As it seems everyone posts their missions here, I will do the same.
You are ordered to the Pico system to teach some graduates proper ship handling when the admiral gives you an unexpected assignment. Save a group of colonists from demons with horns, batwings that emerge from the gate of hell!
You need to hunt down a few things (like pixels) to solve the mystery.
- Enterable buildings on an exterior map, realistically sized
- Enterable cave on an exterior map, realistically sized
- Multiple conversation choices for the same character to get information
- Triggered generic conversations. You need to complete tasks before the colonists actually talk to you. Afterward, you can ask them any time.
- Heavy on RPG elements, light on combat.
Takes about 30 minutes to complete.
You don't have to RP, but if you want to, here is how to do it:
There is no alternate ending per se. The mission goes the same way all the time.
However, there are some optional stuff added that helps to uncover the story to the full extent. Also your performance is evaluated at the end of the mission.
- Get a pen and a paper.
- If you see a number at the end of the text then add or deduc it from your total. You start with 0 points. So if the end of the text says +1 then you just gained a point. If it says -2 then you just lost 2.
- Pick 1 and only 1 option when you talk to the Prelate or the Encounter.
- You can ask multiple questions from George and beam more than 1 rod in, but you loose or gain points for the first try only. This means, you won't keep loosing points if you keep asking the same wrong question.
- Your default power setting is deep stun. The evaporation equals the use of the lethal setting. In this case. If you evaporate anyone: deduct 1 point
- Die and respawn in combat: deduct 1 point
At the end, you will have some number of points. When you contact the admiral, pick the correct point interval and you will get your mission evaluation. So if you collected 3 points then select the
Talk to Admiral Trent (1-4 points) option.
Oh, if you enter the door before deactivating the security device you get -100 points
.
All this will be automated when the Foundry update hits the server. Until that time, that is the best I can do.
Comments
Also, good luck with your building design. I haven't had much success with the building blocks and would love to see what you create.
Oh, and I don't think you'll find "batwings" in the foundry...
I'm actually thinking of adding a rating into the communication path you choose. Select this and you can mark down a + . Select that and you have to mark down a -. And at the end, you can pick the debriefing text based on the marks you collected.
Building stuff is quite easy, once you get the hold of it. The unit of measurement is feet. So if you give 3 to the Y coordinate, then the stuff will be at ~1m height. That helps a lot to determine what is realistic and what is not.
I'm currently building a ship interior in my next mission called Hijacked. It is going along pretty well.
nope, no miraculous update. i did have a moment of excitement though.
but then I saw I had to write.
ick.
However, there are some optional stuff added that helps to uncover the story to the full extent.
Added the extra RP element to the mission + changed and expanded the ending a little.
You don't have to RP, but if you want to, here is how to do it:
- Get a pen and a paper.
- If you see a number at the end of the text then add or deduc it from your total. You start with 0 points. So if the end of the text says +1 then you just gained a point. If it says -2 then you just lost 2.
- Pick 1 and only 1 option when you talk to the Prelate or the Encounter.
- You can ask multiple questions from George and transport more than 1 rod in, but you loose or gain points for the first try only. This means, you won't keep loosing points if you keep asking the same wrong question.
- Your default power setting is deep stun. The evaporation equals the use of the lethal setting. In this case. If you evaporate anyone: deduct 1 point
- Die and respawn in combat: deduct 1 point
At the end, you will have some number of points. When you contact the admiral, pick the correct point interval and you will get your correct evaluation. So if you collected 3 points then select the Talk to Admiral Trent (1-4 points) option.
Oh, if you enter the door before deactivating the security device you get -100 points .
All this will be automated when the Foundry update hits the server. Until that time, that is the best I can do.
In the mission, you can choose from 3-5 different communication pathways at the moment.
I had the idea to chain dialogs together using some markers like:
A: Say something
...NPC response...
And then it ends with.
"B and D dialog options are availabe if you continue the conversation."
So next time, you can select either
B: Respond
or
D: Say something else
from the list of
A
B
C
D
E
... options
It is almost true branching. Problem is that you have ALL your answers and reactions listed all the time.
What do you think? Also any feedback on the mission itself would be helpful.
In other words, for a mission to reach its proper conclusion the player has to complete each objective on that path and so any diversion from this either cannot be done, or is done with NPC Contacts that present the player with a "Talk to <NPC>" prompt and display their text for the player to see regardless of the main path of events. Is that how you're doing it?
You can also piece together the story itself. That can be considered a secondary objective. You can talk to people or you can let them be. Talking to them are NOT primary mission objectives, unless stated otherwise.
I give you + or - points for the talk path you pick in my little RP scheme. And at the end, once you successfully completed the Primary mission you get to pick the debriefing that reflects the number of Secondary points collected.
I tell you what, why not actually try the mission to see what I mean? I'm sure you can spot the trick as well. It is not that hard.
I guess I'll have to do just that then.
I thought what you created was a very good creative mission. Loved the buildings that you can actually enter. Must have taken a while to build that right. Also, the general layout of the maps were good.
The RP elements, I didn't use a pen and paper but I did keep some general numbers in mind just to see what they would be used for in the end. I liked the multiple 'faux' endings that you get to choose from the numbers you accumulated.
Hopefully when they really branch out dialogue, you can create this type of system without the numbers and have the game do it itself.
Good overal story and dialogue.
The only real problem I had was very minor.
One, maybe mention what sector Pico System is in. I knew but a new player might not, though it is good that it's close to Sol Space.
Two, implying that Remans were my characters worst nightmare might not be very liked by some hardcore RPers. They don't like to be told what their character is like. I think even simply rewording that section could fix it. Instead of 'your worst enemy' simply say 'it takes one of your enemies'.
Three, a begger difference within the multiple endings would have been fun. I read each one simply because I wanted to understand what you were trying to do. You could have made the gaps bigger. For instance a really bad mark could have the statement that the aliens were wary about joining Starfleet because of your actions or something like that. And have the opposite be true for high marks. Again, just a few minor suggestions.