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Now we have Mandatory and Optionals objectives:


etdarkb

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I never liked much the Objective system of `Thief' (hides), I find somewhat strange that a mission fails because I cannot find the 90% of the loot or because I had to kill someone (if it is not explained as important story-wise).

 

On the other hand I always found interesting the Tie Fighter way: you have the `Primary Objectives' that are necessary to win, the `Secondary Objectives' known and useful to having a better victory and finally the `Bonus Objectives' that are a surprise: the player while doing the mission must understand what can improve the victory even more.

 

An example of mission (with 1103 gold) objective sheet in this idea might be:

Primary:

- Find the gold bar;

- Once done return where you started.

Secondary:

- Do not kill anyone;

- Find at least 1000 gold in loot.

Bonus:

- Do not KO anyone;

- Find the Fabulous Scepter of Goldness.

 

Of course the difficulty level might still change AI attention, number of guards, ect...

What do you think?

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All of this is already possible now, though the wording is always up to the mapper.

 

My FM had two optional objectives, "Save Harlan" and "No killing", which I indicated with "(Optional)" at the end. And actually on the first draft "Save Harlan" *was* a surprise bonus objective, but then I thought no one would actually save him unless I made it into a visible objective.

What do you see when you turn out the light? I can't tell you but I know that it's mine.

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