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quote: Originally posted by Corentor
The only thing that bugs me is that sometimes a clever player or a player who knows whats going to happen might screw things up by diabling a cap ship too early so the cap ships are too far apart to fight.
Ah, the problems of good mission design!
One solution to that problem is design the mission so that other wings enemy wings come in only if the enemy capship is disabled. Or you can have the enemy ship jump out if the player attempts to disable it (if you're feeling really evil you can have it cause problems in a later mission depending on if it was destroyed or not!). Or you could keep the player away from the enemy capship at the start of the mission by having other goals he has to achieve/ships he has to protect from attack.
You may also depending on your mission be able to tell the Terran cruiser to stop a certain distance from the enemy cruiser if it is disabled (use the distance SEXP for that).
Stuff like this is a constant worry when designing missions. You always have to worry that the player may decide to do something stupid or unexpected (Another good one is what if the player decides to disable and disarm a capship that you were counting on him to destroy!)
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Supreme Overlord of The Mercury Affair Campaign.
FREDder, Modder, Story design and general busybody for [URL=http://www.3dap.com/hlp/hosted/mindgames/Background.html] Mind Games[/URL]
Last edited by karajorma on 06-18-2003 at 04:33 PM
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