New Mission Types

4 posts ยท 2006-11-08 10:50:00 to 2006-11-15 09:16:00

#36300091619 11/08/2006 10:50 New Mission Types
Here is something that should be fairly easy to implement, and creates a little bit of extra content for all levels of players.

New Mission Types!

Missions can be (or at least I think) copied over to other orgs and adjusted with org specific dialog.

We all have done the assassination, infiltration, rescue, etc... How about adding a couple new ones to the mix?

Now missions shouldn't all be go here, kill that, save the hostage, and so on...

How about puzzles? Sure we get them with live events, but how about some day to day puzzles?

Mish Type: Puzzle
Concept:
The puzzles obviously have to be pretty primitive to work in the mission system, so most likely it would be like come of the criticals where you need to talk to people, choose a specific npc to kill based on early chat in the mission, activate a certain computer, talk/trade something to a specific person, etc. A wrong choice kills the mission.
Length: Pretty long
XP: Should be high since the probability for failure is higher, and requires more thought.
Info: Should be low to medium

How about another eh? Everyone loves to take on massive amounts of NPC's it seems now... and missions tend to only have a few in them...

Mish Type: Party Crasher
Concept:
NPC spawns are scripted into the mission, and designed to spawn in waves. If possible either the number of NPCs or the number of waves should be balanced based on the size of the mission team.

You are instructed to break up an important meeting with org X, you show up and take out some of them, and the boss calls in backup.
Length: Short/One or two Phase
XP: Same as assassination
Info: Medium payout

Should be fairly simple to implement... not sure how long it takes to create new criticals, but I would estimate it would be about the same amount of time for these.

Any comments, suggestions...


#36300092458 11/09/2006 11:59 Re:New Mission Types
Interesting idea Ironza... sounds like a modified Party Crasher... might be harder to code though because for yours to work a trigger would have to happen when the player enters a room, that could happen before they kill the target...

Now if you make it so they have to guard an npc... the spawns could occur when they enter the room with the npc.

More ideas the better... I wonder if the dev's have seen this goodness yet...
#36300095509 11/14/2006 12:41 Re:New Mission Types
There is another factor I didn't think of in regards to time, and of course it is an unknown for us...

Adding mission types to the mission/contact screen.

That's the only wild card I can think of.

This should also classify as a "small" or "medium" sized project.

I know it's nothing major content wise, but sometimes just adding a little bit to an old thing makes it a bit better.


#36300096144 11/15/2006 09:16 Re:New Mission Types
Actually the puzzle mission type was not intended to constantly change, simple create two or three variants of the same mission, and selecting that mission would randomly pick one of them. As time goes on more variants could be added.

I know that is static content, but at least it is something different from the normal ways of gaining XP.

I have dozens of ideas on more content, but I generally only post the ones I think would be feasible or tie into something that is currently being worked on.

For example Dynamic missions that could change on the fly, but that would be allot of work, very awesome, but allot of work. And that kind of stuff needs time and/or people.