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Re: quasi-missionbased campaigns. Concepts and general discussion[message #179326] Fri, 28 March 2008 18:28 Go to previous messageGo to previous message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
i think i found a way to return the player to the same "safe house" after each mission goal is accomplished.

only downside is that it requires NPC interaction after each mission, which is boring
i'd have to see whether or not this could be triggered by cut scene, then we'd not always require end-mission npc's.


also, currently, it's just a one-way ticket.

but it would allow to make faster missions, especially just the fighting and looting, then teleporting out instead of militia training.

just a concept in case anybody still wants to go mission-based.


lets assume a small squad, some safe zones with some necessary things like traders and shops, maybe skyrider's chopper can be used to get the player to the hot zone too.

some quest givers in the safe house that provide the missions. Key missions on sam sites or towns drive progression and story forward --> better equipment at traders inventories.
Miners are changed to financiers and give their steady income from save sectors beyond the combat zone (maybe some exceptions for the fun of defending a mine againts an enemy horde) depending on quests solved.

could be tied to story-driving loadscreens for the sectors we go to as missions. Couple of NPC's that can give missions from within the hot zone, maybe fractions of different kinds, little civil war.
new recruitables after or even better during difficult missions --> better RPC balancing.



theme can be a country like arulco, theme can be the entire world where one mission might represent one town/ just a couple of buildingss in one city of one country of the world (separated to the other missions so scale is no problem)

strategic map is a world map with some highlighted hotspots (the missions)


main problem probably how to get to the next mission. Might have to be unlocked using sam sites.xml in 1.13 and the chopper. hope sam sites.xml works neatly now... although there's tht cut scene issues that might fcuk up this one idea.

hmmm. But going in per heli (can be remodeled to be a private plane or whatever) and going out per teleport to the isolated safe house could work to a certain extend.

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