Or if you have to flee. That would be nice.
----- Original Message ----- 
From: "Allan Thompson" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" <[email protected]>
Sent: Monday, September 18, 2006 10:41 AM
Subject: Re: [Audyssey] More STFC thoghts.


> 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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>
>
>
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