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Mission Branching

SystemSystem Member, NoReporting Posts: 178,019 Arc User
First, let me go ahead and say im just starting with the foundry, so i apologize if this is common knowledge. However, is it possible to have branching mission paths, or, if X happened, have Y happen? I was thinking of a plotline i thought would be interesting, but in my brief explorations of foundry thus far, it would seem to be fairly linear. If not, is there any plans to add such functionality to the foundry in the future?

Being able to have alternate outcomes depending on player actions would be nice.
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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    mrwakka wrote: »
    First, let me go ahead and say im just starting with the foundry, so i apologize if this is common knowledge. However, is it possible to have branching mission paths, or, if X happened, have Y happen? I was thinking of a plotline i thought would be interesting, but in my brief explorations of foundry thus far, it would seem to be fairly linear. If not, is there any plans to add such functionality to the foundry in the future?

    Being able to have alternate outcomes depending on player actions would be nice.

    No that is not possible. They hope to add more functionality later. All stuff you make right now has to be linear.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Unfortunate, i hope they add the ability to do it later. I had wanted to alter events based on bonus objectives.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    no there isn't branching yet but u can have 2 or more objectives at the same time to give a little more freedom to the player. placing a task onto another task will make a complete all mission. ex. scanning stuff and killing enemies instead of scanning then killing
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    They definitely want this added.

    Some of the top features requested both internally and externally:
    • Branching dialogue
    • Branching objectives
    • Contact behaviors (for non-enemy mobs)
    • PvP
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    There are a few things that come somewhat close to a workaround for branching dialogue. It's still quite linear, but it comes close to giving players a choice. Please see:

    http://starbaseugc.com/index.php/sto-ugc-tutorial/video-tutorial-multiple-dialogues-the-cheat/

    It's probably not what you're looking for, but it does make things more complex.
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