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Originally Posted by Les
Triggers, I think, are the biggest game-changers I've heard about so far. But it's still unclear what triggers can be applied to. For example, can I build a mission where I can make the players engine fail at a certain specific pre-determined point in time or space, or have something trigger a particular, user-made, in-cockpit radio communication?
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Exactly. This is what the whole thing depends on. Flexible triggers & scripting with possibility of in-mission cutscenes, like you mentioned, would go a long way towards more detailed storytelling. Such options probably won' make it to the 1st release, but hopefully we'll something like it in the future.
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With the right kind of triggers, you could recreate that episode. In that particular case, you complete the mission by defying orders and not taking off in your malfunctioning plane, parking it instead. Then at the start of the next mission you're informed of the consequences (as above) of having done so.
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An excellent example of simple, yet interesting story. Could be used as it is, or as a beginning for a longer plotline. Wouldn't be too complicated either, with suitable triggers. Previously, Oleg has told he's hoping to surprise us. We will see, what we will see
<Edit> BTW, CloDo is a great acronym for the game. That's what I'll be calling it from now on