LOL, Ok, I admit that losing a mission will probably end up with  your ship 
being  regulated to an existence as sub atomic particles...
But lets take the first part of that mission, going in with sensors trying 
to find it. Give it a time limit, and you are in a race for time to find it. 
If It isn't found, you might lose the mission, but the war continues with 
the dominion haveing a strong hold in that area effecting the next push from 
the enemy.
I am basing this example on a old playstation game called Colony wars and 
each mission affected the overall progress of the war, which was kind of 
cool. However chances are the player will just get zapped so it isn't that 
important, just a thought.
The truth will set you free...
Jesus of Nazareth  33 AD
----- Original Message ----- 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" <[email protected]>
Sent: Monday, September 18, 2006 10:05 AM
Subject: Re: [Audyssey] More STFC thoghts.


> Hi Allan,
> Well, one way of looking at it if you failed to destroy the secret base
> the logical explanation would be you got the crap kicked out of you and
> you are space dust. Not only would it effect the future of the war you
> won't be in it in the next mission. Smile.
>
>
> Allan Thompson wrote:
>> Hi tom,
>> I know that sounds like a lot of work, but it really isn't that hard. 
>> With a
>> very creative group of people in the community I think your problem will 
>> be
>> having to turn away some ideas because you have too many to choose from. 
>> The
>> missions don't have to be incredibly  complicated either, just to give 
>> some
>> back story about  what the player is expected to do and then throw in a
>> twist sometimes to throw them off.
>> I wrote  in a prior email the basic idea of  looking for a hidden base of
>> the enemy and then blowing it up. That could be a couple of missions 
>> right
>> there depending on if players have more choice during the missions for 
>> which
>> ship to use. But in the end, it is fighting the war, it is accomplishing 
>> a
>> mission, and it is something that can rreflect the  outcome of the war in
>> general if you get really involved with it. For example. lets say the 
>> player
>> must destroy the secret base of the dominion, but fails. The next mission
>> could be reflecting whether the player failed or won the last mission.
>> Probably too complicated, but kind of interesting.
>> The truth will set you free...
>> Jesus of Nazareth  33 AD
>>
>
>
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