I want to give players choices, is this practical?
The only way I can think of here is to set up a timed mission. Make it short enough it won't slow the player down, but long enough there's plenty of time to complete the objective if they want to. (Assume things will go wrong and slow them down!)
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How about during the mission the player recieves a clue that explains the decision they need to take and which missions they should run depending on the choice they make.
Something like, "You get the magic floppy disk. If you wish to give it to Bob run mission 1234. If you wish to give it to Steve run mission 4321.
Great idea, but the biggest problem you're going to run into is the limit of only being able to have 3 missions published at a time.
There is a three mission publish limit? Aw, that is bogus.
They are only 100kb big! Why the small limit?
Bah, that ruins my idea.
The good news is, a Dev in Beta said they are considering the idea of branching storylines. So don't throw your idea away, just be patient.
And we get 3 story arcs only, up to 5 missions per arc. Unless one of your arcs gets into the Hall of Fame or picked as a Dev's Choice.
Justice Blues, Tech/Tank, Inv/SS
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Fighting The Future Trilogy
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By doing standalone missions that direct the player to the next mission # through either the mission success or mission failure dialogue I figure I can create a deeper and more interesting story.
The trouble is I can't think of good ways to use the mission mechanics to make it clear that the player has a choice to either fail or succeed to advance the story how they choose.
The mission fail or success needs to be triggered by the players decision, but most of the events you can choose from only make sense if they end in success.
Is it practical? Any ideas?