Forum - Space Odyssey MMORPG - a massive free online space game

General Talk => General Discussion => Topic started by: AFB on March 26, 2008, 10:59:44 AM



Title: Mission Creater Thread
Post by: AFB on March 26, 2008, 10:59:44 AM
This is a thread about the mission creater(www.spaceo.net/mission). Here we will
post a quick manual,

brag about missions made,

write suggestions on the topic,

rate the missions (after testing)

and give ideas for missions.

Well, starting off, did 2 missions , 1)Slipgate
2)Onslaught
working on Mission 'Hellfire'  :)


Title: Re: Mission Creater Thread
Post by: SirEmi on March 26, 2008, 11:22:58 AM
Slipgate was good, can't wait for the others.

I'm making the encounters: GT, Derelict, etc. Some nice surprises in there  :))

You missed this on 2)Onslaught
Step 5A - Action Success       Chance: 99%
SUCCESS Option A text (255 char max)


Title: Re: Mission Creater Thread
Post by: AFB on March 26, 2008, 01:10:23 PM
Whoops, thanks, guess i was in a hurry.


Btw, a suggestion: since we can make steps that aren't exactly for the good, can we have a rep bonus modifier, positive or negative for the steps?


Title: Re: Mission Creater Thread
Post by: SirEmi on March 26, 2008, 01:30:15 PM
Whoops, thanks, guess i was in a hurry.


Btw, a suggestion: since we can make steps that aren't exactly for the good, can we have a rep bonus modifier, positive or negative for the steps?

Interesting idea... I'll see to it that you can enter a rep modifier for each option.

You could also penalize the player with less reward %, a lower reward type if he selects bad or rush choices tough...  :))


Title: Re: Mission Creater Thread
Post by: blakranger51 on March 27, 2008, 03:05:43 PM
Please add an option to delete an added step. I accidentally added a second step to my mission and I can't delete it now.


Title: Re: Mission Creater Thread
Post by: Mordecai on March 27, 2008, 09:34:41 PM
what about adding a turtorial for the making. im not sure i get this stuff it confuses me...help?


Title: Re: Mission Creater Thread
Post by: Mordecai on March 27, 2008, 09:52:57 PM
nvm found it


Title: Re: Mission Creater Thread
Post by: jessiedog on March 27, 2008, 09:55:54 PM
emi
would u mind checking over the mission that i made? i think i did it right but im not sure and i dont want to make more till im sure i understand how to use all the stuff.


Title: Re: Mission Creater Thread
Post by: Mordecai on March 27, 2008, 10:59:01 PM
Can you make a button that updates everything all at once i keep doing everything and losing all that progress because i forget to update 1 thing when im done and work on the other


Title: Re: Mission Creater Thread
Post by: Mordecai on March 27, 2008, 11:42:03 PM
emi check out my mission as well
Replicators
i dont know if i did it good i think i messed up allot


Title: Re: Mission Creater Thread
Post by: Chrys on March 28, 2008, 01:48:46 AM
Seeking Brilliance is done..
pls review and feedback?

I hope I didnt make it too hard to complete though. But considering the rewards...i'd say its fair enough


Title: Re: Mission Creater Thread
Post by: SirEmi on March 28, 2008, 02:51:02 AM
I'll make a delete step button and an Update Entire Step tomorrow, the buttons will be in the middle. Also working on a Wiki tutorial, will add the link in the middle there too...

If you can edit / add to the Wiki Interactive Mission Tutorial, please do.
http://wiki.spaceo.net/index.php/Guide:Mission:Creator

I can see the missions you made, some really great ideas here... can't wait to try them out :)

P.S.: sin1598(#4534) from SO Wars, that "Psychic Aliens" story mission you made is just what we wanted. Amazing!  :wow:


Title: Re: Mission Creater Thread
Post by: Mordecai on March 28, 2008, 03:25:49 AM
Can you pm me sins so i know how to really do it?
its still kinda confusing to me


Title: Re: Mission Creater Thread
Post by: AFB on March 28, 2008, 06:33:46 AM
Ok, question concidering a planet- will it be in the same system as the encounter? If you haven't researched planets yet, will the reward not work for you? and finally, if 60% reward is put, and reward is planet, whats goning to happen?


Title: Re: Mission Creater Thread
Post by: SirEmi on March 28, 2008, 01:48:55 PM
Ok, question concidering a planet- will it be in the same system as the encounter? If you haven't researched planets yet, will the reward not work for you? and finally, if 60% reward is put, and reward is planet, whats goning to happen?

To early to tell what will be the rewards, I think if there is no empty planet slot the system will give a level of Planet Construction or credits, turns and CP added to Planet Construction (equivalent of planet value). 60% of reward when the reward is planet may give a planet with a decreased planet capacity... also it may be in the the same system or an empty system... you can locate your planets in the system structures.


Title: Re: Mission Creater Thread
Post by: AFB on March 28, 2008, 01:49:36 PM
Finished Operation "Hellfire", I know its kinda long, but I tried to make it immersive :)


Title: Re: Mission Creater Thread
Post by: SirEmi on March 28, 2008, 03:00:53 PM
Finished Operation "Hellfire", I know its kinda long, but I tried to make it immersive :)

OMG that's a lot of steps! Great Mission!  :wow:


Title: Re: Mission Creater Thread
Post by: AFB on March 28, 2008, 03:07:07 PM
Oh, 17 is not so much :P

On paper I actually had 43, but then I figured- just not worth it :P


Title: Re: Mission Creater Thread
Post by: ars68 on March 28, 2008, 03:25:35 PM
ok, question: are you not supposed to have a reward amount when that option is leading to a next step? as it says to end mission if reward is greater then 0


Title: Re: Mission Creater Thread
Post by: Cameron07 on March 28, 2008, 03:44:28 PM
hmmmm can we get some of these missions on the test server to check them out


Title: Re: Mission Creater Thread
Post by: jessiedog on March 28, 2008, 04:06:15 PM
yea the test server would be great. we could test them and get a better understanding of how theyre supposed to work.

great idea to do this emi, one of your best yet  :D


Title: Re: Mission Creater Thread
Post by: SirEmi on March 28, 2008, 04:06:25 PM
ok, question: are you not supposed to have a reward amount when that option is leading to a next step? as it says to end mission if reward is greater then 0

Nah you can have more reward, you take a reference of a normal encounter reward as one step and go from there. You can give rewards at each step, or stack up the rewards or chance them to something more rare like CP as the mission steps progress...


Title: Re: Mission Creater Thread
Post by: SirEmi on March 28, 2008, 04:07:58 PM
yea the test server would be great. we could test them and get a better understanding of how theyre supposed to work.

great idea to do this emi, one of your best yet  :D

Yeah that's the idea to test them on the test server. I'm still coding the actual reading of the steps by the game and making the basics of how the missions will be completed. So far, so good... seems we got most of it covered.


Title: Re: Mission Creater Thread
Post by: ars68 on March 29, 2008, 12:59:49 PM
k, Legacy of G, is that how it should be then?  not done with it yet tho, planning on going off the last step now for a few more twists, just wanted to make sure that's how you do it.

not sure how exactly how it works, but at the moment it looks like it would be better to add a 'description of step' part to it too each individual step (like the 1st one)  and then off those you get 2 options.  the way it is now it seems you need to put the description of the next step in the previous steps results


Title: Re: Mission Creater Thread
Post by: SirEmi on March 29, 2008, 01:18:01 PM

not sure how exactly how it works, but at the moment it looks like it would be better to add a 'description of step' part to it too each individual step (like the 1st one)  and then off those you get 2 options.  the way it is now it seems you need to put the description of the next step in the previous steps results

"Legacy of G" is looking good, that's about how it works yeah.

The step description is the description of the previous action. Example, if you activate option A and get an action that says "You've found the convoy." and goes to next step, then that's the step description, followed by option A / B descriptions and links again.


Title: Re: Mission Creater Thread
Post by: Mobius13 on March 29, 2008, 03:55:22 PM

Mission "Galactic Corsairs" finished
It took me a while to understand the concept, but i think i did ok for my first time :)



Title: Re: Mission Creater Thread
Post by: ars68 on March 30, 2008, 08:10:49 PM
just a thought, but this would be a LOT more interesting if we could continue on with different paths to take, that can split up and merge back together.  as it is now, it seems there is only really 1 path to take, and if your not going that way, you have to end it or it will be bad storyline flow trying to get 2 options to go to the same 2 options next step.

aka, there's only really 1 'main' line of steps to go all the way through...
couldn't we able to continue down different paths as well?

I would LOVE the ability to do this:
enter subspace or enter wormhole
subspace = fight some enemies, then find out you have to go through wormhole anyway, but you go to different area with different rewards

as it is now, you can either continue on with the plot following going into subspace -or- going through wormhole.  you can't continue going either way.

it probably doesn't have to be to complex, you could just put in an option to automatically link 1 step to next step, or link manually to step x

this will probably sound confusing as to how this would even work, but if you've ever read a book that does it like this you would understand.
step 1, option a, go to step 2
step 2, option a, go to step 3, option b, go to step 4
step 3, option a, go to step 5, option b, go to step 6
step 4, option a, go to step 6
step 5, option a, go to step 6
step 6, end

through this confusing array of doing things, you could go through it like this:
1, 2, 3, 5, 6
1, 2, 3, 6
1, 2, 4, 6

as you can see, as you progress, it would get harder and harder to keep track, however if one got it really complex, you could go through the same mission 10 times and just now finding out all the various paths you could've taken.  in the above example, coupled with chances of failing and going to a different step, you may not even see step 4 half the time, as it could be hidden in a fail to get to step 3.  or the other way around...  as it is now, you are forced with a strictly linear path, only with 4 outcomes for each step.

like I said though, this would be completely optional, as I'm sure half the people that read this won't even know what I'm saying  :))

for easier troubleshooting, you should probably make it a lockable/unlockable option int he beginning of creating the mission, and people that do it this way should create there own 2nd easier way of understanding the mission plot flow.


Title: Re: Mission Creater Thread
Post by: jessiedog on March 30, 2008, 08:46:36 PM
i see what ur saying. it would be very cool but would be very hard to make and implement into the game.


Title: Re: Mission Creater Thread
Post by: ars68 on March 30, 2008, 09:31:09 PM
if properly done, it wouldn't be so bad on the coding side... it will take up more space for what 'seems' a short-long mission, but would end up making it up for being unpredictable, and completely replayable.
the only difference then what there is already, is the ability manually set what the 'next step' option goes to which step number, instead of automatically going to the next step.

just like I said, it would be 10 times more difficult for the creator of it to make sure everything works properly, as the more times it splits off, the harder it may get to keep track of which steps are going to which steps...

but you gotta admit, it would be insanely worth it.  tell me anywhere where they even try this on this scale without going into console games let alone MMORPG's :P


Title: Re: Mission Creater Thread
Post by: Seither on March 30, 2008, 09:40:52 PM
That would be insanely awesome ars. I'd love for that option.


Title: Re: Mission Creater Thread
Post by: Prophet 01 on March 30, 2008, 11:44:44 PM
I love this idea and am almost ready to write a mission.

Is it possible to enter an option into the missions to create a "ship list"?  I hope to create a number of missions and would like to tie them together, creating a story, and thought it would be awesome if I could create my own ships as the antagonists use alot of fighters/swarmers.  I'm not sure how much coding that would take or if its even possible, just throwing ideas out.  Thx


Title: Re: Mission Creater Thread
Post by: ars68 on March 31, 2008, 01:17:37 AM
how it's setup right now, you provide the text, when and where there's going to be a battle, and how likely it will be to go into said battle.  how hard and how rewarding certain options will be, how likely it is for said option to succeed, and which option ultimately leads on to the next step.

now if your still with me after that...
it doesn't have anything to do with -what- you face in battle, and all rewards and battle difficulty is going to be based on the power of the commander doing it, aka old mission style, I believe.

what I wanna see is be able to link steps to other steps other then the automatic 'next step' it has now.


Title: Re: Mission Creater Thread
Post by: Mobius13 on March 31, 2008, 04:55:44 PM
I like the ship idea... you could have mission where u are attacked by kamies :)


Title: Re: Mission Creater Thread
Post by: SirEmi on March 31, 2008, 09:43:30 PM

what I wanna see is be able to link steps to other steps other then the automatic 'next step' it has now.

I am glad someone else noticed this aspect. FTP also noticed and pointed this out.

Of course I was fully aware of the limitation of only having the option to goto just next step, instead of jumping around the mission :).

Strictly unrelated to our situation, there is a function we programmers use in C++, very limited use, maybe once in a year. It enables one to jump around in a code algorithm, creating hard to understand code. The code was named spaghetti code. (http://en.wikipedia.org/wiki/Spaghetti_code)

Now you can see I have been very careful not to confuse the mission creators by making this feature from the beginning. It is entirely possible to jump to any step if necessary, however I did not choose to do so until I find a way to do it properly without confusing the mission creator. While this makes the mission N times more unpredictable, it does put a strain on the mission creator, because of the added difficulty in keeping up with all the links.

So, the idea is to add an option after goto next step, that is default set to Current Step+1. You can modify this value, but you can not jump back, so the next step can only be Current Step+1 or bigger. If the step to jump to defined does not exist, it will default to next step. So you will be able to jump one, or several steps ahead and also merge different storyline and split them again, however, once again, this is for experienced mission creators...

God Speed!




Title: Re: Mission Creater Thread
Post by: drakken on April 01, 2008, 03:01:07 PM
emi, i was thinking there needs to be something to do without turns besides design ships and play the market, how about making a string of these missions that give only a small amount of experience like mothership missions. we could follow the story  and gain a lil exp while doing it. it would keep people making these missions and people without turns something to do. or you could make em cost 1 turn like encrypts that way the exp gained cost something even though its a small amount.


Title: Re: Mission Creater Thread
Post by: SirEmi on April 01, 2008, 07:50:35 PM
emi, i was thinking there needs to be something to do without turns besides design ships and play the market, how about making a string of these missions that give only a small amount of experience like mothership missions. we could follow the story  and gain a lil exp while doing it. it would keep people making these missions and people without turns something to do. or you could make em cost 1 turn like encrypts that way the exp gained cost something even though its a small amount.

This a good idea, you can start making those non-combat 1 turns missions and give exp rewards at each step...


Title: Re: Mission Creater Thread
Post by: Chrys on April 01, 2008, 08:01:42 PM
*cough cough*
ermm...can also throw in item crafting in to keep those without turns busy with stuff to do.
also, item crafting can be part of the missions, to complete them, certain items needs to be crafted

 :D


Title: Re: Mission Creater Thread
Post by: whitelightercarl on April 01, 2008, 08:26:05 PM
Can we have an option in the creator wherein instead of using turns, we need to go to a random location inorder to continue the next mission?

like this:

Commander, the council would like to meet you at Merak -  Mensa

 :14:


Title: Re: Mission Creater Thread
Post by: drakken on April 02, 2008, 11:50:15 AM
Can we have an option in the creator wherein instead of using turns, we need to go to a random location inorder to continue the next mission?

like this:

Commander, the council would like to meet you at Merak -  Mensa

 :14:
that could cost way to many turns, it could give you a location 400 turns away..thanks Sir Emi, could you check this mission to see if i have the basic idea? i know its short with only two steps but i want to make sure im doing it right before i make longer ones. its called Colony Under Fire  thanks.


Title: Re: Mission Creater Thread
Post by: ars68 on April 02, 2008, 01:18:58 PM
or instead it could just send you to deep space, lol.  the code is already there secret encounters, setup not to use turns and you don't leave your starting location...  and it would be great to add in certain elements that might require system resources, like a planet :P


Title: Re: Mission Creater Thread
Post by: davey boy on April 02, 2008, 01:22:11 PM
i dont really understand it but a concern that sprung up in my head is if the people created them wont they no which steps to take to beat them?


Title: Re: Mission Creater Thread
Post by: AFB on April 02, 2008, 04:03:44 PM
Um, sure, but the steps don't lead to defeat without the player knowing. Yes, we will know anatomy of our missions...... and unless 1 player makes all of them.....Its not the case of wrong option.


BTW, Sir E, whats the ETA to testing on test server?  :)


Title: Re: Mission Creater Thread
Post by: SirEmi on April 02, 2008, 08:56:17 PM
i dont really understand it but a concern that sprung up in my head is if the people created them wont they no which steps to take to beat them?

Each mission creator knows his own missions but does not know the others missions. Also, even if I create a mission with let's say 10 steps and try to get to one step, I would still have to look trough the mission preview to reach a certain step. Also, because of the chances you take at each step, you may very well end the mission prematurely due to the mission setup.

"Colony Under Fire" looks good, keep on it drakken

ETA for interactive mission testing is until the weekend and during the next week.

Creating missions is ongoing, we'll add missions during testing and after, there is always room for new missions.


Title: Re: Mission Creater Thread
Post by: ars68 on April 03, 2008, 01:40:13 AM
ya, I'm making my mission nice and very long xD  just whenever I actually get to it...


Title: Re: Mission Creater Thread
Post by: SirEmi on April 13, 2008, 11:41:20 PM
Ok, we have some variables that you can set in your mission names, so we know what mission to review and add to the game:

To be set after mission name:

WIP - Work In Progress

E.g: Worm Hole - WIP

FIN - FINISHED

E.g: Worm Hole - FIN

After review and adding to the game, WIP / FIN converts to ADDED my SO staff. At this point, you can modify the mission, create something else from it if you want, it will not affect the added mission version.


Title: Re: Mission Creater Thread
Post by: ninjastrike40 on April 14, 2008, 07:40:30 AM
I'm sort of lost here, but from waht i understand i like it


Title: Re: Mission Creater Thread
Post by: lostedchylde on April 24, 2008, 12:43:54 AM
well after finding that after spending 15 to 50 turns i am ending up with results like - Commander, we've encountered a Gold Transport. They have not spotted us yet.     
   
   
Mission Power
260.062.619.983
They spotted us, we failed to setup the ambush point, they warped away...


The Mission Ended -

i think i will stick to conventional encounters they only cost 5 turns and you get something for your time.


Title: Re: Mission Creater Thread
Post by: SirEmi on April 24, 2008, 12:52:36 AM
Some Interactive Missions are better then others, Gold Transport is one of the lesser ones :)

We have 17 completed and added Interactive Missions totaling 120 steps so far, each with endless ending and reward possibilities.

I will issue affiliate credits tomorrow on the added missions, please make sure you add an affiliate link in your mission creator box.

Thank you


Title: Re: Mission Creater Thread
Post by: Cameron07 on April 24, 2008, 04:48:56 AM
hmm... i kinda like, but i wish the  encounters wouldnt have been increased this much... seems like another round with maxing... i upgraded 6 times today


Title: Re: Mission Creater Thread
Post by: AFB on April 24, 2008, 07:00:11 AM
Sir E, one suggestion, in the mission creater, can we have a text field to explain what is happening in each step? And one more than 255 characters, cos if you are doing a "story"mission, there isn't  a lot of explanation of whats actually happening and interferes with the decision you take.


Title: Re: Mission Creater Thread
Post by: SirEmi on April 24, 2008, 01:16:58 PM
Sir E, one suggestion, in the mission creater, can we have a text field to explain what is happening in each step? And one more than 255 characters, cos if you are doing a "story"mission, there isn't  a lot of explanation of whats actually happening and interferes with the decision you take.

The explanation of the step is actually the previous result string, for example if the action was a success, then the success string is showing as the previous statement. You can also provide more info in the option A and option B texts, the text in A and B could be used to describe the situation...


Title: Re: Mission Creater Thread
Post by: lostedchylde on April 24, 2008, 04:35:08 PM
why is it every one of these missions ends up with - They spotted us, we failed to setup the ambush point, they warped away...


The Mission Ended

i am losing all my turns and getting nothing. these new missions look REAL COOL but they actually SUCK
 


Title: Re: Mission Creater Thread
Post by: lostedchylde on April 24, 2008, 04:49:17 PM
e you have undoubtably the best game going, why why why do you keep making it a pain to play???
     Mission Failed - all this is doing is wasting my time and my turns. 


Title: Re: Mission Creater Thread
Post by: jessiedog on April 24, 2008, 05:41:58 PM
emi, you may already have this, but could u put the maker's name somewhere at the end of the mission. they are hard to complete, but if completed, it should be known who made it. sorta like:

great job commander! you have defeated the *encounter* made by *commander*


Title: Re: Mission Creater Thread
Post by: Mobius13 on April 24, 2008, 05:47:03 PM
and if you lose your ships you know who to blame   :)

so far i think i got the concept down, i'll try and make another one later on.


Title: Re: Mission Creater Thread
Post by: blakranger51 on April 24, 2008, 06:57:43 PM
Just hit a slipgate mission for the first, time, excellent mission whoever made that one

got really lucky and hit a big payout :)

these are great on PvE server, I can't say how they are on main though


Title: Re: Mission Creater Thread
Post by: SirEmi on April 24, 2008, 10:34:47 PM
The issue that generated an error when creating a new mission in the Mission Creator has been fixed, you can create new missions now.


Title: Re: Mission Creater Thread
Post by: the broken on April 25, 2008, 08:13:50 AM
Just hit a slipgate mission for the first, time, excellent mission whoever made that one

got really lucky and hit a big payout :)

these are great on PvE server, I can't say how they are on main though

i agre they are brill made 200 bill and 13k segs of 2, dont know what you get furture on though


Title: Re: Mission Creater Thread
Post by: AFB on April 25, 2008, 04:32:06 PM
Just hit a slipgate mission for the first, time, excellent mission whoever made that one

got really lucky and hit a big payout :)

these are great on PvE server, I can't say how they are on main though

Me  :P


Title: Re: Mission Creater Thread
Post by: AFB on April 28, 2008, 02:26:06 PM
Yes, sir e,but thats what I'm saying- 255 characters is kinda small for explanation(way i write at least) and I wanted to do a "campaign'' scenario, with dialogue and so forth, and i tried,but just didn't fit it in :(


Title: Re: Mission Creater Thread
Post by: SirEmi on April 28, 2008, 05:58:45 PM
Yes, sir e,but thats what I'm saying- 255 characters is kinda small for explanation(way i write at least) and I wanted to do a "campaign'' scenario, with dialogue and so forth, and i tried,but just didn't fit it in :(

255 chars x 2 is ok for the step description, nobody will bother reading long missions. You will have to split the text in several steps if you want to make it longer with dialogs and everything. It can be done, we have a couple of missions like that. It's just not effective to have too much text at one time on the screen.


Title: Re: Mission Creater Thread
Post by: Seither on April 28, 2008, 09:43:35 PM
Yes, sir e,but thats what I'm saying- 255 characters is kinda small for explanation(way i write at least) and I wanted to do a "campaign'' scenario, with dialogue and so forth, and i tried,but just didn't fit it in :(

255 chars x 2 is ok for the step description, nobody will bother reading long missions. You will have to split the text in several steps if you want to make it longer with dialogs and everything. It can be done, we have a couple of missions like that. It's just not effective to have too much text at one time on the screen.

I know what you are saying E, too much text=people don't care and ignore it.

As a writer AFB, my advice: Condensed Plot Point Division Writing

Basically, tell the commanders only what applies for the step they are about to take, no more, no less. 255 charcters should be plenty for this. Also, for convos, have your people use slang, and stay strictly to the point, no side chatter, ect.


Title: Re: Mission Creater Thread
Post by: jessiedog on April 28, 2008, 09:49:54 PM
ye
personally i dont read any of the missions as it is, and those are like 10 words long.

for afb tho, i know his can get pretty interesting. just make the mission really long and then u can tell the whole story  :)


Title: Re: Mission Creater Thread
Post by: Pirates on April 29, 2008, 02:38:36 PM
The mission creator is now my favorite part of the game. I only fly turns now to find and look
at everyone's missions (a couple of dogs, but most are really good.)

But the rewards need to be rebalanced higher for everything except creds (which are fine)
or no one is going to waste turns flying them. For instance, I just flew Risky Business. Used
over 100 turns. Mission power was 900 billion (2x my FP) Final reward was 50% experience.
(I know that because it's my mission.) Paid 9,000 experience!?!  Are you kidding me? I can fly
a five turn 10b FP AC encounter with zero risk and make 177,000 experience. Ninety times the
risk and twenty times the turns pays five percent the reward? No way Jose.

But this concept is on track to be the most compelling feature of SO and I just love it. Kudos E.


Title: Re: Mission Creater Thread
Post by: Pirates on April 29, 2008, 05:11:43 PM
Wish list:

Upload mission icon image.
Select battle type: reg, board, scout, raid.
Reward controls moved to fail/succeed side of set up.
Allow preview link to anyone, so you can have friends preview and offer suggestions. (while WIP)
User mission rating (1 - 5) at end of mission  and rating stars shown on mission preview/accept screen.


Title: Re: Mission Creater Thread
Post by: Silence444 on April 29, 2008, 05:43:28 PM
anyone played my mission yet? (just another nebula) its my first one n i know its is rough to say the least but feedback would be cool.


Title: Re: Mission Creater Thread
Post by: the broken on April 29, 2008, 06:14:12 PM
i just did one, it gave a good reward, im loveing the missions, its more profitable to do them than wait for aliens 8 trill in 1 hour, not 1 hours turns, keep them coming guys, i still havent found them all but the slipgate is probably my fav so far


Title: Re: Mission Creater Thread
Post by: waylain16 on April 29, 2008, 06:41:43 PM
Pirate Party was short and sweet
and i got a great reward
great stuff keep it coming guys


Title: Re: Mission Creater Thread
Post by: Pirates on April 30, 2008, 04:50:13 PM
I just flew Just Another Nebula and since you asked for feedback.

It is well and humorously written. And I like it that it doesn't burn a lot of turns.
And the intermediary rewards are generous enough for the low turn steps.
Only negative is there is no big pay off at the end. But maybe I just missed it
because I was beaten when I joined the game and then was asked to leave.


Title: Re: Mission Creater Thread
Post by: Seither on April 30, 2008, 05:18:50 PM
priates, please don't double post, just edit your first post from now on and add it to that.

There are a lot of things that could be done with this, it all depends on how it's going to affect gameplay really.


Title: Re: Mission Creater Thread
Post by: Silence444 on April 30, 2008, 05:26:37 PM
mmm thx for feedback. lol no one i had read it (b4 it was done) every did the tournament... it has 3 ways to get to like 500% rewards and 1 way to get to a planet. just another neb has 42 steps and hundreds of possible ways to complete it. if you win the tournament... thats one way (u get like a 3-600% reward). Most of the rest of the plot is accessed by making the guys warp away (instead of fighting with them) and pursuing them.

glad u liked it


Title: Re: Mission Creater Thread
Post by: Seither on April 30, 2008, 05:33:44 PM
mmm thx for feedback. lol no one i had read it (b4 it was done) every did the tournament... it has 3 ways to get to like 500% rewards and 1 way to get to a planet. just another neb has 42 steps and hundreds of possible ways to complete it. if you win the tournament... thats one way (u get like a 3-600% reward). Most of the rest of the plot is accessed by making the guys warp away (instead of fighting with them) and pursuing them.

glad u liked it

O.o 42 steps eh? Hmm...I may have to go fiddle with this thing soon...(hears groans and gurmblings about monkey's super long and weird mission)


Title: Re: Mission Creater Thread
Post by: Silence444 on April 30, 2008, 07:07:17 PM
how long is monkey's?


Title: Re: Mission Creater Thread
Post by: deezee66 on May 01, 2008, 12:39:13 AM
priates, please don't double post, just edit your first post from now on and add it to that.

There are a lot of things that could be done with this, it all depends on how it's going to affect gameplay really.

That would just confuse people since it was basicly a reply to silence 444


Title: Re: Mission Creater Thread
Post by: SirEmi on May 01, 2008, 02:13:29 AM
- The standing / reputation is now percent based. The % can be 1% - 100% of the mission power. If the standing is positive, then the mission will increase reputation and decrease bounty. On the other hand, if the mission step gives a negative reputation, it will decrease reputation while adding to the bounty of the commander. This functions in a similar way as the reward, and is advised that in the case of an evil action a standing loss % equal to the reward percent should be applied...


Title: Re: Mission Creater Thread
Post by: Pirates on May 01, 2008, 11:17:31 AM
In a year and a half I have made seven posts.
You have made 3528 and I am getting called out for spamming?
How ironic.


Title: Re: Mission Creater Thread
Post by: Chronos on May 01, 2008, 11:32:07 AM
It's not how much you post, Pirates, but what you post and where.

Posting two different seperate messages often makes threads more tedious to read through and there is no reason to do it in busy threads like this. It is just as easy to simply edit your previous post and add on what else you have to say as it is to post a separate message.

No one is upset with you, we just want to make sure that people learn the netiquette inherent within our forums, and inherent in most forums for this case.


Title: Re: Mission Creater Thread
Post by: deezee66 on May 01, 2008, 01:34:56 PM
It's not how much you post, Pirates, but what you post and where.

Posting two different seperate messages often makes threads more tedious to read through and there is no reason to do it in busy threads like this. It is just as easy to simply edit your previous post and add on what else you have to say as it is to post a separate message.

No one is upset with you, we just want to make sure that people learn the netiquette inherent within our forums, and inherent in most forums for this case.

Quit sucking up, as everyone know when you put the posts out of order it causes more confusion then the two seperate posts could ever do and nobody does more double posting then seither does


Title: Re: Mission Creater Thread
Post by: drakken on May 01, 2008, 01:35:51 PM
 :spam:    hi

made new mission called doom
also one called math

pending, i just made them, letting emi know. hope he adds them  :P  at least math, doom doesnt make sense really, made it confusing on purpose , it should be fun though :12:

Sir Emi, Doom might need a little balancing, i tried to make it fair and costly turn wise. but i dunno. would like some feedback on it so i can improve my skills, even if its not added.


Title: Re: Mission Creater Thread
Post by: Pirates on May 01, 2008, 01:43:23 PM
Added or pending?


Title: Re: Mission Creater Thread
Post by: drakken on May 01, 2008, 02:20:05 PM
Added or pending?

 hi Pirates

Quote from: Sir Emi
- The standing / reputation is now percent based. The % can be 1% - 100% of the mission power. If the standing is positive, then the mission will increase reputation and decrease bounty. On the other hand, if the mission step gives a negative reputation, it will decrease reputation while adding to the bounty of the commander. This functions in a similar way as the reward, and is advised that in the case of an evil action a standing loss % equal to the reward percent should be applied...
  how do you make it positive or negative? do you just give lower % ex.  75% goes positive and 45% goes negative?  this is how im understanding it, please clarify.


Title: Re: Mission Creater Thread
Post by: Pirates on May 01, 2008, 02:42:03 PM
You just put a minus sign in front of the number for a negative reward.


Title: Re: Mission Creater Thread
Post by: drakken on May 01, 2008, 02:46:40 PM
ok thanks  :)


Title: Re: Mission Creater Thread
Post by: SirEmi on May 01, 2008, 03:27:46 PM

Sir Emi, Doom might need a little balancing, i tried to make it fair and costly turn wise. but i dunno. would like some feedback on it so i can improve my skills, even if its not added.


DOOM is... too much standing... too much reward... too much turns used (150 on last step???). Try to cut rewards by 5 times, and standing by 15 times  :)


Title: Re: Mission Creater Thread
Post by: drakken on May 01, 2008, 05:34:15 PM

Sir Emi, Doom might need a little balancing, i tried to make it fair and costly turn wise. but i dunno. would like some feedback on it so i can improve my skills, even if its not added.


DOOM is... too much standing... too much reward... too much turns used (150 on last step???). Try to cut rewards by 5 times, and standing by 15 times  :)
Thats why i asked for feedback.
Edited Doom, changed storyline to make more sense, changed rep and reward types and %'s now has 10 steps instead of 4. 
more feedback please.
 i think i balanced it out more.
 and yeah high turn cost for high reward is why i put 150 turns  :)) but i think i did better this time
also edited math, changing turns cost and rep%


Title: Re: Mission Creater Thread
Post by: Lammalord on May 02, 2008, 01:20:40 AM
hey cheak out my mission emi (only one Lammalord has right now) and judge if its fair to make a slight exception to switch steps 7b failure and 10a failure back to step 3 (it wont loop i promise!) i rather do that than have to re-make 20-30 steps just to make it seem the same (or well how ever many will end on on that path - which is the longer one) thanks!


Title: Re: Mission Creater Thread
Post by: Silence444 on May 02, 2008, 08:34:04 AM
lama i ran into the same issue no less then 3 times in my mission (just another nebula). lolz i ended up having to re-craft the plot and re-make a couple of steps. all in all i ended up with 42 steps. suck it up n finish the mission lol


Title: Re: Mission Creater Thread
Post by: Lammalord on May 02, 2008, 09:37:31 AM
id have to remake over 20-30 steps maybe even more. and have around 60-70 steps in the mission...


Title: Re: Mission Creater Thread
Post by: Pirates on May 02, 2008, 03:51:35 PM
Back stepping is not allowed. You can skip ahead, but not back.

We have all run into this. And it does require more scripting.
But it also allows for more control, as you know some event has taken place to cause the skip ahead.
Whereas if you skipped back, you would not know if it was the first time through or not.

I have one that I had to pretty much duplicate several steps, just to know if I could use
text that referred to an event that might or might not have occurred earlier in the mission.
But hey, on the bright side, we are rewarded according to the number of steps.


Title: Re: Mission Creater Thread
Post by: Lammalord on May 02, 2008, 06:51:31 PM
i still rather not make so many extra steps, emi said hes looking into it, its like i have 2 paths at the start left, and right... neaither cross, but there is an option (if you fail) to get sucked to the right path and get forced to take it instead of going the left path... the paths DO cross but not untill step 15 (way after the steps i want to go backwards on, thus no loop)


Title: Re: Mission Creater Thread
Post by: SirEmi on May 02, 2008, 11:28:13 PM
i still rather not make so many extra steps, emi said hes looking into it, its like i have 2 paths at the start left, and right... neaither cross, but there is an option (if you fail) to get sucked to the right path and get forced to take it instead of going the left path... the paths DO cross but not untill step 15 (way after the steps i want to go backwards on, thus no loop)

Hmmm, sorry Lamma I've considered jumping back 1 or more steps but decided that the risk is too great that a mission step could become an endless loop of rewards, and decided not to allow jumping back. You will have to jump forward and maybe branch the mission a bit into two separate branches like you suggested...


Title: Re: Mission Creater Thread
Post by: Pirates on May 03, 2008, 01:42:14 AM
While I won't point any fingers, I must say a lot of the missions are just pure junk.
Clearly a lot of people are just trying to create a lot of steps for the rewards and
do not put any effort into it.

And even some of the ones that the author has put effort into creating a good story line
are so poorly designed that no one is ever going to fly them after getting ripped off for a
lot of turns for no reward and ending up at double fail/ mission ended screens a few times.

You should never have any mission where it is even possible to end up at a double fail screen.
If it were up to me, 50% of the current missions would be scrapped. I think staff needs to
be a lot more picky about what missions get accepted. There should be higher standards for
story lines and engineering.

Again, I would urge a user rating system of one to five stars and any misison that doesn't
earn at least three within a 30 day test period should be scrapped. Or we are just going to
end up wit  hundreds a bunk missions and the entire project will be denigrated to pointlessness.
This is a high quality game and deserves high quality components.


Title: Re: Mission Creater Thread
Post by: Lammalord on May 03, 2008, 02:21:25 AM
*googly eyes* no exception for me?

well then can you make it so that you can re-arange the steps you already have, im sure if i twiked that around it would also solve the problem (i think :S) ..oh wait uhm... no that wouldnt work step 3 (result of step one) is kinda a main fork, that would do no good in the end all thats after it has to be after it :S

there would be no loop common im putting effort into this makeing hidden "gold mines" if your lucky/find them and makeing an intresting funny story line, spent over 5 hours on it already and its up to 19 steps.


Title: Re: Mission Creater Thread
Post by: Prophet 01 on May 03, 2008, 05:34:50 AM
I agree with pirates 100%

We MUST have a way of tracking the popularity of the missions.  Some are a waste of turns, others have ridiculous rewards.  Either put a rating system at the end of the mission or start a thread in the forum for each mission for players to leave their comments.  (As long as there are no spoilers)

I agree that it would be much easier to build a loop fuction into the missions but I agree with e that it WOULD be exploited.  I wanted to make something similar and a loop would have made it much easier, instead I used notepad and copy&pasted everything.  Takes a little longer.

There also seems to be a problem with the rep modifier.  Suddenly I have a bounty out on my for 50 Trillion Creds!
I agree that some mission choices will give neg rep but I think something is outta whack.  can we have posted in the mission HOW MUCH rep we gain or lose?  Right now it says either Gain positive rep or your underworld rep has increased (I assume is neg rep)  Can we have a numerical value for that?

Besides these suggestions the missions are great. 


Title: Re: Mission Creater Thread
Post by: Silence444 on May 03, 2008, 10:39:02 AM
i agree with a feedback/rating system. keeps missions good and allows designers to figure out where they went wrong. i know its asking a lot, but if there was an option to show multiple steps at the same time in the mission editor and an option to update all fields (vs just one at a time) then it would become MUCH easier/less time consuming to create good missions. on a side note, it also lets people see their entire (or at least a segment) of their plot-line without having to jump forward and back.


Title: Re: Mission Creater Thread
Post by: Pirates on May 03, 2008, 11:16:02 AM
>>Pirates stops reading the forums and starts hunting for Prophet<<   :19:

Yeah, Emi posted a couple days ago saying the neg rep was now a percentage of the missions. This was intended to give more weight to the negative consequences of making dishonorable choices. Just needs a bit more fine tuning maybe.

Handing the rating using forum threads has too many drawbacks: Not all users read the forums.
There are already dozens and soon will be hundreds of missions. Which means staff
would have to read them all and then make value judgments about whether the
consensus was positive or negative, which would take a lot of time. With the star
rating system in game, it could all be handled in code automatically. After 30 days,
any mission that dropped below three stars would be marked inactive. The code
could even append a publicly readable log file that tracked dumped missions.

And it could lead to hurt feelings. A numerical value is just a fact. Nothing personal.
Comments like "This mission sucks." or "Whoever made this is retarded." is too personal. On the other hand, constructive criticism might help the author address the shortcomings and revamp the mission and resubmit it. So forum threads might be useful as helpful feedback, but not as the criteria for dropping.

Perhaps it might even be possible that when a mission was dropped, the author got an in game message.

Of course, a lot of the problems could be avoided in the first place if the mission test links were available to all users and authors could post the links and request reviews, criticisms and suggestions before submitting them. Perhaps a mission authors only forum thread where we could post the test links and review each others missions without the entire community seeing them, or the catty remarks about them. And maybe that is the place to use the rating system. A mission has to get ten, three star or higher ratings by the writers group before it even gets reviewed by staff. And a Send Author Message link at the end so the reviewers could let the author know why they gave the rating they did, pro or con, and offer suggestions for improvement.

Someone suggested earlier that the author's name be shown. That also might motivate people to put more effort into making something they can be proud of.

But the first line of defense is just the staff being more selective about what gets approved and what gets sent back to the shop for improvements. Maybe a new name tag to go with WIP and FIN - NMW (needs more work) so authors know it has been
reviewed and is not up to snuff. And I think that already accepted missions should be able to be resubmitted for review and in game up date, just by changing the ADDED to WIP. So we can be self improving when we see problems with our own added missions.

Sorry to rattle on, but the mission creator is now my favorite part of the game and has brought the fun back to exploring the galaxy in game. I just want it and the missions produced to be as good as they can be.

Addendum: [In reply to Silence's post, so Slither [sic] doesn't need to flame me for double posting  :)) ]
There already is a link that shows all the steps. Would be groovy (that dates me eh? lol) if they were inputs and there was an Update All button on that page.


Title: Re: Mission Creater Thread
Post by: Lammalord on May 03, 2008, 02:15:14 PM
if you place the rateing scale you cant place a name pirates, just think about that. your in a war game you idiot  :wow:


Title: Re: Mission Creater Thread
Post by: SirEmi on May 03, 2008, 02:57:56 PM
A rating system from 1 to 10 with 3 questions about reward, turn cost and storyline after the mission has ended will be implemented.
That way we will be able to track mission popularity and disable / modify the missions that do not meed the average criteria of 5...


Title: Re: Mission Creater Thread
Post by: waylain16 on May 03, 2008, 03:27:16 PM
A rating system from 1 to 10 with 3 questions about reward, turn cost and storyline after the mission has ended will be implemented.
That way we will be able to track mission popularity and disable / modify the missions that do not meed the average criteria of 5...
That soundes great. Good work everyone


Title: Re: Mission Creater Thread
Post by: Silence444 on May 03, 2008, 04:40:40 PM
idk emi... upon second thought, i don't think that the rating system should be open to everyone. i think maybe a panel of 3-10 impartial judges should be created otherwise it is possible for commanders to track down and vote up their own while neging others'. also, i SERIOUSLY DOUBT that players will grade missions that give too much reward harshly. and ya, in reply to pirates' addendum to my prior post, thats exactly what i'm talking about. personally, i hate having to do one field at a time and when i'm at my mom's my comp isn't fast enough to load new steps in a decent amount of time.


Title: Re: Mission Creater Thread
Post by: Pirates on May 03, 2008, 04:48:33 PM
Now be nice Lamma. No picking on the retarded kids.

It would be easy enough to make it so you can not vote on your own missions.
And I hate to think anyone would be petty enough to mark down other people's missions out of spite.


Title: Re: Mission Creater Thread
Post by: blakranger51 on May 03, 2008, 09:36:57 PM
For the "Just Another Nebula..."

You may want to reword your ending:

Sir... we've beaten them and are asked to stay.
Sir... we've lost and have been asked to leave.


 :D


Title: Re: Mission Creater Thread
Post by: Silence444 on May 04, 2008, 11:37:08 AM
lol just another neb has like 4 different big reward endings. u just got to get to em. wining the tournament = like a 300% reward + tourney stuff... there is also a way to get a planet.


Title: Re: Mission Creater Thread
Post by: Pirates on May 04, 2008, 08:39:51 PM
I've tried JAN four or five times now and never got more than three steps in.
Sorry, better things to spend turns on than missions with a very low chance of success.


Title: Re: Mission Creater Thread
Post by: Silence444 on May 05, 2008, 05:12:30 PM
lol ok here's a hint, first, talk to wep officer, then head to nebula, then attack/follow them.


Title: Re: Mission Creater Thread
Post by: Pirates on May 07, 2008, 11:12:55 AM
Flown it three more times.
The talk to officer failed every time.
The fly to nebula failed every time.
That makes seven attempts and never more than three steps in.
For goodness sakes people, don't make an option turn itself off
if it's something they need to be able to do to get through the mission.

I'm a little troubled by how the rankings are being handled.
The rewards are not really under control of the designers.
Only workers and credits pay a decent amount. All the other
stuff pays peanuts. I pointed this out days ago in this thread.
So they are going to get banged on the rewards rating, even
though the rewards are set to 100%.


Title: Re: Mission Creater Thread
Post by: Silence444 on May 07, 2008, 05:23:06 PM
lol wow then u have terrible luck. the failure chances on each of those mentioned things is like 20 - 30%. i am able to do it in the test feature 4 out of 5 times any way i want to  hitting 8+ steps every time. sry u had bad experiences with it but there are several awesome rewards.

*note* if talking to wep officer fails u can still head to the nebula just send message then go anyways. there is only a 5% failure rate on that (and failing there opens up another 2-3 steps).

lol if u still cant do it on ur next try message me and i might send u a cheat sheet.


Title: Re: Mission Creater Thread
Post by: Pirates on May 07, 2008, 05:49:14 PM
lol, 5% and I failed three times in a row?
What are the odds for that? Like 1,600 to one?
But yeah, I have bad luck. I blew like 300 turns chasing myself in Risky Business
before I finally gave up and tried BadGuy and then my crew mutinied.  I was
tempted to give my own mission a 1/1 rating, lol.

(I haven't rated JAN yet, because I haven't seen enough of it
to say and figured I must just be having a run of bad luck.)