Choices (in mission objectives)
I was just coming here to ask almost the same question.
More than one mission in the dev created content has an either/or objective. You can either defeat all enemies or click the four glowies, that kind of thing. The Architect, as far as I can tell, only allows you to have required or optional objectives, and you must collect all required objectives to complete the mission. Where are our either/or objectives?
"Timid men prefer the calm of despotism to the tempestuous sea of liberty."
"Nothing is unchangeable but the inherent and unalienable rights of man."
- Thomas Jefferson
You could fake it by using two arc slots per choice - choice A - they continue with the existing arc. Choice B the text tells them to quit their existing arc and go play arc #arc_id instead
#2409 - The Mystery of the MAGI vaults. Azuria has contacted you to help her stop the thefts from the MAGI vaults.
#68054 - Out of the gutters. Left for dead, you swore that you were through with being a victim (alt villain beginning story)
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You could fake it by using two arc slots per choice - choice A - they continue with the existing arc. Choice B the text tells them to quit their existing arc and go play arc #arc_id instead
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That would be an awesome supergroup idea: Choose your own adventure type mission: Choose A - go to arc #121455, Choose B - go to arc # 121521
The closest thing you could do, i think, is have optional objectives in the mission which are good or evil. These optional objectives might, in turn, spawn additional optional details which only occur if you do the original objective. I did this in some minor degree in my Vanguard AQUA arc, but the optional good/evil objectives only chain in my first mission. Also, the players can always choose to do both good and evil optional items.
But, still, this is only in the realm of optional objectives and it cannot be done with required objectives.
Sermon
@sermon
One of Six, Cannibal 6
In the arc I'm working on, I handle choices by simply making them non-required objectives, with different additional goals spawned in each case. The easiest way to do this is a destroy-object detail, IMHO, since this lets you write a clear description of the choice in the Info for the object. Destroy object X, get one path; destroy object Y, get another path.
To make a more significant choice that results in mission failure, simply make the mission timed. This is how one of the CoV arcs handles it (you can either capture a reporter, or you can let her go; to let her go, you just run out the timer).
It's probably not possible at this moment or ever, but I was wondering if we could get either or mission objectives (sorry if this was posted before, I checked and couldn't find it).
So as a few examples;
Defeat Boss A or Boss B, if you defeat one of them them mission ends and you get one thing said from the contact if you defeat the other you get told something else.
Other examples might include a 'fail' option where even if you fail an option by not saving someone the storyline progresses.
"Lord Recluse may be defeated by Villain X, I'd rather face a threat we know then one we don't." But you end up letting recluse be defeated.
Or even "Talk to Hostage One or Two" so different hostages have different 'perspectives' that define the storyline, depending on who you talk to, that's how your storyline progresses.
I've had quite a few ideas for story-lines, they mostly seem to involve making choices though. That's what I've always though was interesting about super-heroes or even anti-heroes, making choices or even tough choices, and their consequences.