Outpost Universe Forums

Projects & Development => GORF => Hall of Fame => Topic started by: omagaalpha on October 11, 2006, 01:39:50 PM

Title: Idea Make Campains More Flexable
Post by: omagaalpha on October 11, 2006, 01:39:50 PM
idea make campains more flexable

Related ideas:

-


Description:

Idea is in the campian is that failing in mission does mean redo the mission but maybe it could lead another path to take so champain not such linear series of events. Though sometimes path get back to main path or sometime it would lead to different outcome.

Not so must failledat missin 1 so has redo it
it be more like if do not succed at missiion 1 then go mission 2b.

This is a good idea, because:

- Make it more dynamic so not force take path

This is a bad idea, because:

-none
Title: Idea Make Campains More Flexable
Post by: Sirbomber on October 11, 2006, 02:37:03 PM
If you fail, it's because you DIED.
When that happens there aren't many choices available for you.
Title: Idea Make Campains More Flexable
Post by: Skydock Command on October 11, 2006, 03:06:06 PM
Well, some missions you fail when you dont get that one part before plymouth or something else gets or destroys it.
Title: Idea Make Campains More Flexable
Post by: Sirbomber on October 11, 2006, 04:59:28 PM
In which case you die because you can't build your ship.
Title: Idea Make Campains More Flexable
Post by: Brazilian Fan on October 11, 2006, 05:54:51 PM
Depends of the mission. If it's like to get something before the enemy does, yes. Next mission you would have to attack the enemy colony to retrieve the object.

If it's something critical, like running from the Blight. GAME OVER.

It would be good to have 'side missions', where you can get a 'special' tecnology, or a 'bonus' mission objective :op2:  
Title: Idea Make Campains More Flexable
Post by: TH300 on October 12, 2006, 05:50:27 AM
The idea in general sounds good. Of course the game wouldn't continue after your Colony died. But there are other possbile conditions for branching.
Title: Idea Make Campains More Flexable
Post by: omagaalpha on October 12, 2006, 03:22:43 PM
yea that good to hear
glad brought awarness of not doing so narrow path
Title: Idea Make Campains More Flexable
Post by: Skydock Command on October 12, 2006, 05:09:32 PM
Quote
Depends of the mission. If it's like to get something before the enemy does, yes. Next mission you would have to attack the enemy colony to retrieve the object.

If it's something critical, like running from the Blight. GAME OVER.

It would be good to have 'side missions', where you can get a 'special' tecnology, or a 'bonus' mission objective :op2:
Im confused. Will the blight be here to? Is there new blight?
Title: Idea Make Campains More Flexable
Post by: omagaalpha on October 16, 2006, 06:24:11 AM
For all post read this game will not have blight in it since on new planet
Title: Idea Make Campains More Flexable
Post by: TH300 on October 16, 2006, 08:53:28 AM
To prevent further confusion:

The blight will be in op3, but not in the same role as in op2. Basically, the player won't escape from the blight all the time.
Title: Idea Make Campains More Flexable
Post by: Skydock Command on October 17, 2006, 04:02:44 PM
Why not? Isnt the blight still bad?