our Protagonist return to his own" turf" to prepare & sets the stage for the final Showdown with reveals of what the real situation is... amping up the tension... filling in the blanks before the Finale...
So it takes quite a few episodes to really get something going, but that's how it has to be... sliced into manageable chunks for easier consumption...
Episodes are:
Rescue
Re-Ani-Rescue
The Gauntlet Falls
Into the Breach
My Thorns have Roses
Memory Alpha & Beta(in production)
Lets face it, often you need a map that a player will use for...40 seconds?
Arrive at a planet, beam down, go into a simple building walk around there, leave building, go back
out to space........half your maps are gone already
20 maps, much better
Rather than up the map count, the ability to go back to a previous map that knows that things already happened on it is what I'd like to see.
That would help...no doubt.
Also less work
however I think...because they are so busy right now
20 maps would be the quick fix
For me I am giving you a reason for that mob to be there, and why you have to deal with them and instead of them being just a random obstacle you have to deal with in order to progress to the next objectve.
LOL agreed. Its my hope to never make a quest someone would wish to never read but instead merely skip to the green text. That sort of design blows my mind. Why even bother?