I thought id make this thread in the hope of informing some players what foundry authors cant do in a mission. I'm sure we all get reviews asking us to do something, or complaining about a factor we have no control over.
Unfortunately only a small percentage of people will ever read this but if one person learns something it will help in their ability to accurately review things. Also hopefully a dev will eventually add some of this to help authors out.
1) We can't add music. We have no zero control over the music itself. if there is no music, or a unsuitable type of music is playing there is nothing we can do about it.
2) We can't add rewards. We can't control drops. to this day people still blame authors for rewards and drops.
3) Path finding. We can't control where or how your boffs move. Yes we can try to make it so that doffs have plenty of room to move, but if one gets stuck on a door, that' just the system. not us.
4) We can'y control an enemy HP. Enemy stats are fixed. We can pick from certain types but if you breeze past the toughest ship or mob there is with ease then not much we can do. We cant add dreadnoughts either. All foundry enemies are based around a single player experience.
You can have dreadnaughts, but you have to have a certain number of people in a group for them to spawn (3-4 I think). I'd have to guess that most people play solo, so they won't ever get to see them.
Anyway:
5) We can't read your mind. Author's cannot know what sort of characterization you've come up with your captain and crew. We can't know what race they are. We can provide you with some dialogue options, but if none of them happen to fit what your captain would say, we really can't do much about it.
6) In addition to music, we can't control many of the in-game sounds on ground maps. There are some background sounds we can set on space maps, but not for ground. We can add a few objects that have sound effects associated with them, but for the most part anything you hear is built into the map itself, so if something sounds out of place, its something we can't control.
1: actually we have SOME control, not much but some, over background sounds. This is one of the many things that "Backdrops" are for. But, to clarify, most maps have sounds that are part of the map and changing the backdrop won't change that.
and to add:
7: foundry missions always have static objectives. We can't add actual branching objectives, or randomization.
lol, I was fast cause I happened to be editing mine to add a sentence when you posted yours. Just curious, but which backdrops have sound? Ones with rain or other weather? Not really something I've paid attention to.
I would add this: We Foundry authors can't help it if you don't read the descriptions, dialogue, and instructions we write for you. That's your responsibility as a player.
Also, waypoints/reach markers in space maps are basically 2D planes. We can adjust their vertical height and diameter but don't have any way to communicate to you where that area exists in 3D space beyond what the in-game map shows you.
I would add this: We Foundry authors can't help it if you don't read the descriptions, dialogue, and instructions we write for you. That's your responsibility as a player.
Also, waypoints/reach markers in space maps are basically 2D planes. We can adjust their vertical height and diameter but don't have any way to communicate to you where that area exists in 3D space beyond what the in-game map shows you.
Well on ground maps its awkward too, the surfface of Vulcan is the worst for it, everything floats in the air, I had to replace waypoints with talking to individuals to move stories along
Thanks for the thread. I've been trying to work out a mission but get screwed up in trying to verify what the player will see since it doesn't start at the actual "Grant Mission" dialog.
I knew that the maps have assorted bugs and the devs are unlikely to review and fix anytime soon. That said, most mapping is pretty decent both space and ground. I've only come across two interior ground maps that constantly hung up my away team and I figured it was the map and not the author.
Comments
Anyway:
5) We can't read your mind. Author's cannot know what sort of characterization you've come up with your captain and crew. We can't know what race they are. We can provide you with some dialogue options, but if none of them happen to fit what your captain would say, we really can't do much about it.
6) In addition to music, we can't control many of the in-game sounds on ground maps. There are some background sounds we can set on space maps, but not for ground. We can add a few objects that have sound effects associated with them, but for the most part anything you hear is built into the map itself, so if something sounds out of place, its something we can't control.
and to add:
7: foundry missions always have static objectives. We can't add actual branching objectives, or randomization.
My character Tsin'xing
In space, yes. In ground, it all seems to be hard coded into the map, rather than into the backdrop.
My character Tsin'xing
Also, waypoints/reach markers in space maps are basically 2D planes. We can adjust their vertical height and diameter but don't have any way to communicate to you where that area exists in 3D space beyond what the in-game map shows you.
Well on ground maps its awkward too, the surfface of Vulcan is the worst for it, everything floats in the air, I had to replace waypoints with talking to individuals to move stories along
I knew that the maps have assorted bugs and the devs are unlikely to review and fix anytime soon. That said, most mapping is pretty decent both space and ground. I've only come across two interior ground maps that constantly hung up my away team and I figured it was the map and not the author.
but are so much of a pain in the rear to do that its not worth it (took me over three hours to create a short test mission with variable paths)
Even then half the time if just doesn't work