Mission Creation Guide This is a guide about what kind of missions to create, and how they should be structured. It is not intended to go into the specifics of how to use the mission editor, that information can be found here. Missions for the Vendetta Online universe should embody a few fundamental features: 1) Missions should tell a story, or in some way provide exposition on an individual, region, faction, history, or some other subject relevant to the game universe. It doesn't have to be a big involved story, just something minor that refers to larger arcs within the game universe. For instance, a simple mining mission doesn't need to relate a vast mining-related plotline, it can just say that the resources are needed for a specific function, and then in a later mission that function might be discussed in more detail, so a picture emerges. This fits in with the next rule.. 2) Missions should always explain "why". Telling the player "go do this repetitive and boring task for no apparent reason, and you will Progress Within The Game" is not acceptable. Some of our existing missions do this, and it's bad. You should always tell the user Why they are doing what they're doing, and if "Why" is a secret that will be revealed over the course of the story exposition, then at least drop some hints so people can be intrigued. You, the mission author, should always have a fully constructed reason "Why", even if you only tell the user in small bits and pieces. 3) Missions should be as re-usable and broadly applicable as possible, at least in the short term. We have such a deficiency of missions that, for the time being, we would prefer missions that are universally re-usable. This doesn't mean they have to be available at every single station, but at least make "mining station" missions, or "Itani Faction" missions. Not "specific mining station in the far corner of Itani space". 4) Do not include references to characters other than persistent NPCs, or to organizations other than established factions within the backstory. Ie, discussing the conflict between corporations is fine, but mentioning particular users or guilds is not. The game has already outlived many guilds, and we would rather not have missions which archive references to long-dead guilds. Other specific factions that have no current presence in the game, such as the Order of Akan, should only be referenced with explicit permission from Incarnate. 5) Mission headings should all be different. Do not re-use the same text between multiple missions. In general, try to look at it like each mission is posted by a different person. Even if the functionality of several missions is in common, try to vary the text a bit, so when one sees a board of many similar missions, it doesn't look like "Choose your arbitrary gameplay!", where the options are limited to "Go shoot bot type A!" or "Go shoot bot type B!". We're trying to avoid that sort of thing.. it would be better to concoct some general plot for why the world needs to have less "type A's" in it, and then progress to another mission building on the "relationship" between player and faction, requesting their help in reducing the population of pesky "type B's". Obviously, the exception to #5 is cases where no "identical" missions will ever be displayed to the same character, like in the case of having several similar missions.. each of which is specialized for a different faction. Storylines We totally support people writing their own stories, but they need to be heavily rooted in the existing backstory. Making small-scale stories based in the already-established game universe is no problem. Ie, the sort of "Story" where certain station needs something mined because they've had a large order from a nearby "Research" station, and the Research station may also offer a related mission to help test something or conduct espionage on a rival corporation, and so on. These are relatively low-key plots which are flexible within the current framework, and can send the user from place to place, interacting with different NPCs with different attitudes and behaviours. Plotlines which require major story exposition, introduction of specific NPC characters, or make "new" statements about backstory or layout of the universe.. this sort of thing should be OK'd by Incarnate in advance. We do not want to have to deny anyone's hard work, and making sure anything like that is approved in advance is the best way to be sure. Everything that goes into missions has to be "within canon" and examined to make sure it flows with intended developments and works within the game universe (both established and planned). The backstory of the universe is intended to be contiguous, so examination and approval of anything modifying/building on that backstory is required. In general it is better to write missions from the perspective of "rumor" rather than from fact. As in, those giving the mission don't necessarily know exactly how/why something is occuring, but might mention their theories. The intention is to give the player an impression of cloaked undercurrents, rather than expressing hard facts. They should "discover" the universe over the course of many missions, not have things defined in black and white. The real world is rarely black and white.. usually things are a confused mess of perspective and perception. Our universe should be no different. If a certain set of "facts" are assumed, then write from the perspective that the particular faction, or person giving the mission, might have on those "facts". Slant things through the views of the storyteller, and then give a different or opposing view somewhere else. Let the Player put together what actually did or did not happen on their own. This makes the universe a more interesting place, built from characterizations and interpretations of historical events, rather than presented as a sterile set of pre-ordained facts. Storylines or plot devices that exist in the backstory, but have not yet been seen in the universe, such as the Order of Akan, are generally off limits, although anyone is welcome to email Incarnate and pitch their idea. Recommended plots: Itani/Serco war, history of conflict, cultural differences. UIT trading to both above parties, history of blockade running and smuggling. The Hive Fear of spreading Regional safety concerns Economic impact on mining and manufacturing Rumors of unknown Valent/BioCom black-project origins (no specifics on project) Research/study interest Corporate Wars TPG keeps wars in check and prevents further conflict when possible. Valent and Axia maintain a cold war which occasionally sparks hotter. Spying on one another, attacking one another clandestinely with "plausable deniability" and the like. BioCom generally sides with Valent. All corporations spy on each other (other than TPG, which is generally pretty responsible) for espionage purposes. Xang Xi has unspecified ties to Corvus, and largely stays out of the wars, but is happy to profit from them. Corvus is completely enigmatic, but sometimes demonstrates completely new technology. General Activity Mining stations provide resources to Research and Commerce stations, which manufacture goods which are then often delivered to Capitols and Barracks. Military contracts often deliver to Barracks. Important dignitaries, celebrities, colonists and other personnel require escorts (a few fighters to escort a Constellation full of refugees, for instance). How to Structure Missions Generally, missions should follow the same basic structure as writing any kind of story: Tell them what you're going to tell them, tell them, then tell them what you told them. In this case, give the user a good idea of what they're getting into with the initial intro text, so they have a choice of whether to accept or not. This should include if failure has any negative repurcussions. Then, during the mission, expound on the structure or story. Finally, wrap up at the end of the mission, briefly retelling what happened and proving any faction-specific thanks or congratulations, then finish up with a "Complete This Mission" button. This structure does not mean that you can't spring surprises on the user. For instance, if you're writing an escort mission which then has enemies spawn and attack the escorted ships in the middle, this is ok. The user is expected to have a certain amount of understanding that the reason why they're needed to "escort" is to fend off potential attackers. The structure does mean that you should generally stick to the basic idea of whatever mission you present to the user initially. No one wants to sign on for a quick jaunt to do some simple task that then becomes a 45-minute nightmare trek across the galaxy, ending in eventual failure. That level of the unexpected is ok in small doses, but can be very annoying if it crops up very often. The most frustrating thing for many players is the feeling of having spent a lot of time and effort with no gain. Thus, having missions that present as simple, but then require a lot of time and have a high probability of failure, will result in more impatient and irritated players. On the other hand, if the mission is say.. the third or fourth of a tree which has been building in complexity, and gives some non-specific ominous foreshadowing in the mission description or previous missions, then it's reasonable to spring some epic thing on the user. Mission Rewards Most missions (like, 90%) should reward with money and XP. The XP should be relevant to the expected tasks allocated to the user in the mission. Obviously, if it's a mission where they go mine passively mine stuff, a reward of combat experience doesn't make a lot of sense. However, if they go mine stuff in a dangerous, hive-infested locale, then some combat experience (but still mostly mining) would be logical. Calculation of the amount of reward is kind of done by the seat of the pants at this point. Consider the requirements of the mission, the expected level of the user, and the scale of that level in terms of XP. Progression to the 3rd level of any given skill should be relatively easy. I give 1010 combat/light weapons for completing the Basic Flight Test, which pushes the user up to level 1 in both of those skills. Subsequent missions, which require level 1, give maybe ~450 XP, to give a boost, but without instantly allowing immediate level progression. As the levels get higher and the missions more difficult, XP rewards still increase, but are a much smaller percentage of the overall level. Thus, the exponential climb through the levels. In all missions which give money and/or XP, thought must be put into possible exploitation. If there's a simple/trivial way to complete a mission, and it can be taken over and over again, it can easily become a money-farm (or worse, XP-farm). Missions of this kind should either be very well tested, to make sure no exploits are possible, or (preferably) have some hard limit on the number of times the mission can be taken. In my missions I usually have an Accomplishment that is incremented at the end, and a requirement (must be less than) at the beginning. Other accomplishments that are used for a "mission tree" effect are handled separately. Testing alone is usually not enough to guarantee that a tree is not exploitable, as some future minor gameplay change may have unforseen ramifications which open up an exploit hole with a specific mission. It is the rare, infrequent, and highly unusual missions which will actually give out a totally new item, new ship, or other new equipment. I don't mean to say that this will be unheard-of, in fact much of the new equipment that's made from now on will probably be made available through a mission tree. But, for the purposes of making your missions, do NOT make them dependent on some special gift at the end. Adding equipment to the game is a whole other ball of wax, with its own complexities, balance issues, and technical problems. PCC-created missions should be able to stand on their own, and require no interaction from the development team other than approving and propogating the missions into production. If we need a crazy mission tree that makes a new addon or ship available, we'll either post a request asking people to make such a thing, or we'll make it ourselves. The average PCC-mission should just reward with further story exposition, XP and money. In the longer run, we'll probably add Faction Standing too, but don't depend on that for now.