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Messages - Quaker2k9

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91
Quest Database / Re: 'A Lady in Trouble' by Quaker2k9
« on: August 03, 2009, 03:42:05 AM »
If I "only" got the 4 of 5 points rating because my mission isn't straightforward enough, then you guys are gonna HATE my second quest  :lol:

92
Why don't we just write about a thousand great custom quests with missions for pirates and catlovers?  :D

93
Development Discussion and Suggestions / Re: "Incoming EMail"
« on: August 03, 2009, 02:38:19 AM »
Quote from: "VincentFirePony"
I'd like to see an email the fixer ability for fixer missions like go to nav such and such in this sector and then come back to me for your payment. I'll only take fixer missions like that if I'm picking up some jettisoned cargo and bringing it back. An email option to let the fixer in another sector know you're finished the job and then they send you the money electronically... That would be nice.


I think the "get back to me for payment" type missions exist on purpose: If you have to move all the way back, it makes your journey longer and this kind of missions therefore probably pays a little more than it otherwise would.

94
Development Discussion and Suggestions / Re: "Incoming EMail"
« on: August 02, 2009, 09:13:20 PM »
Haha, finding ways to navigate a story around the scripting limitations is so much fun  :eeeee:  I'm already working on a new quest  8)

95
Development Discussion and Suggestions / Re: Mission messages wanted!
« on: August 02, 2009, 06:53:09 PM »
Quote from: "Christian Knudsen"
Quote from: "Quaker2k9"
Blue Horseshoe loves Anacott Steel.

Wall Street, right? :)


Well since "codespeak" was mentioned and Privateer is also an economic simulation, I couldn't help thinking of this. Would be a sweet reference, IMO, but it's more than 30 letters anyway   :)

96
Development Discussion and Suggestions / Re: "Incoming EMail"
« on: August 02, 2009, 06:43:11 PM »
Quote from: "Cthulhu"
The problem is this:
the player is going to kill a dude on base, but I want the character to talk to the player before he dies. Now, there is always the "Order: Talk" command, but that will not help much since, as soon as the player identifies the target he will most likely enter combat mode, and just blow the dudes head off.

Any suggestions?


I don't know how this could be done with the current opportunities. If I have an idea, I'll let you know.

For now I think the best solution would be if the character could be invisible, and become visible upon talking to you. That way you couldn't kill him prematurely. But that's cheap because it would involve yet another new command.

I need to think harder, there has to be a way with the commands we already have...

97
Development Discussion and Suggestions / Re: Mission messages wanted!
« on: August 02, 2009, 06:52:37 AM »
Blue Horseshoe loves Anacott Steel.

98
Quest Database / Re: 'Shootout at OK Corral' by Flyboy
« on: August 02, 2009, 01:04:29 AM »
I like both of your quests! Though I think the ground fighting was a bit easy.

Are there more quests from you coming? I'd like to do more jobs for the Commander.

99
Quest Database / Re: 'A Lady in Trouble' by Quaker2k9
« on: August 02, 2009, 12:48:13 AM »
Here's a FAQ/Walkthrough:

For your own fun, please consider only reading it after you've finished the quest or in case you're stuck somewhere.

First location (Manurhin):
[spoiler]
Q: Where's that Sandrine person I need to meet?
A: She's at the place with the most bystanders / witnesses so she won't get attacked.

Q: So I did what Sandrine asked me to do. Now was that already it? What a lame quest!
A: Maybe you should consider giving the stranger a chance to tell his side of the story before you casually kill him.
[/spoiler]

Second location:
[spoiler]
Q: Deckard isn't at the bar! Now what?
A: If you wait for just a few seconds, you'll notice someone's running towards you.
[/spoiler]

Third location:
[spoiler]
Q: The enemies are too strong!
A: Sorry, can't help you there. Try wearing some armor and make every shot count.

Q: Where's Deckard?
A: He's being held, wounded, at the bar.
[/spoiler]

Between third and fourth location:
[spoiler]
Q: Sandra isn't anywhere, now what?
A: She's not there. Just check out the Nav point (get very near to the jump point) and you'll be done for this place.

Q: The three enemies are too strong!
A: Reload and hope for some random confed assistance or try and race straight to the jump point and jump out, destroying the enemies isn't a mission objective.
[/spoiler]

Fourth location:
[spoiler]
Q: My quest ends here, but I thought there's also a fifth place to go to?
A: You may only go to the fifth location if you've done something the "right" way before. It's a bonus objective.
[/spoiler]

Fifth location:
[spoiler]
Q: I've done everything but now I think I'm stuck!
A: If you've recieved the "special item", then the quest is over. However the "quest finished" message will only appear when you take-off the next time. That's because I wanted to give you some time to enjoy yourself and look at that sweet item you got.
[/spoiler]

100
Quest Database / Re: 'A Lady in Trouble' by Quaker2k9
« on: August 02, 2009, 12:32:47 AM »
With my autolaser gun, shooting proficiency about 2/3 of maximum and some kevlar armour, I managed to win the fighing every time I tested it. I think one could also use some clever tactics (hiding behind one's own ship / throwing grenades / whatever) to win this fight.

Don't know if there's an autodoc on Chi-Chi One, but you're free to land whereever you want before you go there.

About the space fighting... Well I only fly a Tarsus too and think with the standard ship, it's quite difficult yet beatable. I didn't clean up the nav points on purpose because I wanted to give newbie players (like I am one myself) the chance to get some random assistance or ships that distract the enemies.

Thanks for your feedback! I agree that for an experiences player, the space battle may not be much of a challenge, while the ground combat isn't too easy really.

101
Development Discussion and Suggestions / "Item Acquired" Notification
« on: August 01, 2009, 05:48:30 PM »
Could be displayed mid-screen in a small window, just like the "MISSION 1 FULFILLED" message. Like:

------------------------------
¦ ITEM ACQUIRED : ITEM ¦
------------------------------

This feature would allow to make the player see that he's gotten an item without him having to be in "walk-around" mode and check his inventory.

Example where this would come in very handy: The last scene of my "A Lady in Trouble" quest, where I originally intended to give the player up to four items during an ongoing dialogue, but have the quest end right after the dialogue: The way things are now, I saw no other way than keep the quest going on for a little longer otherwise the player wouldn't even see the item he's getting at all since it would instantly be removed.

102
Quest Database / Re: 'A Lady in Trouble' by Quaker2k9
« on: August 01, 2009, 05:24:47 PM »
Since I don't want anyone to get frustrated over my quest, I'll later post a (spoiler-marked) FAQ/Walkthrough. The plot is a little messy (though overall I'm quite happy with the story) so you may get into a situation where you think you're "stuck."

Feedback to my first attempt at being a mission author is very welcome. I'm thinking about writing a Part 2...

103
Development Discussion and Suggestions / Re: "Incoming EMail"
« on: August 01, 2009, 05:21:12 PM »
Quote from: "Flyboy"
So you're writing quests too, huh? Sweet. I'm soooo looking forward to playing another quest that I didn't write. Playing your own quest just isn't that much fun.


Well I'm not an author, and I'm certainly not experienced at scripting stuff  ;)

But when I saw this feature, how could I resist? Admin gives us the chance to relatively easily create our own custom, non-plot missions for this game. That's almost endless opportunities. Imagine how great it would be if there were about 20 or more custom quests ready to explore!

Too bad there aren't more quests available yet. Or are there more in circulation and they're just not included in this page's list?

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