A fine addition to all the missions written by you thus far. The Choice between easy and hard, and Stealth and combat is very unique, and adds a great deal of replayability. Another awesome story from the Science King of Sol Vanguard!
I played this mission and enjoyed it immensely. Many missions in STO have a very narrow focus with little actual story or background. This mission provides opportunities to actually make decisions that have consequences and there is some variation in the mission itself. The story is really nice and deals with the internal struggles Starfleet officers may face in the course of their duties. Throughout the mission is the specter of failure even if the mission is successful and there is a palpable sense of loss whenever something doesn't go quite right. Your characters seem more alive than just pixels and that is how it should be in a role playing game.
A fine addition to all the missions written by you thus far. The Choice between easy and hard, and Stealth and combat is very unique, and adds a great deal of replayability.
I played this mission and enjoyed it immensely. Many missions in STO have a very narrow focus with little actual story or background. This mission provides opportunities to actually make decisions that have consequences and there is some variation in the mission itself. The story is really nice and deals with the internal struggles Starfleet officers may face in the course of their duties. Throughout the mission is the specter of failure even if the mission is successful and there is a palpable sense of loss whenever something doesn't go quite right. Your characters seem more alive than just pixels and that is how it should be in a role playing game.
I hope you enjoy this mission as much as I did.
Thanks for taking the time to play my mission; I'm glad you guys enjoyed it!
I played your mission and thought it was decent, and I liked the stealth idea. But I unfortunately failed the stealth portion early on. The fighting after that kind of just annoyed me because it reminded me how stupid the BOFFs are (I hate them! :mad: ), but that's not your fault. It's a shame that I failed the stealth portion because I think the mission would probably have been a lot more enjoyable if I hadn't.
Here's some more detailed feedback with some suggestions. I sort of thought twice as to whether I should post this, because I don't want to discourage you. I hope my feedback doesn't come across as too critical, because I do think it was a good effort and a good idea you came up with.
* I think it should be Federation-Romulan (rather than with a /). Also, I think it would be good to add a few more paragraph breaks in long dialogue texts.
* Commander Taryn? I think it would be more fitting if she were a captain. While the game has you commanding a ship at less than captain rank, I think your (the player's) situation should be treated as an anomaly. Other people in command of a ship should be captains, in my opinion.
* I don't think the help text is really necessary in the next map pop-up. I believe players should be familiar with that sort of pop-up from playing the regular game already. It's your call, but I don't really think that's needed (maybe you've been getting some bad reviews or something, but I've never experienced anything related to that).
* I'd suggest putting the scan sensor anomalies objectives as a single objective with all five listed and then using component reached and component complete to load the other events. It would make the mission list less cluttered.
* You should also add a short description of how to set a rally point in the stealth description section. That's something a lot of players aren't going to know. Here's the language I used in my mission: http://www.nagorak.com/waypointdialogue.jpg
* The force field puzzle was good. No complaints there.
* I tried hard mode and then failed the stealth aspect in the first room. It's a good idea, but I think the trouble is that there's no easy way to restart if you fail. If it was an SP game we could just reload the map and try again. Anyway, you might want to put a note that the stealth approach is very hard without guidance, maybe even recommending people use the easy mode on their first play through. You might want to change the names of the two options to "Normal" and "Expert" or something like that. I'd still probably have chosen the hard option without some strenuous advice not to, but when one is called "easy" it makes me not want to do it on principle.
* In terms of the included back story, I think it's an innovative idea, but unfortunately it wasn't quite enough to connect with me on an emotional level. Even though my character has supposedly dealt with Taryn before, I hadn't. I didn't really know much about her or have any real connection to her. Who knows, maybe this was just a problem with me? I do like the attempt to make the mission more personally meaningful, but I think it would be more effective if you introduced a character in a couple of other missions to build attachment and then used him/her in this setting. Of course, that does require people to play the other missions first, which is a down side.
Anyway, I'm sorry again if this comes across as too critical. Keep up the good work.
Anyway, you might want to put a note that the stealth approach is very hard without guidance, maybe even recommending people use the easy mode on their first play through. You might want to change the names of the two options to "Normal" and "Expert" or something like that.
This is an excellent suggestion. Although I tried to be very explicit about the differences between hard and easy mode (and that failure is a very real possibility on hard), many players will probably choose that option simply because they don't like the sound of "easy." I'll go in and change the options to "normal" and "expert," and adjust the wording to reflect your recommendations.
Commander Taryn? I think it would be more fitting if she were a captain. While the game has you commanding a ship at less than captain rank, I think your (the player's) situation should be treated as an anomaly. Other people in command of a ship should be captains, in my opinion.
You know, I actually thought of this. Because the mission only requires the player to be at level 16+, I decided against it. After all, Samantha Taryn is supposed to be your prot
This is a good idea. Right now, the anomalies are not objects with which you interact; rather, I've used place markers that allow me to keep the identity of the objects hidden until the player gets in range. The actual interaction is purely optional (although the player probably won't know that). If I changed the objective from reaching place markers to interacting with objects, I could combine them into a single objective, but I wouldn't be able to hide them (they would be visible the moment the objective became active). Any thoughts on this?
Is it not possible to make multiple reach markers a single objective? I guess I've never tried that but I just assumed it could be done. If you want to leave the interaction to be optional nothing can be done, but if yuo don't mind if the interaction is required (which sort of makes sense since you're searching) then you can do this:
Set the actual interact object to be an invisible object. Nothing will be seen since it's invisible anyway. Then have the ship or whatever still appear based off of component reached (just leave the reach markers that are there and use them for component reached).
I knew this wasn't going to be a hit with everyone. Thankfully, several of the early player reviews have pointed to this as one of the things they liked most about the mission. Don't take this the wrong way, but I hope you're in the minority on this..
As I recall, you weren't the biggest fan of the Deadly Intentions story either, but that was the feature most responsible for its success (it certainly wasn't my technical prowess).
p.s. That was a friendly nudge... please don't interpret it as a challenge or dismissal of your opinion.
Well, I'm certainly going to be one of the most critical reviewers you can get. It's probably good that I made my own missions so people can at least understand where I'm coming from, rather than thinking I just have a huge chip on my shoulder.
Also, while I'm sure I wasn't the biggest fan of Deadly Intentions, just the other day I recommended it to someone who asked about other missions to play besides my own. Obviously I liked the series well enough to not only remember them, but also recommend them.
Is it not possible to make multiple reach markers a single objective? I guess I've never tried that but I just assumed it could be done. If you want to leave the interaction to be optional nothing can be done, but if yuo don't mind if the interaction is required (which sort of makes sense since you're searching) then you can do this:
Set the actual interact object to be an invisible object. Nothing will be seen since it's invisible anyway. Then have the ship or whatever still appear based off of component reached (just leave the reach markers that are there and use them for component reached).
From what I can tell, it is not possible to make multiple markers a single objective (the way you can with multiple objects or enemies). Your idea though about using invisible objects would definitely work (a little embarrassed that didn't occur to me).
By the way, as of this writing I have already implemented your suggestion regarding "normal" (v. easy) and "expert" (v. hard). Based on player feedback, nobody has completed the stealth challenge on hard mode, so this was something that really needed to be fixed.
And thank you for recommending Deadly Intentions to another player!
It's been a little while since I bugged you for a review. I have just published another Foundry mission and would love to get your eyes on it. Here are the details:
Mission Name: Forget Me Not
Author: Sovereign77x
Minimum Level: 41+ (soon to be 16+ when I am convinced everything is running smoothly)
Allegiance: Federation
Project ID: ST-HFMIG9X2P
Estimated Mission Length: 30 to 60 minutes
Method of Report Delivery: Here on the forum.
Mission Summary:
A supply convoy has gone missing while under the protection of your former prot
Thanks again for authoring and for giving me the chance to review your work. You did a great job with this mission. It was a lot of fun to play and review.
Brian
As always, thank you for taking the time to review my mission... and for everything you do for the Foundry community. Your feedback is absolutely invaluable.
The first batch of reviews are in! Here is the breakdown thus far:
Sixteen 5 Stars
Twelve 4 Stars
One 3 Stars
Zero 2 Stars
Three 1 Star (with no comments)
Cumulative score thus far: 4.19
Obviously, it is still pretty early in the review process and these scores may change dramatically with future players; nevertheless, I'm am very grateful for the early support this mission has received from the STO community.
The first batch of reviews are in! Here is the breakdown thus far:
Sixteen 5 Stars
Twelve 4 Stars
One 3 Star
Zero 2 Star
Three 1 Star (with no comments)
Cumulative score thus far: 4.19
Obviously, it is still pretty early in the review process and these scores may change dramatically with future players; nevertheless, I'm am very grateful for the early support this mission has received from the STO community.
I was one of the 5 stars. If it wasn't clear from the rating and review I gave it folks, this mission is a lot of fun and well worth the time to play.
Just finished my first run through, very impressive. I also plan to give players of my missions certain histories in order to flesh out a better story, I'm glad that other authors are doing the same. If they don't like it, they can just pretend they're on the holodeck. 5 Stars from me, I also commented in the game review. I just published my first Foundry mission, a two parter, though it was designed for my fleet, it is accessible to all players. If you have the time, I'd enjoy your feedback. "Welcome to the Vanguard, Parts I & II"
Just finished my first run through, very impressive. I also plan to give players of my missions certain histories in order to flesh out a better story, I'm glad that other authors are doing the same. If they don't like it, they can just pretend they're on the holodeck. 5 Stars from me, I also commented in the game review. I just published my first Foundry mission, a two parter, though it was designed for my fleet, it is accessible to all players. If you have the time, I'd enjoy your feedback. "Welcome to the Vanguard, Parts I & II"
I'm so glad you enjoyed it! I didn't know how players would respond to the back-story I wrote for their character, but so far the reviews have been pretty positive.
I would be happy to return the favor and play your missions; I'll try to give them a go before the weekend.
One of the first big milestones I aim for with a mission is to get at least 100 reviews. My ultimate goal with any mission is to hit 1,000, but this is a good start.
Based on player feedback, I've made a few small adjustments. Enemies now behave more appropriately to the smokescreen (if it's there), and I deleted one of the less important flashbacks to avoid having them feel overused.
To everyone who has played the mission thus far, thanks for all of the comments and feedback! And if you haven't played played it yet, what are you waiting for?
Forget Me Not was recently featured on Podcast UGC! The mission received praise for its technical sophistication and polish; it also generated some fun controversy with my use of player back-story to create a more personal connection to the mission. Ultimately, the guys at Podcast UGC gave the mission a "thumbs up" and recommended it to the STO community. You can listen to the podcast by clicking here.
Based on feedback from the podcast, I have made the following changes to the mission:
To avoid confusion, I have changed all of the Skip Dialogue options to Summarize Dialogue. Players no longer have to guess about whether they will get a dialogue summary when they choose this option. It should also be noted that players who accidentally choose this option actually have the ability to switch back to normal dialogue if they desire.
Players who choose the combat approach now have the ability to summon a group of ensign-level security escorts before the final fight (this is purely optional). The difficulty of this battle has been the source of the only complaints I have received from players who gave the mission a low score and actually left a comment.
For players who have very strong feelings about their characters personal back-story I have added a stronger disclaimer in the mission description explaining my use of this storytelling technique. This will allow players to make a better decision about whether this mission is right for them.
Of course, I would also like to know what you think! Give my mission a try and post you comments or suggestions in this thread.
It's been about a month since Forget Me Not debuted. Since then quite a few player reviews have come in. Here is a sample of what people are saying:
"WOW! What a fantastic mission! The dialogue and story line could've been lifted straight off the tv/movie screen - very trek and really pulled me in" - 5 Stars
"almost made me cry lol but love it anyways " - 5 Stars
"Excellent mission! I love the story and choices that were offered!" - 4 Stars
"One of the best I've played, great story and gameplay. The stealth was fun, and so was the final battle." - 5 Stars
"Very good mission, good story, custom maps, lots of optional dialogs and interactions." - 4 Stars
"Excellently done, and gives us the opportunity for replay with a new story." - 5 Stars
"Should specify a minimum level for noobs like me. Got owned..." - 1 Star
As far as that last review goes, it should be noted that I have given the player the option to lower the difficulty of some of the combat encounters if they desire.
StarSword-C's Detailed Review of "Forget Me Not" by @Sovereign77x, Stardate 91495.51 (11/21/2013).
I tested this using the USS Bajor NCC-97238, a Galaxy-class exploration cruiser with a semi-canonical budget loadout.
I'll be doing remarks map by map as I go through them. "Convo" will be shorthand for "conversation". With typos, the changes I make will be in red.
Mission acceptance dialog is ... really different than I'm used to. I'm not used to it having it be done out-of-character. Mind you, it's not necessarily bad different, just different. Map "Sienae System":
Map entry dialog:
-- Side comment: That's a very well written opening. Really feels like a Picard narration.
-- Science Officer: "Captain, I've isolated the source of the energy signature; it's coming from..." -> "Captain, I've isolated the source of the energy signature. It's coming from..." Mind you, semicolon versus period-and-new-sentence is a gray area in English grammar, so consider this one optional.
I question whether this map is strictly necessary, as it has only one objective. However, there's enough story justification for me to let it slide. Map "Isolane Nebula 1":
Map entry dialog:
-- Backstory discussion about you taking command of your ship after Vega may need to be adjusted slightly to take the new Fed tutorial into account.
Bug: There's a popup dialog involving a cloaked ship that seems to have fired at the wrong time.
Good job using blinkers to mark the targets. However, consider changing out the satellite blinkers for plain blinkers.
Nice callback to the Devidian story arc.
Convo with Ferengi freighter captain:
-- "I carry goods to the Romulan Empire on behalf of the Feregni Alliance." -> "I carry goods to the Romulan Empire on behalf of the Ferengi Alliance."
-- Side comment: Nice bit of Quote-to-Quote Combat with the Rules of Acquisition.
Convo with Reman Warbird:
-- Narrator: "As you consider your options, you mind..." -> "As you consider your options, your mind..." Map "Vendetta Interior":
I chose the stealth track on normal.
Good puzzle on that console. I actually had to think about that one.
Overall, an extremely well-choreographed map. Well done! Map "Isolane Nebula 2":
I chose to fight, 'cause those TRIBBLE$holes had it coming. Pretty well-done fight, too. Felt a little easy, but that's probably because despite the USS Bajor being built on a budget, it's extremely durable (probably helps that I didn't bother to switch out the aux2batt doffs from my Fleet Avenger build). I got brought down to 70% once but that's as close as I ever came to dying. Still, you might consider switching out one or two of the frigate groups for cruisers. Map "Epilogue":
Good dialogue but I question the necessity of the map. I would have stayed on the previous map, turned everything invisible, and used an "interact with object" objective with the "warp out" animation to turn everything invisible, followed by a warp field animation. Overall Score: 4.5/5. As far as I'm concerned, you can give it a few tweaks and submit it for spotlighting!
Pros: Extremely good writing and well-choreographed maps, and excellent work creating mission choice.
Cons: Needs a few minor touch-ups in places, and as noted the last map could probably be safely removed.
"Great War! / And I cannot take more! / Great tour! / I keep on marching on / I play the great score / There will be no encore / Great War! / The War to End All Wars"
— Sabaton, "Great War"
Wow...you dug up my old forum thread! Thanks for the review. Great suggestions and nice job catching those few spelling/grammar problems. (It seems no matter how many times I go over it, there are always a few lurking in there somewhere!) Your time and effort are much appreciated.
===post above is by sovereign77x===
EDIT: Closed for necroing an old thread. Remember, if a thread has been inactive for 30 days, you should not post to it. Feel free to create a new thread on the subject if you would like to discuss further ~BranFlakes
Comments
I hope you enjoy this mission as much as I did.
Thanks for taking the time to play my mission; I'm glad you guys enjoyed it!
I look forward to playing more foundry games by this author.
Hint, hint!
That's a great idea! I'll have to get my mission added.
Here's some more detailed feedback with some suggestions. I sort of thought twice as to whether I should post this, because I don't want to discourage you. I hope my feedback doesn't come across as too critical, because I do think it was a good effort and a good idea you came up with.
* I think it should be Federation-Romulan (rather than with a /). Also, I think it would be good to add a few more paragraph breaks in long dialogue texts.
* Commander Taryn? I think it would be more fitting if she were a captain. While the game has you commanding a ship at less than captain rank, I think your (the player's) situation should be treated as an anomaly. Other people in command of a ship should be captains, in my opinion.
* I don't think the help text is really necessary in the next map pop-up. I believe players should be familiar with that sort of pop-up from playing the regular game already. It's your call, but I don't really think that's needed (maybe you've been getting some bad reviews or something, but I've never experienced anything related to that).
* I'd suggest putting the scan sensor anomalies objectives as a single objective with all five listed and then using component reached and component complete to load the other events. It would make the mission list less cluttered.
* You should also add a short description of how to set a rally point in the stealth description section. That's something a lot of players aren't going to know. Here's the language I used in my mission: http://www.nagorak.com/waypointdialogue.jpg
* The force field puzzle was good. No complaints there.
* I tried hard mode and then failed the stealth aspect in the first room. It's a good idea, but I think the trouble is that there's no easy way to restart if you fail. If it was an SP game we could just reload the map and try again. Anyway, you might want to put a note that the stealth approach is very hard without guidance, maybe even recommending people use the easy mode on their first play through. You might want to change the names of the two options to "Normal" and "Expert" or something like that. I'd still probably have chosen the hard option without some strenuous advice not to, but when one is called "easy" it makes me not want to do it on principle.
* In terms of the included back story, I think it's an innovative idea, but unfortunately it wasn't quite enough to connect with me on an emotional level. Even though my character has supposedly dealt with Taryn before, I hadn't. I didn't really know much about her or have any real connection to her. Who knows, maybe this was just a problem with me? I do like the attempt to make the mission more personally meaningful, but I think it would be more effective if you introduced a character in a couple of other missions to build attachment and then used him/her in this setting. Of course, that does require people to play the other missions first, which is a down side.
Anyway, I'm sorry again if this comes across as too critical. Keep up the good work.
Don't apologize! Given your reputation as one of the Foundry's most successful authors, it's wonderful to get your feedback.
This is an excellent suggestion. Although I tried to be very explicit about the differences between hard and easy mode (and that failure is a very real possibility on hard), many players will probably choose that option simply because they don't like the sound of "easy." I'll go in and change the options to "normal" and "expert," and adjust the wording to reflect your recommendations.
You know, I actually thought of this. Because the mission only requires the player to be at level 16+, I decided against it. After all, Samantha Taryn is supposed to be your prot
Is it not possible to make multiple reach markers a single objective? I guess I've never tried that but I just assumed it could be done. If you want to leave the interaction to be optional nothing can be done, but if yuo don't mind if the interaction is required (which sort of makes sense since you're searching) then you can do this:
Set the actual interact object to be an invisible object. Nothing will be seen since it's invisible anyway. Then have the ship or whatever still appear based off of component reached (just leave the reach markers that are there and use them for component reached).
Well, I'm certainly going to be one of the most critical reviewers you can get. It's probably good that I made my own missions so people can at least understand where I'm coming from, rather than thinking I just have a huge chip on my shoulder.
Also, while I'm sure I wasn't the biggest fan of Deadly Intentions, just the other day I recommended it to someone who asked about other missions to play besides my own. Obviously I liked the series well enough to not only remember them, but also recommend them.
From what I can tell, it is not possible to make multiple markers a single objective (the way you can with multiple objects or enemies). Your idea though about using invisible objects would definitely work (a little embarrassed that didn't occur to me).
By the way, as of this writing I have already implemented your suggestion regarding "normal" (v. easy) and "expert" (v. hard). Based on player feedback, nobody has completed the stealth challenge on hard mode, so this was something that really needed to be fixed.
And thank you for recommending Deadly Intentions to another player!
I'm glad you enjoyed the chance to indulge your dark side (I'm guessing the poor Ferengi didn't know what hit him).
As always, thank you for taking the time to review my mission... and for everything you do for the Foundry community. Your feedback is absolutely invaluable.
Sixteen 5 Stars
Twelve 4 Stars
One 3 Stars
Zero 2 Stars
Three 1 Star (with no comments)
Cumulative score thus far: 4.19
Obviously, it is still pretty early in the review process and these scores may change dramatically with future players; nevertheless, I'm am very grateful for the early support this mission has received from the STO community.
I was one of the 5 stars. If it wasn't clear from the rating and review I gave it folks, this mission is a lot of fun and well worth the time to play.
Thanks for authoring,
Brian
I'm so glad you enjoyed it! I didn't know how players would respond to the back-story I wrote for their character, but so far the reviews have been pretty positive.
I would be happy to return the favor and play your missions; I'll try to give them a go before the weekend.
Based on player feedback, I've made a few small adjustments. Enemies now behave more appropriately to the smokescreen (if it's there), and I deleted one of the less important flashbacks to avoid having them feel overused.
To everyone who has played the mission thus far, thanks for all of the comments and feedback! And if you haven't played played it yet, what are you waiting for?
Based on feedback from the podcast, I have made the following changes to the mission:
- For players who have very strong feelings about their characters personal back-story I have added a stronger disclaimer in the mission description explaining my use of this storytelling technique. This will allow players to make a better decision about whether this mission is right for them.
Of course, I would also like to know what you think! Give my mission a try and post you comments or suggestions in this thread.It's been about a month since Forget Me Not debuted. Since then quite a few player reviews have come in. Here is a sample of what people are saying:
As far as that last review goes, it should be noted that I have given the player the option to lower the difficulty of some of the combat encounters if they desire.
I tested this using the USS Bajor NCC-97238, a Galaxy-class exploration cruiser with a semi-canonical budget loadout.
I'll be doing remarks map by map as I go through them. "Convo" will be shorthand for "conversation". With typos, the changes I make will be in red.
Mission acceptance dialog is ... really different than I'm used to. I'm not used to it having it be done out-of-character. Mind you, it's not necessarily bad different, just different.
Map "Sienae System":
Map entry dialog:
-- Side comment: That's a very well written opening. Really feels like a Picard narration.
-- Science Officer: "Captain, I've isolated the source of the energy signature; it's coming from..." -> "Captain, I've isolated the source of the energy signature. It's coming from..." Mind you, semicolon versus period-and-new-sentence is a gray area in English grammar, so consider this one optional.
I question whether this map is strictly necessary, as it has only one objective. However, there's enough story justification for me to let it slide.
Map "Isolane Nebula 1":
Map entry dialog:
-- Backstory discussion about you taking command of your ship after Vega may need to be adjusted slightly to take the new Fed tutorial into account.
Bug: There's a popup dialog involving a cloaked ship that seems to have fired at the wrong time.
Good job using blinkers to mark the targets. However, consider changing out the satellite blinkers for plain blinkers.
Nice callback to the Devidian story arc.
Convo with Ferengi freighter captain:
-- "I carry goods to the Romulan Empire on behalf of the Feregni Alliance." -> "I carry goods to the Romulan Empire on behalf of the Ferengi Alliance."
-- Side comment: Nice bit of Quote-to-Quote Combat with the Rules of Acquisition.
Convo with Reman Warbird:
-- Narrator: "As you consider your options, you mind..." -> "As you consider your options, your mind..."
Map "Vendetta Interior":
I chose the stealth track on normal.
Good puzzle on that console. I actually had to think about that one.
Overall, an extremely well-choreographed map. Well done!
Map "Isolane Nebula 2":
I chose to fight, 'cause those TRIBBLE$holes had it coming. Pretty well-done fight, too. Felt a little easy, but that's probably because despite the USS Bajor being built on a budget, it's extremely durable (probably helps that I didn't bother to switch out the aux2batt doffs from my Fleet Avenger build). I got brought down to 70% once but that's as close as I ever came to dying. Still, you might consider switching out one or two of the frigate groups for cruisers.
Map "Epilogue":
Good dialogue but I question the necessity of the map. I would have stayed on the previous map, turned everything invisible, and used an "interact with object" objective with the "warp out" animation to turn everything invisible, followed by a warp field animation.
Overall Score: 4.5/5. As far as I'm concerned, you can give it a few tweaks and submit it for spotlighting!
Pros: Extremely good writing and well-choreographed maps, and excellent work creating mission choice.
Cons: Needs a few minor touch-ups in places, and as noted the last map could probably be safely removed.
— Sabaton, "Great War"
Check out https://unitedfederationofpla.net/s/
===post above is by sovereign77x===
EDIT: Closed for necroing an old thread. Remember, if a thread has been inactive for 30 days, you should not post to it. Feel free to create a new thread on the subject if you would like to discuss further ~BranFlakes