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CO30_Andrew_Lowrider #282

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CO30_Andrew_Lowrider #282

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Andrew-Libby
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@Amenbreaker Amenbreaker changed the title Co30 andrew low rider CO30_Andrew_Lowrider Dec 11, 2024
@Andrew-Libby
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committed your chances on this page here. Don't know if I have to do more.

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Requested changes

  • When players return to Tui Navalu, the dialogue will play, no matter what, even if they did not bring the truck. You should give the truck a variableName, like "tuiTruck", and in the trigger's On Activation field you should write "this && tuiTruck inArea thisTrigger". That way the dialogue will only play if the players successfully returned with the truck.
  • Tanoa is a big map with a lot of visual obstruction, this is a good excuse to use Dynamic Simulation on some units, specially the ones inside the jungles and forests, to save on performance until players are closer to them; this distance-to-activation is usually pretty far so unless they are on an open field this is not a concern.
  • The mission could use a few more enemies scattered around, either on the objectives, or in other areas of the map where these enemies could be. It can always serve as a distraction or a surprise for players.
  • The markers are a bit ambiguous. I don't think you need the marker on Lami as it is mentioned in the mission briefing, unless you wanted players to specifically only search the part of town inside of that radius for some reason. You can also have texts on markers, maybe labelling Tui's house as such, or as something more generic like "Drop off" and then hinting at there being said drop off would be more consistent. Additionally, I think you should change the FOB to also be one of the standard flag markers and label it as such. The one you have used is more of a military marker, and also of BLUFOR designation, in Synixe we play as the Independent (green) side.

Observations

  • The triggers for the dialogues being repeatable are a bit of a strange choice. It might catch people off guard, or it might have people running back and forth to re-trigger the dialogue. This is why it's usually best to have it as an interaction (to trigger it when desired) unless you want it as a dynamic dialogue which you could miss. You don't have to change this.
  • You could give players a chance to repair the truck somewhere incase it got damaged or such. There's no guarantee they'd go out of their way to do this, but if your mission happens to be running short or if the truck got damaged, players have a chance to repair it, and will inherently earn more money due to the time investment and risk in doing that, it's also an opportunity to add some more challenges. That could give your mission more mileage. Implementing this is up to you.

Comments
I like the premise of the mission, it seems interesting to have to get the wheels back on the vehicle and deliver it back to the owner in one piece, it's kind of like a vehicle VIP scenario, haha. I appreciate the effort on using the dialogues aswell, happy you got that to work. Seems like it'll be a fun one!

@Andrew-Libby
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Requested changes

  • When players return to Tui Navalu, the dialogue will play, no matter what, even if they did not bring the truck. You should give the truck a variableName, like "tuiTruck", and in the trigger's On Activation field you should write "this && tuiTruck inArea thisTrigger". That way the dialogue will only play if the players successfully returned with the truck.

I will attempt to perform this, but I don't know if I'll be able to do it. I appreciate the step by step process though and attempt to see if I can do just this. Otherwise, I'll need assistance.

  • Tanoa is a big map with a lot of visual obstruction, this is a good excuse to use Dynamic Simulation on some units, specially the ones inside the jungles and forests, to save on performance until players are closer to them; this distance-to-activation is usually pretty far so unless they are on an open field this is not a concern.

This one I can perform and will do that. No problem.

  • The mission could use a few more enemies scattered around, either on the objectives, or in other areas of the map where these enemies could be. It can always serve as a distraction or a surprise for players.

Interesting. I thought I put a lot of enemies for this one. Tried having randomized patrols throughout the region. I didn't want big firefights unless they were designed to be in specific areas. Some areas, as you can see, have checkpoints, blockades, etc. The searchable areas have some enemies as well.

  • The markers are a bit ambiguous. I don't think you need the marker on Lami as it is mentioned in the mission briefing, unless you wanted players to specifically only search the part of town inside of that radius for some reason. You can also have texts on markers, maybe labelling Tui's house as such, or as something more generic like "Drop off" and then hinting at there being said drop off would be more consistent. Additionally, I think you should change the FOB to also be one of the standard flag markers and label it as such. The one you have used is more of a military marker, and also of BLUFOR designation, in Synixe we play as the Independent (green) side.

I can alter some of the markers. I put some markers to tell the story, and to show points of interests. Lami, known to be possibly hostile, was marked. It is not required to be searched but just wanted the markers there. I can either add clarifying remarks or alter the markers, or I can remove it.
I'll edit the drop off point from the purple flag.
I'll alter the HQ Marker as well.

Observations

  • The triggers for the dialogues being repeatable are a bit of a strange choice. It might catch people off guard, or it might have people running back and forth to re-trigger the dialogue. This is why it's usually best to have it as an interaction (to trigger it when desired) unless you want it as a dynamic dialogue which you could miss. You don't have to change this.

The dialogue isn't meant to be interactable as they're not necessarily prevalent. Maybe the Crime Leader one is as it's an "option" to get paid by the criminals, but I felt that if I had an interaction as opposed to proximity, players would not pick up on that and would miss the storytelling.

I have no disagreements on the Tui / returning of the truck. I think doing it once, and when the truck is returned, is the best option. Again, an interaction requires players to well, interact. And since it's not necessary, but I want it to trigger, I opted for the proximity option.

  • You could give players a chance to repair the truck somewhere incase it got damaged or such. There's no guarantee they'd go out of their way to do this, but if your mission happens to be running short or if the truck got damaged, players have a chance to repair it, and will inherently earn more money due to the time investment and risk in doing that, it's also an opportunity to add some more challenges. That could give your mission more mileage. Implementing this is up to you.

How would you go about this then? Storyline wise? I was going for more of a criminal takeover of the area, thus not being able to have many save spaces for them... or welcoming areas. I was opting for more of a protection of the truck rather than a fixer upper. The wheels are missing, yes. But that was just something for them to do and to see if they realize. I like incorporating observation in missions and I hope they pay attention because if not, they will have reduced pay cause by their lack of observation.

Comments I like the premise of the mission, it seems interesting to have to get the wheels back on the vehicle and deliver it back to the owner in one piece, it's kind of like a vehicle VIP scenario, haha. I appreciate the effort on using the dialogues aswell, happy you got that to work. Seems like it'll be a fun one!

Thank you. Mission was a headache but I'll wait to hear back on more feedback from my comments and commit to changes you requested to the best of my ability.

Thank you.

@Amenbreaker
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Requested changes

  • When players return to Tui Navalu, the dialogue will play, no matter what, even if they did not bring the truck. You should give the truck a variableName, like "tuiTruck", and in the trigger's On Activation field you should write "this && tuiTruck inArea thisTrigger". That way the dialogue will only play if the players successfully returned with the truck.

I will attempt to perform this, but I don't know if I'll be able to do it. I appreciate the step by step process though and attempt to see if I can do just this. Otherwise, I'll need assistance.

You got it, it's nothing more then just that. Naming the truck with a variableName and then using that other code refferencing said variable name being in the area of the trigger.

Observations

  • You could give players a chance to repair the truck somewhere incase it got damaged or such. There's no guarantee they'd go out of their way to do this, but if your mission happens to be running short or if the truck got damaged, players have a chance to repair it, and will inherently earn more money due to the time investment and risk in doing that, it's also an opportunity to add some more challenges. That could give your mission more mileage. Implementing this is up to you.

How would you go about this then? Storyline wise? I was going for more of a criminal takeover of the area, thus not being able to have many save spaces for them... or welcoming areas. I was opting for more of a protection of the truck rather than a fixer upper. The wheels are missing, yes. But that was just something for them to do and to see if they realize. I like incorporating observation in missions and I hope they pay attention because if not, they will have reduced pay cause by their lack of observation.

I'm not exactly sure, if you want to give off the vibe that the whole island is hostile or contractors shouldn't be taking any detours that's fine. Otherwise, since this guy has enough money to pay private contractors to go and shoot some guys to recover a custom-tailored truck of his, he might have friends in high places who could repair his stuff, or he could be supplying us the money to pay for said luxury repairs. But if you don't want that that's completely fine.

The missing wheels bit is great, I have no qualms about that. Anything that adds more interactions and tasks aside from shooting the bad guys is a plus in my book. Carrying them and putting them on the truck, even if small, adds more to the gameplay IMO. That variety is good.

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