Hi all! EGS is still lacking an end-game goal... This could be something to do for all the explorers out there. Introducing a (rather clumsy, but working) method: A fetch quest / 'progress coupon' task... If solved, it will open an 'end game door' at a POI. The door and the items to be collected don't have to be in the same sector. Check it out & have fun building! See attached files. Steam workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1903995681
My current end game is mining gold looting money and credit cards. Nice idea yours but it is destined to be monotonus. Collecting credits\gold works like the good old Hi-Score.
Thanks! Never intended to be the actual endgame. As written above, just a proof-of-concept, and another tool in the box. You probably don't want your end POI accessible right of the bat. This tries to put some other conditions first... By tying it to items, you have to gain those first somewhere else. Looting POI is just one of the methods. Sadly, autostart-PDA missions don't have a 'Visibilty: WhenRewarded' - behaviour. - Meaning, that they will start regardless of your gameplay progress, as soon you get close to the POI... - So, the usual progression with PDA missions fully depends on the player choosing the right mission to the right time at the right spot. You can do that in linear scenarios, or if you restrict players to just one playfield... - - but not on explorer jorneys in large planet clusters. And this concept here, tries to help there.
We really need some more PDA functionality and some more items for scenario builders to use in their scenario like key cards and such. Like, we really need a "payment" PDA function, so a player will have to pay a certain amount of credits or items (with a popup box confirming payment of course). I totally understand the PDA not being a focus right now though, there's so much to be added to the game.
I have read this here and I have the impression that I have misunderstood some things. Maybe it's the language barrier too. I mean I would have seen in 11 or experimental that there are key cards in there now. (Item Menu, im, h) That an order can be paid is also possible. I do this in my scenario (Mission4A, money card 5000; Mission2A, money card 5000 + money card 5000). But the options in the PDA are modest, I think, which can be wrong because I don't know all the options yet. I still have significant problems with the PDA settings. Rewards: - Item: MoneyCard Count: '5000' - Item: MoneyCard Count: '5000'
I don't want the missions to become visible until you activate them. If you press Esc by mistake, you will see the mission in the PDA, but you cannot activate it. Only if they were visible before I can activate the mission afterwards. But this is the wrong thread. This is about the endgame loot room.