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Alternate trigger type

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I was thinking about the uses of triggers in missions. The current triggers are absolute and omniscient, they don't rely on the player/AIs' limited knowledge (KnowsAbout). I know they can be modified to do this in the condition field, but was wondering if a new type could be made for common conditions, like the 'blufor' and 'present' options. If a form of trigger that DID use this imperfect knowledge was used, would that help in some of the campaign missions? I know it would bring the uncertainty up a great deal, and therefore the paranoia, but the triggers would also fire more easily, and allow for things like 'significant degradation' of forces without having to get every - last - one. Also adding the very human, 'oops, I guess there were a few more, sweep the area.' Just thinking of something more fuzzy and unsure to base decisions off of, where thought and experience need to prevail.

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I hate mission makers that give a big loud DING! and show a hint "The town is cleared!" So everyone gets out from behind cover and strolls around like it's a walk in the park knowing it's safe. It's just bad mission design and poor gameplay. It doesn't have to be that way of course.

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I hate mission makers that give a big loud DING! and show a hint "The town is cleared!" So everyone gets out from behind cover and strolls around like it's a walk in the park knowing it's safe. It's just bad mission design and poor gameplay. It doesn't have to be that way of course.

LOL, yeah :D my missions are generally scruffy affairs, where the player decides when the mission is over. That seems realistic to me, I don't like those "DING" affairs either :D

However, like Powerpoint presentations, it seems people have an expectation of standards and feel the presentation has failed unless certain things happen in certain orders ;)

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Mission should never have been to clear out a place in the firstplace, unless of course you have the manpower to search every building, in which case it becomes a very boring mission.

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