- Alternate map possibility v1.
Massive triggering and heatwave effect. Heatwave effect changes the backdrop! So pick the Night sky star backdrop and turn on and off the heatwave using triggers.
- Advanced sanner (V button) usage .
The scanner always point toward the nearest triggerable object. Story board or otherwise. The scanner doesn't point toward reach markers.
If you want to hide a triggerable object then add a small reach marker around the object. Entering the reach zone spawns up the real triggerable object. So the scanner will not point toward the target object until you move like next to it.
The other way around. You want the scanner to point toward a reach marker. Add some small object with a simple trigger task. As the player follows the scanner and enters the reach marker, poof, you spawn off the triggerable object. Practically you added scanner pointer to a reach marker.
- Reach marker fun:
The only trigger object that doesn't require actual interaction is the Reach marker. With that you can have the player to "do" various things without him knowing. So you can add an underlying layer of mission rules without making that layer too obvious to the player. I wish we could trigger the reach markers on and off.
For example, you check the order of execution of parallel Story board objectives.
- Dynamic lights:
The best light emitting objects are the yellow plasma leaks. They work great below ground or over the ceiling, too:). Works perfectly in case of dark backdrops.
- Build stuff below ground!
Why good? Because they are not triggered so your BOFFs won't fall through the floor. Add the respawn point under the ground and kill the player nearby. The player will spawn up below ground, in the complex you built. Alternatively, you can use the teleport trick. For example, you want the player to go down to a mine shaft without map change.
In the mission The Long Sleep you started on board of a shuttle. Picked the landing point (moon or planet), eventually got transported to an underground facility, then to the court martial room. All that without map change.
You can even place windows to your "underground" buildings because the hills are not textured from the inside. You will just see the outside region. Also, worth mentioning, that you can have a 100% flat water map. Just somehow mask the ceiling because you will see the trees from below.
- One of the winter maps has a hole in the ground from which is so deep and steep, the playe can't escape. Great for a real and unexpected drop trap. Or maybe to "dig treasure up". On that map, the hills are textured from the inside
- Multi map variables + alternate maps v2:
If you really want to be highly advanced and branched, you can do multiple map branching. Consider this like old code type saves. You do the mission and before map change, you get a message that "Your access code is 216". And as you enter the next map, you are asked for the access code. Now the access code can be different based on the stuff you did on the map. If you did good, you get a code of 785. If you screwed up, you get the code 452 etc.
You don't need to use numbers. You can use colors. Or order of stuff. The point is, you get your status code, which you enter in a "masked" way on the next map.
Comments
If you fought, you get a message, the wreck scattered in District 124.
If you talked and offended the captain, you get a message to transport to District 328.
If you talked and impressed the captain, you get a message to transport to District 557.
Next map, you start in the transporter room and your chief asks destination. You say the correct code and add loads of triggering.
If you enter 124, the transporter room triggers off and you end up at the crash site. After you locate the item, yout engineer tells you: "To power up the device follow this wiring order: White, Blue, Green"
If you enter 328, you meet an angry captain in a settlement and fight a lot, and maybe get "transported" to the enemy ship via triggering. After you locate the item, yout engineer tells you: "To power up the device follow this wiring order: Blue, Blue, Yellow"
If you enter 557, you meet a friendly captain in a settlement seal the deal. At the end, your engineer tells you the power up sequence is: Red, Yellow, White"
You can have as many of these as you want.
On the next map, you enter the colors and the game will know if you blew up the ship, or got the item in a friendly manner or whatever.
Use is carefully. It disables the full impulse ability and the minimap, too. Players may not like to crawl around blind.
- The outside of storyboard type of branching
It is a great tool for branched missions with some restrictions.
You will need to spell out clearly what the player may need to do. You can't relay on the story board. If the current mission section is not clear, you risk losing the player altogether (1 star will follow).
- Fun with Map dialogs:
If you Fail one, it will not close, but will be put to the side of the screen with an Ops button. You can bring it up as many times as you want, wherever you want. Just keep on failing it. You can use this for many things.
- A Hint system: This way, you can "save" a conversaion for future use. Remind the player what, where and how to do.
- A spec inventory: You may "collect" mission specific items on the map. Those don't show in the real inventory, and the player may have a hard time following the stuff he has at the moment. Simply make each item a button and switch visibility based on finding/using the item. With the button approach, you can even add some small text about the item or object (for hints)
- BOFF interaction tool: You can't invoke conversation with your BOFFs. But with some careful planning, you can mimic this using the never completed map dialog. For example, you have a station with 3 rooms. Set up one reach zone in each room and tie the reach triggers. When you enter room 1, 4 buttons will spawn up in the dialog:
Ask... Tac officer about room1. Sci officer about room1... Raise ship or whatever. See hints.
- Optional story board
http://sto-forum.perfectworld.com/showthread.php?t=568261
- Randomization
The reach marker way. Scatter the area with smaller radius reach markers randomly. If we assume, the player walks around in a somewhat random pattern (exploration mission, for example) he may or may not hit the markers. So say, if he hits marker 1, 4 and 7 a big explosion goes off. If he hits 3, 4 and 8 it starts to rain.
The combat way. You can mimic timers by having 1 strong group kill a weak one. If you pit 2 similar groups against each other, the outcome may vary. Both teams have a chance to win, thus you can invoke 2 events based on the elimination of team 1 or team 2.
- Enterable buildings, the triggery way
This works best on Vulcan buildings, but good for all bigger buildings as well. Add a trigger that activates if you stand next to a door on the vulcan building. Then have the trigger spawn off the original building and spawn on one that is in slightly shifted. This way, the player will be placed inside the building without map change. You can leave the building the same way.
- Create barren, moonline planetscapes
There are 2 huge platfoms that help you achive this. I can't recall the exact name, but one is something meadow and the other is something crystal. You need probably 50 or those to cover the entire map seamlessly. If you play around with rotation and elevation, you may create ravines and craters. If you do really well, you can create holes on the surface and build caves or structures underneath. Hint hint: Black walls double as Monoliths...
- Increasing the starting level
If you add say Borg to a map, you will not use, the mission will still be like level 46.
— Sabaton, "Great War"
Check out https://unitedfederationofpla.net/s/
IIRC dialog completes were OR. No matter how many dialog completes you set up for a trigger, it was enough to complete one for the trigger to go off. As far as I know that was the only OR.
This reminds me to an interesting thing. The triggers go on and off only once.
Say you have an object not spawn in yet. You somehow complete the OFF state requirements earlier than the ON state. The game turns the invisible object OFF. Later, you complete the ON state. So the game turns the object visible. However since the OFF state was fired already, it will not fire again. Meaning the object will stay ON and there is no way to turn it OFF.
I could not find a practical use for this. The only thing that comes into my mind is a permanent block in case you completed something in the wrong order. But that can be achieved easier I think.
Persistent toggle-switch triggers would solve problems like this, and have been requested by a number of Foundry authors over the years, but it's never been particularly high on anyone's wish list. A few Cryptic missions appear to use them or a similar mechanic.
My Foundry missions | My STO Wiki page | My Twitter home page
Wait a second... what?! I don't totally understand what you just said, but I want to do it! Can someone elaborate? I've been watching Kirkfat, but I haven't stumbled on this trick so far...
(Also, a quick shout-out, please visit Starbase UGC for all your Foundry needs!)
Parallels: my second mission for Fed aligned Romulans.
My character Tsin'xing
I like the idea of having the player solve a puzzle A LOT. Gives the mission more of a challenge other than 'go here/kill this' - the question I have is HOW
Example: let's say I want a player to defuse a bomb. To do so they must rewire it. I am thinking in my mind one of those sliding tile game where you move one tile after another to complete the picture? that?s probably too elaborate for the foundry, so what do you suggest?
It would be a great addition that if the player cuts the wrong wire they receive damage?
Any ideas?
— Sabaton, "Great War"
Check out https://unitedfederationofpla.net/s/
My character Tsin'xing
If you have listened to Episode 10 of Bazag Stabs, http://www.bazagstabs.com/bazag-stabs-episode-10-puzzles/ , then it would be counted as a mini-game puzzle.
Suggestions:
1. Determine Start Point (How do you want the sliding puzzle to look when you start it up).
2. Determine what the end point should be (What's does the solved puzzle look like)
3. How are you going to represent the situation, each individual tile and overall puzzle in the dialog
4. Determine all possible states of the puzzle.
5. Map how each of the possible states relate to each other, ie movements that you can perform to change from one state to another.
6. Finally, after doing all this then you can start to create the puzzle, having a button for each movement that can be performed and possibly another to reset.
These tips work with most minigame puzzles
If he spends the time to create a sliding puzzle and then finds a solution to it, it could still be doable as a gimmick, or structure to place around the puzzle.
This is a great idea! Must try it sometime