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Poll Results
 
 Which Ardent Missions Did You Enjoy
 Episode One - Cause And Effect 9 25%
 Episode Two - Lost Souls 6 16%
 Episode Three - Through The Looking Glass 5 13%
 Episode Four - Needle In A Hay Stack 4 11%
 Episode Five - The Wall 4 11%
 Episode Six - Convoy Of Perils 4 11%
 Episode Seven - Chasing Phantoms 4 11%
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Multiple choice poll. Total votes: 36   Please or register an account to vote.


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Captain

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Reply with quote  #46 
@arrew. I usually am fine with intuitive leaps. It's just that that goes against everything about escape pods. You want them to have as much space as possible as well as life support while taking up as little of the ship as possible so that you have space for the ship systems. The idea that the pods would have thrusters and fuel seemed ludicrous to me. Eventually my crew yelled at me though and we figured it out...but that night was bad...I also messed up the encryption requiring backup because I forgot there were two 5'a in the message...sleep deprevation does that.
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"When I lost my rifle, the Army charged me 85 dollars. That is why in the Navy the Captain goes down with the ship."
Arrew

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Reply with quote  #47 
I think your decision is understandable in light of the difference in escape pods in the mission compared to their capabilities in the RP Community missions.

When I made these missions I hadn't even seen any RP Community content. I have now seen the anomalies that you use for escape pods and it inspired me to make the STAR Mission Legacy Of War. You'll see what I mean.

But they would have to have some form of manoeuvring or I would imagine enemies would just kill them all after the fight was over. My main source for inspiration in Sci-Fi is Star Trek where escape pods automatically set a course of the nearest M class planet or Federation facility.

For RP wise perhaps we could always make Mark 1 Escape Pods, a floating box with a flashing red light on top, and Mark 2 Escape pods with some manoeuvring. [wink]

Either way I hope my missions provide something different than the standard generated faire, if they confused you then in some way they succeeded I suppose [biggrin]
Captain

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Reply with quote  #48 
Still love your missions Arrew and I can't wait to finish the ardent campaign.
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Captain USN Liberator

"When I lost my rifle, the Army charged me 85 dollars. That is why in the Navy the Captain goes down with the ship."
Arrew

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Reply with quote  #49 
Thanks Captain and please keep giving feedback, it's what makes making the missions worth while [biggrin] .
CptHermi

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Reply with quote  #50 
Enjoyed 1 and 2a very much.

Regarding 2a: although following the given course correctly, we didn't hit the trigger at First in A8. We had to try three times. Maybe you could widen the range of it?

Can't wait to play the episode! Keep it up!

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choam

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Reply with quote  #51 
How long takes "Lost Souls" table-rpg part? We'll try to play a whole campaing this Sunday, but i'm afraid that table-RPG-part may takes too much time, if we wish to play full campaing in one day.

BTW: thats our Artemis Team: http://content-14.foto.my.mail.ru/mail/ilit/854/s-858.JPG


Arrew

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Reply with quote  #52 
Ohh you really don't have to play the table top RPG.

In fact since it wasn't really tested I would probably recommend you don't. But it's up to you. If you do let me know how it goes.

Consider playing the one without code breaking for a more fluid experience. If you want to churn through the missions you want to be playing not just having your comms officer doing letter puzzles.
choam

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Reply with quote  #53 
Ok. We have played it yesterday.
Full crew, Difficulty = 7.

Played Episodes 1-4.

Tabletop is realy boring. Its too long. We played it in fast-d20-rules, skipping many checks, making it as faster as possible, but still it takes 2.5 hours. In my opinion - 2 fights + boss would be enough. 7 fights is too much and too boring for little-game-in-game.

Code-breaking was really interesting and fun.

Too bad there is no differences in scenario, depends of choices. Sometimes it make us little frustrative. In example - we save a ship with eggs in Ep.1, and then, in ep.4. they accused us for not saving it!
I think it can be done by choices in very start of each episode in Comm console. ("if you saved ship A, click this option, If you saved ship B, click this", etc.)



Arrew

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Reply with quote  #54 
Actually the Verran was the ship that didn't have eggs. It was the diplomats ships that you would have left behind if you saved the Civilian Transport with the women, children and eggs. Remember you could only save one. So based on your choice it should be right?

Originally every two episodes was going to end in a choice which would branch off giving completely different missions and story, kind of inspired by mass effect. Which I think would have been super cool. BUT it meant I had to spend a lot of time making missions that no one might play of people didn't go down one choice rout. And because not many people played the campaign it became the linear story it is now.

If you did save the diplomats ship in episode one however just pretend its the Civilian Transport in episode 4  [wink] .

I could release an alternate version of the episode in the future but right now am working on STAR Coprs missions. 


WOW Thanks for the feedback about the RPG. You get a shiny meddle for being the first person to ever play complete it. I don't know if I'll make any more but I like your point about it being a game in game. Was ment kind of a little as a stand alone 4e dungeon crawl. But if I do make future ones I will make it game in game style with just one or two encounters. Thanks for the input.
DieserLasse

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Reply with quote  #55 
Greetings,

just wanna say your campaign is awesome. I can only imagine the time and creativity you invested in making the missions. It's absolutely breathtaking
"OK, Captain, I think we've finally got him" [angel]
"YESS, he's finished! [rofl]
That must've been the last..."
"WHAT THA...?! [eek] WHERE'D THEY COM...?!  HELM! LET'S GTF OUTTA HERE! AUX POWER TO THRUSTERS AND WARP ENGINES!" [wave]

We're always excited to see what's waiting for us next. Got through to Ep6 (halfway) so far.

Too bad the game is so unstable. With all due respect, even in stock mode the server does crash occasionally which is a major emitter of the fun-dampening-field.

Anyway, on behalf of my crew I'd like to send the best of greetings and gratitude. We thank you and look forward to the next missions. Give our regards to everyone who supports you and your projects!

Cpt. Prohst
Arrew

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Reply with quote  #56 
Wow! Thanks for the feedback captain Prohst.

I didn't think anyone played the original missions any more.

Yeah sorry about stability. These were the first missions I ever made. Later ones get much better programmed and not on taxing on the Artemis program, which makes the much more stable.

Again thanks for the positive feedback. It means a lot. [biggrin]
Captain

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Reply with quote  #57 
I really need to finish this campaign at some point.....I am gonna do it. Getting a crew together this week. 
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Captain USN Liberator

"When I lost my rifle, the Army charged me 85 dollars. That is why in the Navy the Captain goes down with the ship."
Arrew

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Reply with quote  #58 
I feel a little embarrassed that I haven't kept this up to date. As far as I know it's ok. Hardly a seal of approval I know but there it is.
Let me know if you do have any specific issues and make sure you play with the most up to date versions. 

Challenge wise for members of the TSN RP you'll probably be able to blitz through the whole thing in a session or two.
DieserLasse

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Reply with quote  #59 
Yeah well
We all are only able to our small part in what time we can spare. No harm done.

I just wanted to inform you that running 2.1.1 of Artemis the server crashes as soon as the rifts open in EP6. It seemed to run quite well on 2.0. I however can't tell you exactly what happens in 2.1.1. (...has stopped working...) just that it crashes.
Another peculiar thing happens from time to time: depending on unknown circumstances sometimes comms is unable to respond ("Comms Officer Relay Orders Using The Numbers On Your Keyboard"). I really couldn't quite figure out what the problem is. Maybe it has to do with some laptops not having a number keypad or stations on one and the same console being changed around...
Maybe you could shed some light or give me a little insight. Because now and then it works seamlessly on other comms stations.

Thanks again

-Cpt Prohst
Arrew

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Reply with quote  #60 
Hi Cpt Prohst,

I had an issue once or twice when the Comms wouldn't work. Spent an hour trying to figure out why. Restarted Artemis and it worked, even though I didn't change anything. So.... I have no idea. Maybe some kind of issue with the Artemis game itself. There is no reason why it should work some times and not others.

Apologies about that.

Plot wise I'll upload the complete Ardent story when I've finished Season 4 which I'll be uploading soon if the ending doesn't work any more. At lest you'll know what happens. Can I suggest playing some of the newer missions as they, not only have better programming, but should work with newer versions of Artemis.

I really do want to thank you for playing all the way to 6. And I want to thank you even more for the feedback. I could do with the fuel to keep making missions. But the problem is now the GM sandbox is so powerful I can make in seconds a scripted mission that would take me a day, so, after Season 4 I think I might be hanging up my scripting hat...
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