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Designs(my mission)

SystemSystem Member, NoReporting Posts: 178,019 Arc User
So this has been at the almost complete stage for about a week and a half now, with me only really needing to make minor adjustments, but my first foundry mission is up and running with guns blazing.

http://starbaseugc.com/wiki/index.php/To_End_The_War-_Designs
The Klingons have launched an all- out assault against a Rogue planet hidden from Federation sensors nearby the wolf 359 system. Your mission is primarily to defend this Federation Research facility from the Klingon Assault force and then secondly to investigate this “facility”

without spoiling anything, I will start off by saying this: while this mission is on tribble, none of the dialog should really be considered final, since I was unable to put my intended dialog on due to missing features, such as pop- up bubbles in reaction to a console interaction(no bridge officer or costumes telling you whats in the bubble), the foundry is linear, and a few other missing things. The dialog on the mission is there as a temporary filler, and is there to deliver the plot of the mission. This is also the first of a 4 part story arc.

I am always ready to make any necessary adjustments you guys may find, and deliver the update within the day. So just keep an eye out on either the wiki page or even this thread for updates.

Be warned, this mission is a little longer than the usual missions(will change when more features get added to foundry), is designed to be hard(so either get a team or beam fire at will/cannon scatter volley), and I would avoid playing on elite unless you have a team or have skill points put into ground effectiveness.

chapter 2 is on the way, though I am in the process of finalizing the scripting and map designs, so its not nearly ready to make the leap onto foundry just yet.
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I checked out this mission and left a review for you... I played it on normal by myself and enjoyed the combat. Seemed well balanced to me...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    thanks. Did you pick up on who the real enemy of the mission is before the reveal?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    yes I did... The appearance of someone that did not belong reminded me of a TNG episode with a certain other notorious bad guy from days long gone...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    yeah, It was hard to try and make it work the way I wanted it to with the limited tools with the foundry, but I am proud of what I have managed to achieve so far


    Ok, I have gone through the entire mission dialog with a fine- tooth comb to fix the small grammatical errors in the dialog.

    You may still find that the spelling may be off, but that is because I grew up spelling using the U.K and Australian dictionaries, not the American way of spelling.

    Version 1.88 is now up
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I should have waited an hour to play this, because I played version 1.87 and when I was done playing, 1.88 was up!

    So spelling and grammar was pretty rocky, but you said you just fixed that, so no use in me bringing that up.

    There were a few objectives that don't have the waypoints turned on, so I'd suggest you activate them. There was one objective in particular I couldn't find. Only took me about 2 minutes to find it, but still.

    The fights were all pretty epic, so that was fun. The final fight seemed a bit over the top though, I couldn't manage to pull anyone away without the whole group coming for me. I have Gravity Well II and that took care of all the fighters relatively easy, but the encounter still made me die like 12 times.

    The overall feel of the episode was great - it feels like the Section 31 stuff could continue on from here and make a pretty good story arc, but the story is a great standalone.

    My one complaint story-wise is that one of my bridge officers briefly mentioned the moral dubiousness of the mission, but that was it. I feel there could be more debate as to whether you do the mission or not.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    The Moral part seemed a little forced to me but it seemed like an appropriate subject for a BO to mention... Very Trek.. just needs a little polish.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    My one complaint story-wise is that one of my bridge officers briefly mentioned the moral dubiousness of the mission, but that was it. I feel there could be more debate as to whether you do the mission or not.

    Yeah, I found that one particularly hard, because in my original dialog scripts, I have the moral objection response being the trigger for a branching objective in the next map. My attempts at fixing this with the civilian researchers objections in the logs wasn't enough putty over that little plot hole- I see. Thanks, I will work on that once the server comes back online.

    Also if it took 12 deaths to get around the final boss, I will cut down on the amount of "distractions" that he has waiting for the player. I want this mission to be hard, but not unmanageably so.

    Any other feedback is more than welcome.

    also version 1.89 is now in the process of being published. you can always check the wiki for a complete list of changes made since i made the mission publicly playable
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