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Unlocking parts with Making History mission builder


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As title says, would the mission builder support unlocking parts only by completing a mission vs science in career mode.  So you could get a prestige part or a premium part for doing certain missions, that cannot be unlocked by science.

You could expand it further by making a new mode, called Mission mode were all parts are unlocked by missions. Although I would prefer the previously mentioned science/mission unlocking.

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This does not work, because there is no persistence between missions.

Think of each mission as an individual savegame. This is not a metaphor - that's literally how it works under the hood. When you start a mission, you load a savegame with some initial conditions defined by the mission author, and the mission objective game mechanics bolted on. After the mission fails or is completed, you quit the savegame and return to the main menu. The next mission you start will load a different, completely unrelated savegame.

However, there's limited potential for something like you envision, via two potential methods.

Method 1: A mission author releases multiple missions that are all thematically tied to each other. Since it is possible for the mission author to constrain the parts available to the player, each mission could be configured to allow more parts than the one before it. As long as you play the missions in the order the author intended, you can play an entire multi-mission campaign that way. However, that doesn't work across arbitrary missions (i.e. you cannot download a mission from mod author A and expect to receive a persistent bonus that helps you in a mission from mod author B). It only works if a single author (or a team) decides to craft a coherent multi-mission campaign.

Method 2: A single mission can contain multiple tasks. I don't know if there is a limit to the number of objective nodes an author can use, but the author could conceivably make a single mission that contains an entire series of construction and flight tasks. From what I've seen, rewarding currencies like science and funds for completing mission objectives is possible, so you could emulate something like career or science mode that way. Theoretically. Because I don't know if the tech tree actually works. It's possible that missions spawn you in a sandbox save by default, in which case you couldn't make tech progress yourself - you'd still be reliant on the mission author allowing more and more parts as the mission progresses. Also, note that there are two limitations to this. First, in such a mega-mission, you still need to follow the path defined for you by the objective nodes. There may be limited potential for choosing one path among multiple options, but there's no such thing as being able to pick your next task out of a list like they were contracts, or going back to complete an earlier task you bypassed. Second, while currency rewards can be assigned for completing objectives, you won't actually see a mission success screen, or any performance scores and awards, until you reach the end of the whole mega-mission.

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