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Player-created narrative missions
*sam*
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Groove Champion said:
Firstly: great update! I've been toying around with the editor since yesterday and my first narrative mission is coing along nicely.

I am a bit confused about the 'Building' drop-down menu from the Stage options. Is this the start building or the end building? For example, if I want to create a taxi or courier stage, I need to select a start town and a destination town, but I also have to choose a 'building': would I choose the building where the stage's text would be read or would I choose the building where the stage should lead a player doing the mission?


I noticed some people getting this wrong.
You need to choose the building where the stage's text would be read. So if it's a courier mission going from SS to Elms, you'd want to pick one of the buildings in SS - whichever is most appropriate to your story.
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Posted Jul 2, 2010, 7:49 pm
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would be nice to have more options, i.e, what gangs you will see while performing missions...

when this was announced i imagined placing things on a map kinda like DWT, placing engineless cars on the road for you to fix, building road blocks, controlling what the npc can say in the events...

*slaps himself*

p.s. what are these people in towns that give out missions, are they anything more then just a a name?

p.p.s. is it possible to have a delete button next to the prizes? i got tons that are permanent and it makes a mess, i guess a work-around is to set all the values to 0 to cancel them?
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vet marshal wv pvp3 zom circuit2 pvp1 cont

Posted Jul 2, 2010, 7:54 pm Last edited Jul 2, 2010, 8:01 pm by *Tinker*
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Tinker said:
would be nice to have more options, i.e, what gangs you will see while performing missions...


Yes, as I said:

Sam said:
It has a long way to go and is quite 'bare bones' right now, but it's usable.

Tinker said:

p.s. what are these people in towns that give out missions, are they anything more then just a a name?


Just a name. Although some of them have definite personalities as they have turned up before in the roleplaying forums. More will have as we go along..

Tinker said:
p.p.s. is it possible to have a delete button next to the prizes? i got tons that are permanent and it makes a mess, i guess a work-around is to set all the values to 0 to cancel them?


Setting them to zero deletes them

Tinker said:
when this was announced i imagined placing things on a map kinda like DWT, placing engineless cars on the road for you to fix, building road blocks, controlling what the npc can say in the events...


That'd be nice... I'll have a think about it.
You're actually quite right though, I put a lot of effort in DW:T and it's not used much, it would surely fit in here nicely with a little bit of thought..
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Jul 2, 2010, 9:02 pm Last edited Jul 2, 2010, 9:10 pm by *sam*
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To be honest, D:TW feels more like an unfinished scenario building tool than something you do to have a good time, its still to much effort to setup something barely anyone joins ;)

But to use them to create custom scenarios is a good idea... hell, you could take it further, if you would enable it for people to place building, wrecks, railings... etc etc inside it, would that be possible?

If we could do that, you could go in and create 10 slightly different versions of the scouting maps, you know, with some having wrecks or rocks along the roads?
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Posted Jul 2, 2010, 9:25 pm
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I've just submitted a mission (Baby Steps). Please let me know if there are any major problems with the way I've set up the values. I have to admit I set the reputation requirements and boosts quite randomly... I have no sense of whether they are too high or too low.

The mission is meant as an introduction to courier and taxi missions for new players but I don't know if the required rep is set correctly so that the mission becomes available relatively early on in a player's career.
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vet combatL1 wv cont0,5,0

Posted Jul 2, 2010, 9:32 pm
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On a sidenote, I need to point out the enormous risk of exploitation involved with these narrative missions. Allowing players to set up lasers and tank guns as mission prizes is a bit much...

I have no doubt the submitted missions will be reviewed before being released, but an oversight might cause considerable balance issues!
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vet combatL1 wv cont0,5,0

Posted Jul 2, 2010, 9:42 pm
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I am so excited about these missions - I encouraged Sam to set up the original ones (along with several other players, I can't remember who else was pushing it at the time, sorry), and I love this ability.

So go create cool stuff, guys, I'm looking forward to creating it.
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vet combat1 wv ped1 northernsummer

Posted Jul 2, 2010, 11:43 pm
*sam*
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Groove Champion said:
On a sidenote, I need to point out the enormous risk of exploitation involved with these narrative missions. Allowing players to set up lasers and tank guns as mission prizes is a bit much...

I have no doubt the submitted missions will be reviewed before being released, but an oversight might cause considerable balance issues!


They are edited/checked independently by an Editor and by me, and they're easily edited even after going live if an issue arises... doesn't seem like a big exploit risk to me.
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Posted Jul 2, 2010, 11:58 pm
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Valiance said:
I am so excited about these missions - I encouraged Sam to set up the original ones (along with several other players, I can't remember who else was pushing it at the time, sorry), and I love this ability.

So go create cool stuff, guys, I'm looking forward to creating it.


Thanks Val! Yes, you've always been vocal about moving in this direction. It's not exactly like the type of thing you envisioned last year, but it's getting there.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Jul 2, 2010, 11:59 pm Last edited Jul 3, 2010, 12:00 am by *sam*
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Sam,

My heartfelt thanks. I'm very excited about this new option!

Yahoo!
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vet wv

Posted Jul 3, 2010, 12:11 am
*sam*
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Groove Champion said:
I've just submitted a mission (Baby Steps). Please let me know if there are any major problems with the way I've set up the values. I have to admit I set the reputation requirements and boosts quite randomly... I have no sense of whether they are too high or too low.

The mission is meant as an introduction to courier and taxi missions for new players but I don't know if the required rep is set correctly so that the mission becomes available relatively early on in a player's career.


Yeah, I think setting the trigger rep. to 100 is too high. I'll put together a list of values attached the the current descriptors, and link it from the 'Create Narrative Missions' page, as Community Comments.

Nice writing though..  :cyclops:
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Jul 3, 2010, 12:16 am Last edited Jul 3, 2010, 12:20 am by *sam*
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Armisius said:
Sam,

My heartfelt thanks. I'm very excited about this new option!

Yahoo!


Thanks! There's a lot of positive feedback going on, hopefully it will prove to be a great feature  :-)
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Posted Jul 3, 2010, 12:22 am
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Wow... I'm having so much fun with this right now I don't know if I'll even play Darkwind tonight :p

Two things:

1. If the chosen passenger for the mission is killed somehow, will he be replaced by an NPC of the same name? If not, I need to change the story structure in my narrative.

2. It would be nice to have negative reputation as a consequence of different choices during the narrative, provided the supporting text is clear enough for the player to infer the likely consequences. (Ex.: Sparing a Merchant from slavery would increase your rep with merchants but decrease your rep with slavers)
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Posted Jul 3, 2010, 2:02 am
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Groove Champion said:
It would be nice to have negative reputation as a consequence of different choices during the narrative, provided the supporting text is clear enough for the player to infer the likely consequences. (Ex.: Sparing a Merchant from slavery would increase your rep with merchants but decrease your rep with slavers)


This is exactly what I was hoping for with the one I'm writing. We can't enter a negative value?
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Posted Jul 3, 2010, 2:45 am
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Yes, enjoying myself in creating my NM. I would like to be able to create a ped only encounter, please. My feeling is that this should be combined with DW:T so that we can place things like derelict cars, engines, weapons, buildings, animals and other peds onto the map and have specific set ups for tactically challenging missions as well. And negative values are important as I am allowing a choice of NOT taking a mission and choosing not to help or hurt should have consequences as well. I actually put a negative value in one of my rewards, not sure it will work though.
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Posted Jul 3, 2010, 5:16 am Last edited Jul 3, 2010, 5:17 am by Crazy AL
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Groove Champion said:
Wow... I'm having so much fun with this right now I don't know if I'll even play Darkwind tonight :p

Two things:

1. If the chosen passenger for the mission is killed somehow, will he be replaced by an NPC of the same name? If not, I need to change the story structure in my narrative.

2. It would be nice to have negative reputation as a consequence of different choices during the narrative, provided the supporting text is clear enough for the player to infer the likely consequences. (Ex.: Sparing a Merchant from slavery would increase your rep with merchants but decrease your rep with slavers)


1. You can't choose the passengers for a taxi mission, they're randomly selected. I *could* change this of course, but it's probably better left as-is, since it would be a bit silly to have a character killed repeatedly. The thing to do is to have named characters operate as agents/contacts, but don't have them leave town.

2. Rep 'prizes' can be negative, yes.
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Posted Jul 3, 2010, 11:24 am
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Crazy AL said:
My feeling is that this should be combined with DW:T so that we can place things like derelict cars, engines, weapons, buildings, animals and other peds onto the map and have specific set ups for tactically challenging missions as well. .


I have been considering this, and the thing is: how can we define specific setups when we don't know what the vehicles will be in the player squad?
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Posted Jul 3, 2010, 11:25 am
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*sam* said:
Crazy AL said:
My feeling is that this should be combined with DW:T so that we can place things like derelict cars, engines, weapons, buildings, animals and other peds onto the map and have specific set ups for tactically challenging missions as well. .


I have been considering this, and the thing is: how can we define specific setups when we don't know what the vehicles will be in the player squad?


Have the choice to limit the player's CR? i.e we need you to be discreet? or have a set squad and vehicles already fixed for the mission?
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Posted Jul 3, 2010, 11:46 am
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*sam* said:
Crazy AL said:
My feeling is that this should be combined with DW:T so that we can place things like derelict cars, engines, weapons, buildings, animals and other peds onto the map and have specific set ups for tactically challenging missions as well. .


I have been considering this, and the thing is: how can we define specific setups when we don't know what the vehicles will be in the player squad?


For the most part, DW:T would be used to add window dressing in my mind. If I were to write a mission that required a certain CR, I would hint at it in the mission like this: "Come alone or she's dead" or "Bring an SUV. If we see any other cars, the deal's off!"

If the player brought extra, the mission would probably be pretty easy but who does that end up hurting? I don't intend on including enormous rewards for most of my missions. It's more about the story.
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Posted Jul 3, 2010, 4:19 pm
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Is it only possible to have one narrative mission to my name? :( I suppose you want to avoid a flood of half-finished missions washing over the server?
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vet combatL1 wv cont0,5,0

Posted Jul 5, 2010, 8:35 pm
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