Forums » Suggestions
Implement the Custom Mission Creator
Incarnate said: "All missions everywhere". This will evolve into a long-term vision where the mission board is central to a lot of aspects of the game, including players finding one another. For instance, we can create a dozen simple categories of mission that people can post themselves, from "Looking for a Queen-hunting partner"....
http://www.vendetta-online.com/x/msgboard/1/25999
What ever happened to this change? Supposedly all the hard work was completed, but the most important feature of the entire technical update has been left unfinished. I suggest it to be implemented post haste!
http://www.vendetta-online.com/x/msgboard/1/25999
What ever happened to this change? Supposedly all the hard work was completed, but the most important feature of the entire technical update has been left unfinished. I suggest it to be implemented post haste!
I wonder; the custom PCC editor is a little complex, but could there be a dumbed-down version with fewer options and more gui that could create custom temp missions ingame?
It should use an ingame mechanism not an out of game one, but sure.
The important word in Incarnate's text is "vision".
Kind of like SoonTM.
But yes. +1
Kind of like SoonTM.
But yes. +1
Ohh 'vision', is that like "things that we represent we'll deliver but won't ever actually"
+1
This would resolve the player-initiated-bounties problem too.
This would resolve the player-initiated-bounties problem too.
+1
....and ease inter-player trade. A lot.
....and ease inter-player trade. A lot.
I don't have any more than 100% development time. We have been 100% occupied for some time. The feature is definitely of value, and will become even more necessary with player-owned stations. I mean, I did just mention this use-case in the newsletter a couple of weeks ago..
I try to describe some of these features not just in terms of what they are now, but where I'm trying to go with them, to give a better idea of how it fits together.
My priorities are economically driven. And if I can generate significant revenue from some short-term beneficial-but-orthogonal development desired by a third party (like, say, threading our engine), instead of improving the gameplay, I'll do that. It keeps us here, able to keep making the game.
I try to describe some of these features not just in terms of what they are now, but where I'm trying to go with them, to give a better idea of how it fits together.
My priorities are economically driven. And if I can generate significant revenue from some short-term beneficial-but-orthogonal development desired by a third party (like, say, threading our engine), instead of improving the gameplay, I'll do that. It keeps us here, able to keep making the game.