Being Able to Scale Collectables
Yeah, that was the first thing I tried with my very first test mission: have it set so the player searches "X", doesn't find what he's looking for, so then "Y" spawns for him to search, and so on.
The problem with that is that the front / middle / back selections are very unpredictable, and don't work at all on some maps. You might be making the player backtrack quite a ways finding the next item.
It is possible to chain boss fights exactly that way, but you still run into the problem of sending the player looking for the boss.
<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison
Yeah, but I don't want certain clues to be gotten before you get one particular clue
Can't do that unless you chain them.
~Valko - Winged Sentinel of the Qozo Griffons
Virtue Server
One thing that I really think the AE Generator is missing is the ability to scale collectable items. In other words, collect one, then another spawns, then another, then another... there are some pieces of information that I want to distribute in clues in a particular order, and there is no way to really guarantee that the player gets it in that order without this feature.
~Valko - Winged Sentinel of the Qozo Griffons
Virtue Server