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Cryptic style adventure

SystemSystem Member, NoReporting Posts: 178,019 Arc User
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
:p
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    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
    :p

    Good observations.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Nothing against Cryptic, but I am trying to stay away from kill X amount of enemies.

    I actually used your checklist to make sure I wasn't producing Cryptic style missions.:eek:
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    captbavo wrote: »
    Nothing against Cryptic, but I am trying to stay away from kill X amount of enemies.

    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.

    :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Even if you're not trying to make Cryptic style missions, the Fatherfungus brings up a good point.

    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.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I think the "Cryptic style" is for morons with no style or creativity... This Factory style is extremely boring, lacking in immersion and is a big reason players get bored... it's all vanilla with zero spice... that translates into zero interest... I want players to become emotionally invested into the story line... any idiot can make "grinder" type missions... getting someone to care about what is going on is critical to good story-telling... The "Cryptic Style" is just Lame in my opinion...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I think the "Cryptic style" is for morons with no style or creativity... This Factory style is extremely boring, lacking in immersion and is a big reason players get bored... it's all vanilla with zero spice... that translates into zero interest... I want players to become emotionally invested into the story line... any idiot can make "grinder" type missions... getting someone to care about what is going on is critical to good story-telling... The "Cryptic Style" is just Lame in my opinion...

    Caring emotionally comes from dialog.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    A ongoing story within a story helps for the epic 5 part adventures. Your transports keep burning out. Ok this on itself is lame but set is part of 5 part it works wonders. Part 1 the event why they keep happen 2 and 3 event to tell you you have not fix it 4 how to fix 5 you fix it. It also beefs up those. Keep in mind this not the main story.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I think your going to see a lot of 2 part...3 part and maybe even 4-5 part missions

    the number one reason

    1# 10 map maximum per publish, personally would prefer 20 maps max, but that is me

    Meow
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    How do you do Beacons? Im assuming those aer the things that Blink in space pointing you where to go.

    I have a mission that REALLY need one of those.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Jacoben wrote:
    How do you do Beacons? Im assuming those aer the things that Blink in space pointing you where to go.

    I have a mission that REALLY need one of those.

    Look on the details list, several kinds are there. I've used one.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I think the "Cryptic style" is for morons with no style or creativity... This Factory style is extremely boring, lacking in immersion and is a big reason players get bored... it's all vanilla with zero spice... that translates into zero interest... I want players to become emotionally invested into the story line... any idiot can make "grinder" type missions... getting someone to care about what is going on is critical to good story-telling... The "Cryptic Style" is just Lame in my opinion...

    No need to be so hostile about it, everyone likes something different.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Jacoben wrote:
    How do you do Beacons? Im assuming those aer the things that Blink in space pointing you where to go.

    I have a mission that REALLY need one of those.

    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
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Being limited to ten maps that you cannot leave and re-enter makes it tough... my epic has 5 episodes Completed and #6 is in production now... The Epic starts out Basic and gets more involved as it moves along... bringing the player into a more involved and personal tragedy by the time you get to episode 4... End of #5 you can see the endgame approaching...

    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)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Personnel I am really hoping for 20 maps per mission.

    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
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    20 would be nice... Totally Agree with that....
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Personnel I am really hoping for 20 maps per mission.

    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.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I tried that and failed miserably... returning to a previous map only confused the flow in the story section... I ended up with crazy loops going on no matter what I did... even using totally different rooms, spawn points and actors.. locked in a containment field.. didn't matter.. I tried leaving from specific points with zero "leave whole map" points... I just knuckled under and had to add another episode...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I tried that and failed miserably... returning to a previous map only confused the flow in the story section... I ended up with crazy loops going on no matter what I did... even using totally different rooms, spawn points and actors.. locked in a containment field.. didn't matter.. I tried leaving from specific points with zero "leave whole map" points... I just knuckled under and had to add another episode...
    The Foundry just can't do it yet. That might change. It should change.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    CapnBludd wrote: »
    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

    :D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    ive also found that giving the player a reason to kill mobs or ships directly is provides more immersion. currently with cryptic missions youll have objectives etc, and then along the way you have to kill mobs.

    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.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    captbavo wrote: »
    Nothing against Cryptic, but I am trying to stay away from kill X amount of enemies.

    I actually used your checklist to make sure I wasn't producing Cryptic style missions.:eek:

    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?
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