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Objective Making


John D.

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We wont implement timing, because it doesn't add anything to the gameplay itself. If anybody thinks he wants to add it on his own, no problem, but for now we have more important things to code than features that don't really do much.

Gerhard

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That's true, it is very easy to add this in scripting.

 

There's a scriptfunction like sys.waitTime( time in seconds ), so you just run that with a fail mission afterwards and you're set.

 

Or if you want to get more fancy, you can do periodic checks on whether an AI is within a certain location, if your mission goal is to pickpocket or kidnap someone before they get on a boat and sail off or something like that.

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While I am not keen on time limited missions, I do like the idea of Day/Night cycles, where, if say you start a mission at midnight, you have 5 - 6 hours before dawn, then things get more difficult as the shadows get brighter and fewer. But not necessarily impossible. Actually, I wouldn't mind a daylight mission, provided you did have a few shadowy sections (say you start outside a cathedral, then you end up in some dank catacombs, or like the cragscleft mine mission in T1, where it is day outside, but dark in the mines...

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