http://gamingtrend.com
July 23, 2014, 12:03:59 AM *
Welcome, Guest. Please login or register.

Login with username, password and session length
News:
 
   Home   Help Search Calendar Login Register  
Pages: [1]   Go Down
  Print  
Author Topic: Star Trek Online's The Foundry (mission creator)  (Read 4507 times)
0 Members and 1 Guest are viewing this topic.
Blackjack
Gaming Trend Senior Member

Offline Offline

Posts: 10808



View Profile
« on: January 27, 2011, 01:40:48 AM »

While The Foundry is still in beta on Tribble test server, it's really got the STO community revved up with all matter of fan sites, mission blogs, tutorial sites, etc. Hell, I'm finding it almost more fun to use than it is to play STO itself, which is both ironic and perhaps not what Cryptic wants to hear.  icon_lol

I'll probably create some Foundry "how to" thread later as a links repository (I won't go all "Hellgate: London" with threads; I think maybe 2-3 about the Foundry at most might be good later on). However, I do think a quick primer is helpful so that if you haven't tried or don't quite know its powers vs. limitations, you'll get a basic understanding. I found these two tutorials most helpful in grasping it:

Cryptic's "official" Foundry Tutorial:
http://www.startrekonline.com/foundrywalkthrough

Star Trek Online Wiki's Guide to The Foundry (includes a handy step-by-step walkthrough of creating an actual mission)
http://www.stowiki.org/Guide:_The_Foundry
=====================================
I like working together on things. I think if everyone fiddling with The Foundry wasn't so obsessed with "me me me!" (understandable cause it's new and shiny, and well turn into Smeagol...  MINE! paranoid) and actually got some friends together for inspiration on story, mission objectives, characters, etc., we'd see stuff perhaps as cool as the first couple Feature Episodes.  icon_smile

So my faint dream is maybe we can jaw about ideas, concepts, story, characters, interesting mission objectives here, and bounce ideas off each other. Even if you hate STO, but like Star Trek, than probably it would be fun to hear  your suggestions and stuff.

And maybe someone who lives and breathes and hyperventilates Star Trek (cough cough, Wargus, cough cough) could help "fact check" me or suggest  what the proper species for a given system would, etc. If someone has encyclopedic knowledge and I don't have to keep sifting Wikis to track stuff down or get inspiration, I'm all for that.  icon_cool

I'll start off blabbing about my initial project attempt, in the next post.....  icon_smile
« Last Edit: March 05, 2011, 02:45:59 PM by Blackjack » Logged

Playing
PC
-Marvel Heroes
Blackjack
Gaming Trend Senior Member

Offline Offline

Posts: 10808



View Profile
« Reply #1 on: January 27, 2011, 01:57:48 AM »

Right now I'm working more on sort of a non-combat (gasp) mission that's maybe more a "proof of concept" thing. I may feel I HAVE to add combat to it at some point, but for the time being I'm trying different things. I also like to reference ST things. I'm not an obsessive about the timeline stuff.

So far what I got is something like this (general terms, I don't know an easy way to paste my text out of the Foundry):

1)
>Initial Contact: Some high ranking poobah tells you to go to Earth Space Dock (ESD) to talk to the Liaison Officer.
>Go to ESD
>CONTACT: Starfleet Liaison Officer
*She tells you that a Federation peace delegation to the Alhena System (some unofficial Wiki info here: http://memory-beta.wikia.com/wiki/Alhena). [I chose Alhena mainly cause in the game it's full of these cool "space lightning storm" effects, and I wanted to have some fun with the idea the storms are not "normal" and are causing chaos in the system and destroying starships etc.]

*She tells you that Starfleet lost contact with the delegation's ship after it entered the Alhena system. For now I have this blather about how the Klingons only trust you (the player) and will only allow one ship, yours, to enter the system and try to find the delegation's ship.

*She adds some blather that you'll need to upgrade your ship's shield in order to withstand the storms in the system blah blah. So they suggest you visit the "living history" shuttlecraft exhibit to see if you can glean something from the Justman shuttlecraft's prototype "metaphasic shield" (an idea I got from combing ST wikis about shield types)
==================================
MAP TRANSITION to the "Living History" Shuttlecraft exhibit
==================================
2)
So now you're in this "interior set," which is a shuttle craft bay I've repurposed as a "living history" exhibit. So far I have it set up so there's one NPC sort of serving as a "tour guide," and he tells you a little about the shuttle Justman. A kiosk near the shuttlecraft lets you read just a few lines about the Justman and its metaphasic shield (I thought it was cool to include because Dr. Crusher had piloted it in some episode of the TNG show). You then click on the Justman shuttlecraft to "download its shield schematics"

>Your Engineering Bridge Officer then chimes in with some chatter about the shield and its 4 components

Originally I had it more complicated. More like you did one thing to learn the Justman shuttlecraft's history, one thing to learn the metaphasic shield's 4 components, and then a final separate thing to download the shield schematics (with some "who-hah" about the tour guide decrypting the shuttlecraft's shields so that they'd be available). I might still do that, even if it gets overly clicky.
======================================
MAP TRANSITION to your ship's Engineering Section
======================================
3)
For now, I'm using a pre-made set and gumming it up with various parts meant to represent the 4 parts of the Metaphasic Shield (polarized field emitter coil, EPA flow regulator, radial force commpensator and metaphasic projection matrix)

At the moment, I just have you install/upgrade the 4 shield components in order (after you click to install each part, your engineering officer or one of the engineers in the room there chimes in to tell you to move to the next part), and then boom, you're done. I'm still playing with the Foundry to see if there's a more interesting way to have that as your objective.

While you can't currently do "branching dialogue" easily (the devs can, and supposedly that'll be in The Foundry eventually), there is this trick the UGC site mentions. A lot of the workarounds seem to involve putting items on the floor near an NPC, setting the Y axis to a negative number (so it's not visible) and other trickery. icon_smile


=================================
Anyway, for now that's what I got. I have toyed with an Althena space map where you find the delegation ship's debris, and then you find an "escape runabout" but it's been abandoned, etc. I almost feel like I have more ideas for the ground stuff than for space, even if I enjoy the space stuff in STO more.  icon_smile
Logged

Playing
PC
-Marvel Heroes
Blackjack
Gaming Trend Senior Member

Offline Offline

Posts: 10808



View Profile
« Reply #2 on: January 27, 2011, 10:43:05 PM »

Or, it could just be me talking to myself again. OK I'm used to that.  icon_lol

I had a "duh" moment that certainly since you can use the shuttlecraft as a prop, you could easily plop it in a ground mission and some objectives that involve repairing the ship so you can escape the planet, asteroid or whatever. Probably with some techno babble to explain why you can't just be beamed up instead. I seem to remember a TOS episode or two along those lines.
Logged

Playing
PC
-Marvel Heroes
ydejin
Gaming Trend Senior Member

Offline Offline

Posts: 981



View Profile
« Reply #3 on: January 27, 2011, 11:10:03 PM »

Quote from: Blackjack on January 27, 2011, 10:43:05 PM

I had a "duh" moment that certainly since you can use the shuttlecraft as a prop, you could easily plop it in a ground mission and some objectives that involve repairing the ship so you can escape the planet, asteroid or whatever. Probably with some techno babble to explain why you can't just be beamed up instead. I seem to remember a TOS episode or two along those lines.

I just watched "The Enemy Within" (from ToS Season One).  Not a great episode, but there is an away team stranded on the planet that can't be beamed up.  The transporter is messed up because a Radioactive Ore Sample has effected the transporter so that it duplicates everyone beamed up!  According to Memory Alpha they also can't send a shuttle down, because the episode was written and filmed before anyone had thought of the Enterprise having a shuttle bay!

At the start of Star Trek: The Motion Picture the transporter has a malfunction and kills two officers beaming up.  I don't recall an explanation for why the transporter wasn't working.

Probably the most common device for not transporting to the ship, at least in ToS, is the appearance of an enemy ship, so that the Enterprise can't lower its shields to beam people up.  This happens at the start of The Arena (the Gorn episode).  I don't know later shows well enough to say if Transporter technology is ever developed that can go through shields.

There are other shows where the Enterprise leaves orbit, stranding the away team on the planet.  Errand of Mercy (the first episode to feature Klingons) uses both plot devices, the Klingons attack, causing the Enterprise to raise shields preventing use of the transporter, then Kirk orders the Enterprise to leave orbit, stranding himself and Spock on the planet.  

In Friday's Child the Klingons fake a distress call leading the Enterprise away from the planet stranding Kirk, Spock, and McCoy on the surface.

I'm not sure how you can work a Shuttle into most of these cases though.  It should work with the transporter malfunction though.  The Transporter malfunctions and you need to carry out a task on planet, so you send the Shuttle.

Another approach is the one used in The Galileo Seven where the Shuttle is needed because it's carrying out a scientific mission, when something goes wrong and it crash lands.  There are a number of similar episodes in other series.  Shuttlepod One from Enterprise has several crew members on a detached mission in a Shuttlecraft when something goes wrong.  Cathexis from Voyager has Chakotay and Tuvok on a detached mission when something goes wrong.  Initiations from Voyager has Commander Chakotay performing an American Indian ceremony on the shuttle craft when it was attacked.  

Hmmm, I sure seem to have watched a lot of Star Trek episodes since STO came out!!!
« Last Edit: January 27, 2011, 11:42:28 PM by ydejin » Logged
DocD
Gaming Trend Reader

Offline Offline

Posts: 120


View Profile
« Reply #4 on: January 27, 2011, 11:37:28 PM »

To go along with your idea, you beam down to the Justman museum, and are met by one of the curators who will escort you to the Justman. While talking to him on the way there the curator slips up and it becomes obvious that he's an imposter. You need rescue the museum staff, and save the Justman. As you save the museum staff you get more information about who imposter is and how to over ride the lockout on the hanger that holds the Justman. Once you rescue them all you are able to over ride the doors to the hangar and have a pretty good idea who the imposter is. As the hangar doors open the Justman, it is transported away! The museum staff does have backups of the schematics to make the items needed to upgrade your ships shields but the computers have been damaged and it will take them some time to access them. They promise to send them to as soon as they can. You return to your ship end of this part of the mission.

Hows that?
« Last Edit: January 27, 2011, 11:39:59 PM by DocD » Logged
Blackjack
Gaming Trend Senior Member

Offline Offline

Posts: 10808



View Profile
« Reply #5 on: January 28, 2011, 12:21:41 AM »

Quote from: DocD on January 27, 2011, 11:37:28 PM

To go along with your idea, you beam down to the Justman museum, and are met by one of the curators who will escort you to the Justman. While talking to him on the way there the curator slips up and it becomes obvious that he's an imposter. You need rescue the museum staff, and save the Justman. As you save the museum staff you get more information about who imposter is and how to over ride the lockout on the hanger that holds the Justman. Once you rescue them all you are able to over ride the doors to the hangar and have a pretty good idea who the imposter is. As the hangar doors open the Justman, it is transported away! The museum staff does have backups of the schematics to make the items needed to upgrade your ships shields but the computers have been damaged and it will take them some time to access them. They promise to send them to as soon as they can. You return to your ship end of this part of the mission.

Hows that?
That's awesome, although by the time we're finished there, I think the peace negotiators delegation we're trying to rescue will have already died of starvation.  icon_lol

Actually, your concept might work as a mission all by itself. STO itself does have this "workplace disaster mystery mission" but I didn't find it all that interesting or fun. I think because it felt like a "proof of concept" mission -- Hey lets have players solve a mystery! -- but it didn't take some time to reference ST characters, terminology, places etc. I like all that stuff, even as sort of a "casual" Trek fan, and I think the game really comes to live during missions that reference cool stuff.

Thanks for sharing all those references, ydejin, definitely sparked my imagination.  icon_smile I guess for right now you can't have players get in the shuttle prop and fly away. So I can't at the moment really have players fly away or land in a shuttle, but it's an idea I want to file away for when we hopefully can do that.

Right now, I'm having a tough time just figuring out how to do a map transition that's via a door. It's like, I have to beam the player EVERYwhere. I'd much rather have the player enter my made-up "living history" shuttlecraft exhibit hall/museum via a door -- right now have this hooey that "oh we're in a hurry, Captain, so I'm zapping you into the shuttlecraft exhibit area!  icon_razz

I'm sure there's a way -- one of the Kobayashi Maru Simulation Foundry creations has you enter a "simulated" bridge by going through a door in Earth Space Dock. However, you can only use certain pre-determined items (mostly consoles, but also a big lamp) in ESD as "interactable objects," and there aren't any doors on the list. It's one Foundry puzzle I'm trying to crack.  icon_smile
« Last Edit: January 28, 2011, 12:24:32 AM by Blackjack » Logged

Playing
PC
-Marvel Heroes
Blackjack
Gaming Trend Senior Member

Offline Offline

Posts: 10808



View Profile
« Reply #6 on: January 28, 2011, 03:32:32 AM »

Just to give a peek at the Justman exhibit in its current form (which is more of an interactive exhibit maybe than an exciting mission at this point):


I sprinkled one NPC group around, with a chat line that's some hooey about decrypting the Justman's shield schematics for you to d/l via your PADD.


I spent some time today fiddling with shuttlecraft's "X" placement (a 3.9 number for the shuttle works) so that it would look like it was mounted on a lighted holo display (an example's at the left in the above screenie; the Justman is on the other far side). I like the look, though it can be tricky when you have "overlapping" items in the map editor.

The whole "jobs" system for NPCs is very tricky right now. Supposedly they more accurately type on consoles once you actually publish the mission, as they somehow "learn" where to type more precisely, and where to wander without running into things. It's fascinating to watch -- If you fiddle with the "duration" number, sometimes they will just stay at one place and type forever, and that seemed to work a little more consistently here (but not always -- they'll still eventually wander off like Frankenstein's monster, arms outreached for something to type on  icon_lol).

The circular console there is useful because it's one of only a couple Federation consoles that can support various "jobs" placements -- meaning an NPC group's characters have designated spots there to stand and type.
==========================================

I belatedly realized you can actually use any ship as a "costume." The only problem is when the popup screen comes up (I was using the shuttle image as the "speaker" rather than a character or just a blank) you see one of your officer's faces for a split second and then the shuttlecraft image. I'll be curious to see if that's just a Foundry preview delay, and maybe it's not so noticeable on a published mission. It gave me a chance to relate a little history I looked up at ST wikis.


I used another sort of swoopy holo display to inform the player of some metaphasic shield details. After you view both displays, then you get to d/l the schematics from the Justman's actual exhibit (technically, the holo display platform I've placed under it is what you click rather than the shuttle itself).

As you can see, we can make the "Continue" buttons say about anything, although it doesn't support tags like [Rank] or [ShipName]. I have noticed many Foundry missions sort of use the "Continue" button as a way of giving voice to the player's character. I guess to some extent you're putting words in a player's mouth.  icon_smile
« Last Edit: January 28, 2011, 03:42:48 AM by Blackjack » Logged

Playing
PC
-Marvel Heroes
ydejin
Gaming Trend Senior Member

Offline Offline

Posts: 981



View Profile
« Reply #7 on: January 28, 2011, 03:43:53 AM »

Looks pretty neat Blackjack!
Logged
Blackjack
Gaming Trend Senior Member

Offline Offline

Posts: 10808



View Profile
« Reply #8 on: January 28, 2011, 04:47:58 AM »

Thanks. I think, at some point, I gotta connect it and the Shield installation sequence to something more actiony. Not necessarily disintegrating everyone in sight, just something a little more active.  icon_smile

The other day I was bouncing this idea off Destructor in chat, about placing forcefield items in a way that would suggest an officer had to use some manual console to put emergency interior forcefields in place to seal off a leak (maybe the way on ships you have to seal key doors off if the ship gets hit by a torpedo or something). And an opportunity for some melodramatic text flagrantly ripping off Star Trek II.   icon_cool

Something like this (though this was truly just an experiment):

This is a little tough to tweak. The special items "props" only give you one "vertical" forcefield you can place, and you really can't resize the dimensions of the forcefield per se. This NPC effectively has two vertical forcefields placed in front of her at angles (sort of a triangle), and then I have them go through the walls of the room. I tried putting the one available "horizontal" forcefield on top, but the prop is just so dang humongous, I couldn't really work with it (it seems like you can only have special items go through a wall a certain amount). I'd have to have a really huge room for it to work.

Then you can choose from a few cool "plasma leak" graphics to give the impression something is leaking inside. These are nicely animated.


A little plagiarism melodrama (complete with a typo!).  icon_smile I thought her character model was cool because of the scar tissue, suggesting she's already taking damage from the plasma as she tries to keep the ship together.

I also fiddled with the idea you'd click on one of the force fields itself (though I guess maybe it'd make more sense to have another console near it or something) in an effort to try to remove it to free her, and then this popup would explain that she can't let you shut the shield down or the ship will implode. That would be something of a "false objective," something like "attempt to free the trapped officer," and then you'd find out what her real situation was.

Now I'm wondering if I turned her into a Klingon, I could have her do this heroic act to give the lost peace delegation a chance to survive or something. Then you'd go to Qo'noS or whatever, and you'd tell her father that she believed enough in peace between the Federation and the Klingons so much she gave her life for it, and you won't let that be in vain. Wow, I get the melodramatic hooey willies just envisioning that.  icon_lol

A little promising bit from the producer at the forums late tonight:
Quote
and on that note - we are only a few weeks away from Branching Dialog, Cut and Paste, and Triggers going to Foundry on TRIBBLE. I expect those improvements to make those Foundry missions even better.
« Last Edit: January 28, 2011, 05:24:03 AM by Blackjack » Logged

Playing
PC
-Marvel Heroes
Blackjack
Gaming Trend Senior Member

Offline Offline

Posts: 10808



View Profile
« Reply #9 on: January 28, 2011, 04:46:29 PM »

I've seen some interesting chatter back and forth about whether to use the "Continue" button text as a place to sort of "give voice" to the player's character or are you in fact "putting words in the player character's mouth" without knowing how the player might respond in that situation. One of the most popular Foundry missions so far, Peace Sword, makes extensive use of that.

The point I've made is even if you design a foundry Mission as sort of "RP mission" -- which I read as you've made some real effort to have the characters, bridge officers and others speak in reasonably accurate Trek terms and terminology, relatively appropriate to the classes/races the NPCs may be etc., the player himself I don't think is going to "speak to the screen" or type in chat and pretend he's talking to someone. There's nobody to really interact with during the mission in that way.

When they introduce branching dialogue (currently, I think, limited to the couple existing Featured Episodes, the tech is not in The Foundry yet), then I think there's more room to give the player options in how he responds to something an NPC says.

So in the Foundry's current form, some of us like using the "Continue" button text area to give some voice to your character. Others say "don't tell me what my character would say in this situation, you're not me." So I'm curious how people here might feel about that.
« Last Edit: January 28, 2011, 07:10:58 PM by Blackjack » Logged

Playing
PC
-Marvel Heroes
ydejin
Gaming Trend Senior Member

Offline Offline

Posts: 981



View Profile
« Reply #10 on: January 28, 2011, 06:51:45 PM »

I'd recommend waiting for the branching dialog before putting the player character's voice in the dialogs.  Particularly if you're having the player character voice some sort of opinion.
Logged
Blackjack
Gaming Trend Senior Member

Offline Offline

Posts: 10808



View Profile
« Reply #11 on: January 28, 2011, 07:26:40 PM »

So far I try to use it more to add some flavor, maybe a "make it so" which assumes the player is a fan of Picard  icon_smile

Or in the melodrama example of my previous post, the idea was to express your reaction to this officer sacrificing herself to save your away team and the delegation (or whomever). I could just have the button say "Continue," as if you have no reaction to what she's saying. Or one of your BOFFs could chime in to express a reaction instead.

Perhaps when there's branching, you might have the option to A) Try to find a way to save her at the risk of jeopardizing your away team and the delegation, B) Accept she can't be saved, tell her you won't forget her sacrifice, and get off the ship or C) Call Q and ask him to fix it.  icon_lol

=======================
I digress, but what inspired me a bit on that was how strongly people are reacting on Tribble to the first incarnation of a remastered early mission. Due to the addition of class-based objectives, now only a Science ship captain (I guess technically "ensign," - it's the player's character, not BOFFs) can save the injured crew. If you're not that, or aren't teamed with a Science player, then you can't save them.

Players in forums sounded genuinely offended at the notion they'd just leave injured crew to die just because they're the "wrong class" ship leader. Ya know, can't the BOFF science officer help out? The devs' explanation seems to be that if players want "class-based objectives," they can't wimp out and say that BOFFs are a "Swiss Army knife skills mix" that can overcome any objective because then it makes class-based objectives meaningless.

I tend to opine they're perhaps, maybe approaching it the wrong way -- that you should in some way get a bonus or be able to solve something one way if you're one class, and maybe a different way as another class. I guess that's more of an "objectives solved differently by each class" situation rather than "objectives unique to each class." I just think it's a way to avoid making players feel helpless, unless maybe that's how they want you to feel.  icon_razz

I just thought it was cool people seemed to have an emotional reaction to that, something from the heart really. As if those pixel character models were real people, and, dammit, don't ask us to just go through a mission and watch them die without DOING something to try to help them.  icon_smile
« Last Edit: January 28, 2011, 07:28:45 PM by Blackjack » Logged

Playing
PC
-Marvel Heroes
DocD
Gaming Trend Reader

Offline Offline

Posts: 120


View Profile
« Reply #12 on: January 28, 2011, 10:46:42 PM »

Quote from: Blackjack on January 28, 2011, 12:21:41 AM

Quote from: DocD on January 27, 2011, 11:37:28 PM

To go along with your idea, you beam down to the Justman museum, and are met by one of the curators who will escort you to the Justman. While talking to him on the way there the curator slips up and it becomes obvious that he's an imposter. You need rescue the museum staff, and save the Justman. As you save the museum staff you get more information about who imposter is and how to over ride the lockout on the hanger that holds the Justman. Once you rescue them all you are able to over ride the doors to the hangar and have a pretty good idea who the imposter is. As the hangar doors open the Justman, it is transported away! The museum staff does have backups of the schematics to make the items needed to upgrade your ships shields but the computers have been damaged and it will take them some time to access them. They promise to send them to as soon as they can. You return to your ship end of this part of the mission.

Hows that?
That's awesome, although by the time we're finished there, I think the peace negotiators delegation we're trying to rescue will have already died of starvation.  icon_lol

Actually, your concept might work as a mission all by itself. STO itself does have this "workplace disaster mystery mission" but I didn't find it all that interesting or fun. I think because it felt like a "proof of concept" mission -- Hey lets have players solve a mystery! -- but it didn't take some time to reference ST characters, terminology, places etc. I like all that stuff, even as sort of a "casual" Trek fan, and I think the game really comes to live during missions that reference cool stuff.

Thanks for sharing all those references, ydejin, definitely sparked my imagination.  icon_smile I guess for right now you can't have players get in the shuttle prop and fly away. So I can't at the moment really have players fly away or land in a shuttle, but it's an idea I want to file away for when we hopefully can do that.

Right now, I'm having a tough time just figuring out how to do a map transition that's via a door. It's like, I have to beam the player EVERYwhere. I'd much rather have the player enter my made-up "living history" shuttlecraft exhibit hall/museum via a door -- right now have this hooey that "oh we're in a hurry, Captain, so I'm zapping you into the shuttlecraft exhibit area!  icon_razz

I'm sure there's a way -- one of the Kobayashi Maru Simulation Foundry creations has you enter a "simulated" bridge by going through a door in Earth Space Dock. However, you can only use certain pre-determined items (mostly consoles, but also a big lamp) in ESD as "interactable objects," and there aren't any doors on the list. It's one Foundry puzzle I'm trying to crack.  icon_smile

Let me flesh it some more over the weekend and see if I can come up with a full mission.
Logged
Blackjack
Gaming Trend Senior Member

Offline Offline

Posts: 10808



View Profile
« Reply #13 on: January 29, 2011, 01:03:49 AM »

The tough part with the Foundry right now is it's a flying-target work in progress and a lot of what people would like to do (or maybe try to put together things other people suggest) is limited technically right now.

They really do want someday to let us be able to fly a shuttle out of a shuttle bay in a ground mission map. Apparently, technically, your ship is now like a really tiny avatar. Like if they put my cruiser on a ground map, it would be the size of someone's head or torso (is how I understand it). So to make it possible to get into, and then fly a shuttle out of a ground mission map, they may well have to develop an entirely different ship "character model" that is properly proportioned for ground missions.

I can plop static shuttlecraft anywhere in a ground mish, we just can't really do anything with it as far as hopping in and taking it for a spin.  icon_smile
« Last Edit: February 12, 2011, 10:38:15 PM by Blackjack » Logged

Playing
PC
-Marvel Heroes
Destructor
Special Project Group
Gaming Trend Senior Member

Offline Offline

Posts: 15899


▲▲▼▼◄►◄►B A Start


View Profile WWW
« Reply #14 on: January 29, 2011, 03:26:42 PM »

Yup. I remember back in beta where you'd occasionally zone into Spacedock and still look like your ship. The starter ships ended up a bit smaller than knee height, and were as long roughly as about half your height. Like a giant roomba or something. Very funny to see.
Logged

"All opinions posted are my own, and not those of my employers, who are appalled."
Blackjack
Gaming Trend Senior Member

Offline Offline

Posts: 10808



View Profile
« Reply #15 on: January 31, 2011, 06:05:14 PM »

Quote from: Destructor on January 29, 2011, 03:26:42 PM

Yup. I remember back in beta where you'd occasionally zone into Spacedock and still look like your ship. The starter ships ended up a bit smaller than knee height, and were as long roughly as about half your height. Like a giant roomba or something. Very funny to see.
I forgot all about that.  icon_lol

I still think they should exploit that bug for a mission where the ship is shrunk down to Lilliputian dimensions, and must do battle with giants...
Logged

Playing
PC
-Marvel Heroes
Blackjack
Gaming Trend Senior Member

Offline Offline

Posts: 10808



View Profile
« Reply #16 on: February 12, 2011, 05:06:24 AM »

Well I got sidetracked with Champions and other stuff. And now it appears they're taking the Foundry down (NOT the Tribble test server, just the Foundry tools) for an entire week starting Feb. 14, in preparation for a major update with new features:

http://forums.startrekonline.com/showthread.php?p=3350379#post3350379
Quote
On Monday February 14th we're going to push a new build to Tribble. This build will be the very first step towards getting triggers, branching dialogue, and copy/paste into the foundry!

Unfortunately, the preparation will require a week or more of Foundry downtime.

What does this mean?

    * Starting Monday you will no longer be able to create or publish missions on Tribble for at least a week as we shake out the bugs
    * You will still be able to search and play missions that were published prior to the Monday
    * Your missions are safe and will not be deleted by this update
    * If you have access to red shirt closed beta shard the latest updates are already up there and available to test
« Last Edit: February 12, 2011, 12:54:47 PM by Blackjack » Logged

Playing
PC
-Marvel Heroes
Wargus
Gaming Trend Senior Member

Offline Offline

Posts: 895



View Profile
« Reply #17 on: February 12, 2011, 06:03:37 PM »

Quote from: Blackjack on January 29, 2011, 01:03:49 AM

The tough part with the Foundry right now is it's a flying-target work in progress and a lot of what people would like to do (or maybe try to put together things other people suggest) is limited technically right now.

They really do want someday to let us be able to fly a shuttle out of a shuttle boy in a ground mission map. Apparently, technically, your ship is now like a really tiny avatar. Like if they put my cruiser on a ground map, it would be the size of someone's head or torso (is how I understand it). So to make it possible to get into, and then fly a shuttle out of a ground mission map, they may well have to develop an entirely different ship "character model" that is properly proportioned for ground missions.

I can plop static shuttlecraft anywhere in a ground mish, we just can't really do anything with it as far as hopping in and taking it for a spin.  icon_smile

Out of a shuttle boy? Really? Where is your mind these days...
Logged
Blackjack
Gaming Trend Senior Member

Offline Offline

Posts: 10808



View Profile
« Reply #18 on: February 12, 2011, 10:38:33 PM »

Quote from: Wargus on February 12, 2011, 06:03:37 PM

Quote from: Blackjack on January 29, 2011, 01:03:49 AM

The tough part with the Foundry right now is it's a flying-target work in progress and a lot of what people would like to do (or maybe try to put together things other people suggest) is limited technically right now.

They really do want someday to let us be able to fly a shuttle out of a shuttle boy in a ground mission map. Apparently, technically, your ship is now like a really tiny avatar. Like if they put my cruiser on a ground map, it would be the size of someone's head or torso (is how I understand it). So to make it possible to get into, and then fly a shuttle out of a ground mission map, they may well have to develop an entirely different ship "character model" that is properly proportioned for ground missions.

I can plop static shuttlecraft anywhere in a ground mish, we just can't really do anything with it as far as hopping in and taking it for a spin.  icon_smile
It's called a typo. Get over it.  icon_razz

Out of a shuttle boy? Really? Where is your mind these days...
Logged

Playing
PC
-Marvel Heroes
CeeKay
Gaming Trend Staff
Gaming Trend Senior Member

Offline Offline

Posts: 71766


La-bibbida-bibba-dum! La-bibbida-bibba-do!


View Profile
« Reply #19 on: February 12, 2011, 10:41:11 PM »

Quote from: Blackjack on February 12, 2011, 10:38:33 PM

Quote from: Wargus on February 12, 2011, 06:03:37 PM

Quote from: Blackjack on January 29, 2011, 01:03:49 AM

The tough part with the Foundry right now is it's a flying-target work in progress and a lot of what people would like to do (or maybe try to put together things other people suggest) is limited technically right now.

They really do want someday to let us be able to fly a shuttle out of a shuttle boy in a ground mission map. Apparently, technically, your ship is now like a really tiny avatar. Like if they put my cruiser on a ground map, it would be the size of someone's head or torso (is how I understand it). So to make it possible to get into, and then fly a shuttle out of a ground mission map, they may well have to develop an entirely different ship "character model" that is properly proportioned for ground missions.

I can plop static shuttlecraft anywhere in a ground mish, we just can't really do anything with it as far as hopping in and taking it for a spin.  icon_smile
It's called a typo. Get over it.  icon_razz

Out of a shuttle boy? Really? Where is your mind these days...

LOL
Logged

Because I can,
also because I don't care what you want.
XBL: OriginalCeeKay
Wii U: CeeKay
Blackjack
Gaming Trend Senior Member

Offline Offline

Posts: 10808



View Profile
« Reply #20 on: February 14, 2011, 08:17:02 PM »

They have a new video up highlighting the "spotlighted" missions brought over from The Foundry:
http://www.startrekonline.com/node/2296

*After actually viewing it, while it's snappy, it really does a poor job (imho, and some folks on the forums) of getting across what's special about those missions. Most are cool because of their ST story, dialogue, lore and interesting mission objectives rather than because of their pew-pew factor. But it really is hard to distill that into a video, esp. without just flat out giving away the missions' stories.

I've mothballed my own plans while they do the big Foundry update (triggers, branching, cut'n'paste, etc.). I also have to wonder if the planned ground combat revamp this summer will make everyone feel they have to completely "remaster" their Foundry missions. Some of the mob placement that makes sense now may not make sense after that revamp.

I did notice some of the compliments for Featured Episode 3's 2nd mission are about sprinkling a few optional NPCs for players to talk to, with some semblance of interesting story or ST lore dialogue. That's what I've been trying to do, so maybe at least in that one regard, I'm on track.  icon_smile Which isn't to say I'll ever get anything ambitious done, or I'll ever want to use the Foundry again after that (I did one 'test" mission in COH's Mission Creator, one ambitious Arc, and then I never wanted to use it ever again because it felt like a laborious job after a while, not fun). I'm admittedly a lamer that way, but I do look forward to seeing what the more committed folks (or the ones who simply have all day to work on missions) come up with.
« Last Edit: February 14, 2011, 09:42:12 PM by Blackjack » Logged

Playing
PC
-Marvel Heroes
Blackjack
Gaming Trend Senior Member

Offline Offline

Posts: 10808



View Profile
« Reply #21 on: March 02, 2011, 01:25:07 PM »

The Foundry, in updated form, is finally back up and running on Tribble test server. The big additions include branching dialogue (which is seen in Featured Episodes), cut'n'paste, and triggers [map objects shown or hidden based on various conditions happening]

Patch notes:
http://forums.startrekonline.com/showthread.php?p=3399222#post3399222
Quote
Foundry Updates

    * Prompts in a dialog support multiple action buttons that lead to other prompts:
          o In most locations in the user interface where a contact or pop-up dialog can be edited, there is a new "Advanced" button that opens the Dialog Editor.
          o There is also a new expander on the Asset Browser with a list of all dialogs in the project.
          o Each prompt in the dialog can have multiple custom action buttons, and each action can be linked to a terminal node, a new prompt, or an existing prompt.
          o Terminal nodes determine whether the dialog succeeds or fails.
          o Action buttons can be shown/hidden in response to triggers.
          o A simple in-game preview mode has been added for testing dialogs.
    * For space maps, more specific backdrop properties are now customizable:
          o Any existing space backdrop template can be customized.
          o Multiple sun light properties, geometry, and positions can be completely customized.
          o The sound loop can be customized (for custom space maps only).
          o Sky layers can be added and removed from a library.
    * Map objects can be shown and hidden based on other object triggers on the map:
          o All objects in the map editor have a "show" condition.
          o Detail and building objects have a "hide" condition that can be triggered after the object has been shown.
          o Pop-up prompts can be placed directly on a map and given a "show" condition.
          o Conditions can include clicking an object, killing an encounter, entering a volume, starting an objective or completing an objective.
    * Cut/copy/duplicate support in the map editor:
          o Support for cut, copy, and duplicate both within the same map and between maps.
          o Support for duplicating whole maps with all their components, dialogs, and triggers.
          o Right-click context menu and key binds in the map editor for component actions.
    * Visual improvements:
          o Improvements to the Map Object Picker.
          o More legible font.
          o Access to the EULA from the menu.
          o Library pane has been simplified and a Sort option has been added.
I'm not sure what "entering a volume" means. Perhaps it means if you enter a particular doorway or area, then a new objective pops up?
« Last Edit: March 02, 2011, 01:32:25 PM by Blackjack » Logged

Playing
PC
-Marvel Heroes
Destructor
Special Project Group
Gaming Trend Senior Member

Offline Offline

Posts: 15899


▲▲▼▼◄►◄►B A Start


View Profile WWW
« Reply #22 on: March 02, 2011, 04:20:44 PM »

Used that way, yes, 'entering a volume' would be entering a specified section of space. For example - you enter a room, causing an alarm to be set off, and enemies 'beam' down and such.
Logged

"All opinions posted are my own, and not those of my employers, who are appalled."
Blackjack
Gaming Trend Senior Member

Offline Offline

Posts: 10808



View Profile
« Reply #23 on: March 02, 2011, 08:21:43 PM »

I logged in for a bit this morning to check it out. Being able to right click on components and stuff is definitely helpful and feels more intuitive.

Copy'n'paste should be helpful for many things, including when you fiddle with one prop to get it looking right and want to replicate easily throughout your mission; or for replicating something complicated to use in a different mission or later in the same one.

The dialogue preview mode is like TNG's holodecks now. You're just plopped inside one (replete with yellow gridlines) and can see how the popup dialogue works right away. For mine it seemed to only be that way for the initial mission briefing dialogue (i.e., the contact that gives you the mission).
« Last Edit: March 02, 2011, 08:23:29 PM by Blackjack » Logged

Playing
PC
-Marvel Heroes
Blackjack
Gaming Trend Senior Member

Offline Offline

Posts: 10808



View Profile
« Reply #24 on: March 04, 2011, 06:27:54 PM »

Another episode of Ask Crypic from producer Dan-O Stahl:

Ask Cryptic: March 2011
http://www.startrekonline.com/node/2323
I'm cherry picking a few things that seemed esp. interesting, though my tastes are "narrow"  icon_smile:
Quote
Q: Are we going to see more of the Bridge/Ship Interiors get the same love (as the new TOS interior)?

A: The upcoming TOS interior is one of our continued attempts to reduce the size and scale of interiors and still allow some types of game-play. [referring to 3rd person camera issues if they don't oversize things a bit] Once we have that interior finished and can run some game-play tests, we can make a call as to whether we can go back and update existing bridges and interiors.
========================
Q: I was wondering what your plans were for releasing mission and story content other than the featured episodes when they come to an end?

A: Once “Cloaked Intentions” wraps up next week, we will be focused on the Beta release of the Foundry on Holodeck so that everyone may begin to create and play missions. After that we will prepare the Season 4 release with Ground Combat updates, more Remastered Episodes, an updated Tutorial experience, and an update to Klingon mission progression. We have some other content plans that we have in the works as well, but we’re not talking about that just yet.
========================
Q: Will you implement a "switch" or something so we can turn off our Bridge NPC´s so we can use the Bridge for Role-play?

A: We are working closely with the Champions Online team on a big update for interiors that will allow players much more control over what is displayed and available on their ship interior. We don’t have a solid eta for this, but it is something that both of our teams are developing as a cool new feature that will greatly improve ship interiors. [Champions has player ships?  confused]

========================
Q: WHO does the voice for Obisek? [pretty awesome voiceover in Episode 4's missions, imho icon_cool; I hope they can hire him for other Featured Episodes/remastered missions]

A: The character Obisek, a Reman protagonist in the Cloaked Intention series, is voiced by the very talented Eric Newsome.
[Apparently, this guy: http://www.imdb.com/name/nm0628409/, he also supposedly did voice work for Champions, Torchlight and Tabula Rasa]
========================
Q: When will we get voices for our bridge officers? The spot for a voice has been an empty drop down menu for ages.

A: We are actively trying to hire a software developer to help get features like this (back) into the game. Please check our careers page to see what openings we currently have.
========================
Q: Could we have separate difficulty settings for ground and space combat?

A: Part of our Ground Combat update in Season 4 is looking at the overall difficulty of encounters on the ground maps. We would like to
get player feedback on our changes before we add a separate difficulty slider. If after Season 4, it still feels too rough, then we can consider it.

[I haven't fiddled with the difficullty slider much after getting pulverized in early level ground combat with the diff. turned up. It sounds like the revamped ground combat will be more of a challenge, and then the space and ground combat diff. slider impacts might then be closer to equal (the "one shot" kills in ground combat on some difficulty settings notwithstanding). My space combat experience with the slider is that setting it too high makes mobs too large and too many HP for me to have much fun soloing -- it just gets tedious instead of challenging imho. -bj]
« Last Edit: March 04, 2011, 06:39:16 PM by Blackjack » Logged

Playing
PC
-Marvel Heroes
Purge
Gaming Trend Staff
Gaming Trend Senior Member

Offline Offline

Posts: 18512


Thirty. Minutes.


View Profile WWW
« Reply #25 on: March 04, 2011, 06:48:49 PM »

Here's an idea for a mission: a five hour mission delivering prophylactics to the oversexed gamma quadrant.
Logged

"If it weren't for Philo T. Farnsworth, inventor of television, we'd still be eating frozen radio dinners." - Johnny Carson
Blackjack
Gaming Trend Senior Member

Offline Offline

Posts: 10808



View Profile
« Reply #26 on: March 04, 2011, 09:14:12 PM »

Quote from: Purge on March 04, 2011, 06:48:49 PM

Here's an idea for a mission: a five hour mission delivering prophylactics to the oversexed gamma quadrant.
Winning!

Clearly you and Charlie Sheen belong together. Take that as a compliment or insult, however you see fit.  icon_smile

As for the suggestion, no, it's a T-rated game (even for The Foundry's creations). However, you can re-word it and see if Funcom wants to add it to Age of Conan.  smirk
Logged

Playing
PC
-Marvel Heroes
Destructor
Special Project Group
Gaming Trend Senior Member

Offline Offline

Posts: 15899


▲▲▼▼◄►◄►B A Start


View Profile WWW
« Reply #27 on: March 05, 2011, 03:25:35 AM »

Quote
A: We are working closely with the Champions Online team on a big update for interiors that will allow players much more control over what is displayed and available on their ship interior. We don’t have a solid eta for this, but it is something that both of our teams are developing as a cool new feature that will greatly improve ship interiors. [Champions has player ships?  confused]

As far as I can figure with this (as it confused the CO players too), is that the CO team is working on player/guild housing (in their spare time it seems), and it's supposed to be customizable, so they're guessing that's what they mean. But yeah, it sorta caught both playerbases by surprise with that line.
Logged

"All opinions posted are my own, and not those of my employers, who are appalled."
ydejin
Gaming Trend Senior Member

Offline Offline

Posts: 981



View Profile
« Reply #28 on: March 05, 2011, 05:14:11 AM »

Quote from: Blackjack
I haven't fiddled with the difficullty slider much after getting pulverized in early level ground combat with the diff. turned up. It sounds like the revamped ground combat will be more of a challenge, and then the space and ground combat diff. slider impacts might then be closer to equal (the "one shot" kills in ground combat on some difficulty settings notwithstanding). My space combat experience with the slider is that setting it too high makes mobs too large and too many HP for me to have much fun soloing -- it just gets tedious instead of challenging imho.

I really enjoy Elite difficulty space combat.  The problem with Elite ground combat is there are some mobs that will wipe your entire landing team in literally 2 seconds.  AIUI these are primarily caused by dual wielding bosses, and Cryptic has been trying to find and remove/fix these.  I can't tell how successful they are, as I haven't been running ground missions much after having a whole series of team wipes in a row.
Logged
Pages: [1]   Go Up
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.19 | SMF © 2013, Simple Machines
Valid XHTML 1.0! Valid CSS!
Page created in 0.139 seconds with 81 queries. (Pretty URLs adds 0.033s, 2q)