Betray Feature needs some work


Fox Sterling

 

Posted

Been playing with the betray feature in one of my missions. I have several issues I've run into along the way and a few requests.

1: Triggers are creating a circular dependency

My triggers are not causing this but the system thinks they are. I have a free 3 captives, after those 3 are freed I want my ally (who will betray) to spawn, so for my ally I pick mission goal is created when captives are freed. Once the ally is free, I have a computer I want to become active. So my computer is set as mission goal is created when ally is rescued. Finally when computer is activated, I want the ally to betray. Doing this the system dies with that error message. There is nothing circular about my setup, it's a straight progression.

2: Ally's "Combat Abilities" remain when they betray

If I set my ally for "Fight Defensive", when they betray they will not imidiatly fight. The user may not even notice the ally has turned and continue to the next objective with out ever causing the betrayer to fight. I have to use "Aggressive" which will cause her to run to any villain she hapens to see along the way to the computer. Would rather have he "Fight Defensive" and then when she betrays go "Aggressive".

3: Ally betray has no ambush option, escort betray does

I don't want the player taking the betrayer back to the door so I don't want to use escort. I there for use Ally. When an ally betrays there is no ambush option. I would like for the betrayer to get help when they betray.

4: Betrayer is healable

I have two allys in the mission, one betrays the other does not. The one that does not is an emp, and she is constantly healing the betrayer durring the fight. If I play as some one with a heal (a rad for instance) my heals also heal the betrayer.

5: Cannot target the computer to lead escort to

This is not a major issue, but I was hoping to have a way to change the target of the escort from the entry door to the computer I mentioned above. I didn't really want it to be a glowie hunt, I wanted it to tell the player exactly where to take the escort.

6: Computer activated when ally/escort reachs it

Would be nice to be able to set a computer so that the player doens't interact with it, but instead it's completed when the ecort/ally reaches it. As it is now, my ally can get lost, and the user can still activate the computer. When the ally betrays, they wont be any where near the player, and they will never know the ally even betrayed.

7: Betray required for mission complete

Want the defeat of the betrayer to be a mission required goal. As it is now, there is no way to make it a required goal. Only way I've found to imitate it is to add additional objectives after the betray, but even then the objectives can be completed with out actually defeating the betrayer.