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Re: quasi-missionbased campaigns. Concepts and general discussion[message #126972] Sat, 24 June 2006 11:46 Go to previous messageGo to previous message
Kaiden is currently offline Kaiden

 
Messages:502
Registered:September 2003
Quote:
Originally posted by the scorpion:


however, as i mentioned above, if the strategic map was externalised to the extend to define enemy placements and accesibility of each sector, we could easily separate sectors from each other making them inaccesible (means you only get here by teleport)and have, say, 2-4 sector long mini campaigns. IMO, if we need a story/ mission for each sector, that`s too much. But what could be done is for instance isolating a city. Now the mission is to conquer the city, free a hostage (EPC) and convince the head miner (i don`t see why regular income should be disabled if the player has to rest anyway so there will be time compression. You could hardcode that mines will run out fast or the player loses too much loyalty if he is just waiting for more cash (yes, loyality doesn`t need to be deleted either as it won`t drop due to no counterattacks and is used in various npc scripts and game progress triggers)

oh, btw i contacted the programmer of the project i mentioned above so don`t be surprised if he`ll knock on your door Wink
That data has already been externalized, just not in the coming release Sad RoWa21 had too much to do, and a ton of bugs, etc... So he did not add that code... I however, still have the modified source files for that, Judge made the change for the UC-1.13 hyrbid and I asked him if we could incorporate them into the main release.

So we can say which sectors connect to which other sectors.

As far as mining, if we really want to go the DG way, then you can't compress time. What I was going to do, is say you have 18 mercs, 6 of them leave for a mission, the other 12 are at home, resting or training, or repairing your guns (ala DG). In the time it takes your primary squad to go on the mission and come back, 36 hours passes. Time is compressed that much, but before any further time goes by, you have to send another squad out on a mission and then another 36 hours will pass. etc... This limits training, resting and repairing. So you can't just sit on your IMP and train him up to max, then go hire some AIM Mercs and then start the missions, etc...

It's one of the things that made Deadly games as difficult as it was, you get your best merc's hurt, they can't rest up unless you send your crappy ones out on a mission, and even then, they may not be rested up fully by the time you get back.

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