Difference between revisions of "Faction Destroy Missions (Game Mechanics)"

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== System Messages ==
 +
 +
* [[Faction Destroy Missions (Game Messages)|Faction Destroy Missions]]
  
 
== Game Mechanics ==
 
== Game Mechanics ==
  
  
Destroy missions are missions that require a player to destroy an npc or creature lair in order to receive credit. Players may pick up destroy missions from the Destroy tab in Mission Terminals or from mission giving npcs. The missions made available to the player depend on what planet the player is on as the planet dictates which mob type is selected. Mob types are essentially categories of particular groupings of creatures and npcs that can spawn at a mission lair. Creature type groupings are linked to the highest challenge level available to a mob within that group. Each mission terminal has its own allocation of creature types appropriate for it (possibly also linked to region lists). Once a creature type is selected then the mission will appear on the mission list and the player may acquire it. Players can influence the creature types available on a mission terminal through their own individual or their group's challenge level. If a player or their group's challenge level matches or surpasses the challenge level of the creature type available on the terminal then that creature type will be eligible to enter the pool of missions that the player can choose from.
+
Destroy missions are missions that require a player to destroy an npc or creature lair in order to receive credit. Players may pick up destroy missions from the Destroy tab in Imperial or Rebel Mission Terminals or from mission giving npcs. The missions made available to the player depend on what planet the player is on as the planet dictates which mob type is selected. Mob types are essentially categories of particular groupings of creatures and npcs that can spawn at a mission lair. Mob type groupings are linked to the highest challenge level available to a mob within that group. Each mission terminal has its own allocation of mob types appropriate for it (possibly also linked to region lists). Once a mob type is selected then the mission will appear on the mission list and the player may acquire it. Players can influence the mob types available on a mission terminal through their own individual or their group's challenge level. If a player or their group's challenge level matches or surpasses the challenge level of the mob type available on the terminal then that mob type will be eligible to enter the pool of missions that the player can choose from.  
  
 
When the player picks up the mission from the terminal or npc, they are given a waypoint to a random set of coordinates on the same planet that the mission giving npc or terminal is located on. The distance varies greatly and the min and max distance ranges are not exactly known, however it is based from the npc or terminal's location.  
 
When the player picks up the mission from the terminal or npc, they are given a waypoint to a random set of coordinates on the same planet that the mission giving npc or terminal is located on. The distance varies greatly and the min and max distance ranges are not exactly known, however it is based from the npc or terminal's location.  
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== Analysis of Mission Datapad Details ==
 
== Analysis of Mission Datapad Details ==
  
* [[media:EntertainerMission2.jpg|Entertainer Mission in datapad]]
+
* [[media:DestroyMission2.jpg|Destroy Mission in datapad]]
  
 
== Analysis of Mission Details ==
 
== Analysis of Mission Details ==
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The parts of a Destroy mission details are:
 
The parts of a Destroy mission details are:
  
* Type
+
* Target
 
* Start
 
* Start
 
* Creator
 
* Creator
Line 172: Line 176:
  
  
'''Type'''
+
'''Target'''
  
  
Note: This function was changed post pre-cu to give a short instruction as to what to do with the mission "Perform inside of the cantina". During precu, the type value was simply the tab on the entertainer terminal that it was obtained from: Dancer or Musician.
+
The target is the name of the lair object that will be spawned when the player accepts the mission. This is the object that will need to be destroyed in order for the  player to obtain their reward.
  
  
Line 181: Line 185:
  
  
'''Start'''
+
'''Location'''
  
This is the coordinate of th waypoint created to where the player must perform at inside of the structure.  
+
This is the coordinate of the initial waypoint created to where the lair spawner is supposed to appear at.
  
  
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'''Creator'''
 
'''Creator'''
  
The creator of the mission is randomly generated, unless its a mission giving npc then the mission takes the name of the npc that gave it.
+
The name of the mission creator.  
  
  
 
'''Reward'''
 
'''Reward'''
  
This is the payout to the player in credits for successfully completing the mission. Reward is only given out if the player reaches within 32 meters of the target location. Mission payout reward formula is currently unknown but it is based on the distance to the spawn location. Shorter distances yield smaller payouts.
+
This is the payout to the player in credits for successfully completing the mission. Mission payout reward formula is currently unknown.
  
  
 
'''Difficulty'''
 
'''Difficulty'''
  
Note: Difficulty rating on missions seem to have no meaning for entertainer missions. It is a random number between 0-3.
+
 
 +
 
 +
Challenge rating of the mission depends on the player's current challenge level. If the player or group challenge level is 25 then the missions seen on terminals will be difficulty 25. The mission difficulty affects the size of the mission lair spawns as well as the condition of the lair. A higher difficulty level raises the condition of a lair as well as the amount of spawns it produces.
 +
As mentioned before, players must meet a minimum level to acquire certain mission types to begin with. Following this, the player must then also meet another criteria being that the amount of creatures spawned at the mission lair is a variable based on the player or group having reached certain cutoff points. Once a cutoff point is reached, the mission will spawn a particular amount of mobs.  Cutoff points are created based on a multiplier applied to the minimum difficulty level of the mission. Once the player or their group meet or passes this cutoff point then the amount of mobs that spawn for that particular mission will be set to the amount linked to attained cutoff value. The cutoff point multipliers are as follows:
 +
 
 +
* 1.00 - 1.28 gives 2 mobs per mission
 +
* 1.29 - 1.68 gives 3 mobs per mission
 +
* 1.69 - 1.98 gives 4 mobs per mission
 +
* 1.99 - 2.23 gives 5 mobs per mission
 +
 
 +
For example if a creature type became available on terminals at mission difficutly 100, the player must achieve a difficulty level anywhere between 129 through 168 to get 3 mobs for that mission. To get 5 mobs they must achieve a a difficulty level of 199-223
 +
 
 +
Mission payout ranges presumably are also affected by the mission difficulty level although information on how this works is not known.
  
  
 
<br><br>
 
<br><br>
  
 +
== Terminal & NPC Faction Aligned Player Mission STF Analysis ==
  
== Faction Aligned Player Mission STF Analysis ==
 
  
  
 +
The following is an example taken from the mission_destroy_imperial_military_easy.stf file for combatant and special forces player faction missions. An overview for how to properly read and interpret the stf file will be included further below.
  
 +
'''m10d'''
  
== Neutral Player Faction Mission STF Analysis ==
+
Rather than being horrified by the Rebellion's deadly sabotage of the Empire's most brilliant and effective weapon against injustice, it seems instead that this terrorist act has encouraged some malcontents to form their own Rebel cell. We need a loyal citizen of the Empire to show these troublemakers the consequences of throwing their lot in with traitors and terrorists. Are you that citizen?
  
The following is an example taken from the mission_npc_dancer_neutral_easy.stf file for dancer missions. An overview for how to properly read and interpret the stf file will be included further below.
+
'''m10o'''
  
 +
'''m10s'''
 +
 +
A success like this deserves to be celebrated. You must share your victory with your closest friends. If any of them do not seem delighted as we are, give us their name and identification number. You can never be too sure.
 +
 +
'''m10t'''
 +
 +
Attack Traitorous Malcontents
 +
 +
 +
 +
 +
Notes:
 +
 +
 +
m10d -
 +
 +
This is the mission description displayed in mission terminals or on the mission if a player examines the mission. This is also given as npc dialogue when a player receives the mission from a mission giving npc.
 +
 +
 +
 +
 +
 +
m10o -
 +
 +
This is the name of the mission creator. Mission creator is randomly generated unless the mission comes from an npc. If it comes from an npc then the mission creator is the name of the npc.
 +
 +
 +
 +
m10s -
 +
 +
The response given by a mission giving npc once the player finished that particular assignment and came back to it for another mission.
 +
 +
 +
m10t -
 +
 +
This is the mission title as seen on the terminal or on the mission details once the mission has been accepted by the player.
 +
 +
 +
<br><br>
 +
 +
== Terminal & NPC Neutral Player Faction Mission STF Analysis ==
 +
 +
The following is an example taken from the mission_destroy_imperial_non_military_easy.stf file for neutral player faction missions. An overview for how to properly read and interpret the stf file will be included further below.
 +
 +
 +
 +
'''m10d'''
 +
 +
The Rebellion is spreading rumors that Jedi have returned and have joined the traitorous scum against the Empire. We have seen holograph posters depicting a lightsaber and bearing the ridiculous slogan "The Jedi have returned! Long live the Republic!" These holographs have been spotted with increasing frequency in the Outer Rim and are slowly making their way into the Core Worlds. COMPNOR has located a small warehouse filled with this sort of propaganda and it must bed destroyed. We doubt that it would be guarded by more than a few Rebels. Can you take care of this task for the Empire, citizen?
 +
 +
'''m10f'''
 +
 +
A few Rebels defending some propaganda materials was too much for you? COMPNOR must question your loyalty to the Empire, citizen. Your failure is worrisome.
 +
 +
'''m10i'''
 +
 +
They must have moved the materials elsewhere. Strange that our informants were so mistaken.
 +
 +
'''m10l'''
  
 
'''m10o'''
 
'''m10o'''
  
Tatooine Blues music is all the rage these days. Can't say that I care for it much myself, but I'm not paid to be a music critic. I need a musician that's familiar with some of these recent trends to play at the following coordinates. If you don't know any Tatooine Blues songs, don't worry - fake it like most of them do. I'll pay you when the gig is over. Perform for 10 minutes.
+
Imperial Security Bureau
 +
 
  
 
'''m10s'''
 
'''m10s'''
  
You never told me you could perform some Blaster Rays tunes. I gotta keep you in mind for some of my more "eclectic" patrons. Enjoy your credits, friend.
+
A job well done, citizen. The Jedi have not returned and Rebellion is doomed. Claim your reward.
  
 
'''m10t'''
 
'''m10t'''
  
Play the Blues
+
Remove Rebel propaganda office
  
  
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 +
Notes:
  
  
Notes:
+
m10d -
 +
 
 +
This is the mission description displayed in mission terminals or on the mission if a player examines the mission. This is also given as npc dialogue when a player receives the mission from a mission giving npc.
 +
 
 +
m10f -
 +
 
 +
This is presumably not used in game.
 +
 
 +
 
 +
m10i -
 +
 
 +
This is presumably not used in game but seems logical that if it were, it is the message sent if the player interacts with the npc again after destroying the mission from the datapad to create an mission incomplete scenerio.
 +
 
 +
 
 +
 
 +
m10l - unknown
 +
 
  
  
 
m10o -
 
m10o -
  
This is the mission description displayed in mission terminals or on the mission if a player examines the mission. This is also given as npc dialogue when a player receives the mission from a mission giving npc.
+
This is the name of the mission creator.
 +
 
 +
 
  
 
m10s -
 
m10s -
  
This response is not used in game, but was probably intended as a response given by a mission giving npc once the player finished that particular assignment and came back to it for another mission.
+
The response given by a mission giving npc once the player finished that particular assignment and came back to it for another mission.
  
  
m10t - This is the mission title as seen on the terminal or on the mission details once the mission has been accepted by the player.
+
m10t -  
 +
 
 +
This is the mission title as seen on the terminal or on the mission details once the mission has been accepted by the player.
  
  
 
<br><br>
 
<br><br>
  
== Step by Step Progression of a Delivery Mission ==
+
== Step by Step Progression of a Destroy Mission ==
 +
 
 +
 
 +
* Player uses mission terminal and [[media:DestroyMission1.jpg|obtains an destroy mission]]
 +
 
 +
* OR Player interacts with a mission giving npc and obtains an destroy mission
  
 +
* Mission spawner location waypoint is generated
  
* Player uses entertainer mission terminal and [[media:EntertainerMission1.jpg|obtains an entertainer mission]]
+
* Player enters within 256 meters of the mission spawner waypoint and the [[media:DestroyMission3.jpg|waypoint update]] occurs to the new spawn point location
  
* OR Player interacts with a mission giving npc and obtains an [[media:MissionNPCEntertainerMission.jpg|entertainer mission]]
+
* Player enters within spawn range of the lair to [[media:DestroyMission4.jpg|spawn it]] into the game world
  
* Mission spawner location [[media:EntertainerMission3.jpg|waypoint]] is generated
+
* Player destroys lair and receives reward
  
* Player performs for 10 minutes inside structure and completes the mission
+
* OR if player is on an NPC mission, the player returns to the npc and [[NPC Mission Return Dialogue (Game Mechanics)|obtains reward]].
  
 
==Source References==
 
==Source References==

Latest revision as of 03:06, 12 August 2009




Game Mechanics - Mechanics Category

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System Messages

Game Mechanics

Destroy missions are missions that require a player to destroy an npc or creature lair in order to receive credit. Players may pick up destroy missions from the Destroy tab in Imperial or Rebel Mission Terminals or from mission giving npcs. The missions made available to the player depend on what planet the player is on as the planet dictates which mob type is selected. Mob types are essentially categories of particular groupings of creatures and npcs that can spawn at a mission lair. Mob type groupings are linked to the highest challenge level available to a mob within that group. Each mission terminal has its own allocation of mob types appropriate for it (possibly also linked to region lists). Once a mob type is selected then the mission will appear on the mission list and the player may acquire it. Players can influence the mob types available on a mission terminal through their own individual or their group's challenge level. If a player or their group's challenge level matches or surpasses the challenge level of the mob type available on the terminal then that mob type will be eligible to enter the pool of missions that the player can choose from.

When the player picks up the mission from the terminal or npc, they are given a waypoint to a random set of coordinates on the same planet that the mission giving npc or terminal is located on. The distance varies greatly and the min and max distance ranges are not exactly known, however it is based from the npc or terminal's location.


When the mission is accepted, a spawner object is placed into the world and it's position is updated. See Managing Missions for waypoint update behaviors. Once the updated waypoint has been received, the spawner object is placed at that location and when the player comes within the appropriate range the mobs are created into the game world (See Spawner Objects for information about spawn handling). To see more information about mission lairs see (Lairs


Once the lair has been has been destroyed the player then receives their reward if they are within range.


Note: For all missions, players receieve an amount of experience from the destruction of a lair based on the highest challenge level from the mob at that lair as well as the amount of damage that the player themself contribute to the destruction of the lair.

Note: For faction missions players receive a certain amount of faction points for destroying the lair itself as a reward. The amount of faction rewarded is based on the highest challenge level of npc that was at the lair and the amount of damage that the player themself did to the lair to contribute to its destruction.

Destroy Mission STFs

The following is a list of stfs that contain Destroy mission data:


Imperial Faction Mission Giving NPCs


For Factioned Players (If player is Combatant or special forces)

  • /mission/mission_destroy_imperial_military_easy_non_persistent_from_npc.stf
  • /mission/mission_destroy_imperial_military_medium_non_persistent_from_npc.stf
  • /mission/mission_destroy_imperial_military_hard_non_persistent_from_npc.stf


For Neutral Players

  • /mission/mission_destroy_imperial_non_military_easy_non_persistent_from_npc.stf
  • /mission/mission_destroy_imperial_non_military_medium_non_persistent_from_npc.stf
  • /mission/mission_destroy_imperial_non_military_hard_non_persistent_from_npc.stf


Imperial Faction Mission Terminal


  • /mission/mission_destroy_imperial_military_easy.stf
  • /mission/mission_destroy_imperial_military_medium.stf
  • /mission/mission_destroy_imperial_military_hard.stf


Rebel Faction Mission Giving NPCs


For Factioned players (If player is Combatant or special forces)


  • /mission/mission_destroy_rebel_military_easy_non_persistent_from_npc.stf
  • /mission/mission_destroy_rebel_military_medium_non_persistent_from_npc.stf
  • /mission/mission_destroy_rebel_military_hard_non_persistent_from_npc.stf


For Neutral Players

  • /mission/mission_destroy_rebel_non_military_easy_non_persistent_from_npc.stf
  • /mission/mission_destroy_rebel_non_military_medium_non_persistent_from_npc.stf
  • /mission/mission_destroy_rebel_non_military_hard_non_persistent_from_npc.stf


Rebel Faction Mission Terminal


For Factioned Players (If player is Combatant or special forces)


  • /mission/mission_destroy_rebel_military_easy.stf
  • /mission/mission_destroy_rebel_military_medium.stf
  • /mission/mission_destroy_rebel_military_hard.stf

For Neutral Players


  • /mission/mission_destroy_rebel_non_military_easy.stf
  • /mission/mission_destroy_rebel_non_military_medium.stf
  • /mission/mission_destroy_rebel_non_military_hard.stf



General Use

  • /mission/mission_generic.stf

Analysis of Mission Datapad Details

Analysis of Mission Details

There are a number of important bits of information to know about a mission which are viewable through the mission details on the mission terminal or on the mission itself in the player's datapad.

The parts of a Destroy mission details are:

  • Target
  • Start
  • Creator
  • Reward
  • Difficulty


Target


The target is the name of the lair object that will be spawned when the player accepts the mission. This is the object that will need to be destroyed in order for the player to obtain their reward.



Location

This is the coordinate of the initial waypoint created to where the lair spawner is supposed to appear at.


Creator

The name of the mission creator.


Reward

This is the payout to the player in credits for successfully completing the mission. Mission payout reward formula is currently unknown.


Difficulty


Challenge rating of the mission depends on the player's current challenge level. If the player or group challenge level is 25 then the missions seen on terminals will be difficulty 25. The mission difficulty affects the size of the mission lair spawns as well as the condition of the lair. A higher difficulty level raises the condition of a lair as well as the amount of spawns it produces. As mentioned before, players must meet a minimum level to acquire certain mission types to begin with. Following this, the player must then also meet another criteria being that the amount of creatures spawned at the mission lair is a variable based on the player or group having reached certain cutoff points. Once a cutoff point is reached, the mission will spawn a particular amount of mobs. Cutoff points are created based on a multiplier applied to the minimum difficulty level of the mission. Once the player or their group meet or passes this cutoff point then the amount of mobs that spawn for that particular mission will be set to the amount linked to attained cutoff value. The cutoff point multipliers are as follows:

  • 1.00 - 1.28 gives 2 mobs per mission
  • 1.29 - 1.68 gives 3 mobs per mission
  • 1.69 - 1.98 gives 4 mobs per mission
  • 1.99 - 2.23 gives 5 mobs per mission

For example if a creature type became available on terminals at mission difficutly 100, the player must achieve a difficulty level anywhere between 129 through 168 to get 3 mobs for that mission. To get 5 mobs they must achieve a a difficulty level of 199-223

Mission payout ranges presumably are also affected by the mission difficulty level although information on how this works is not known.




Terminal & NPC Faction Aligned Player Mission STF Analysis

The following is an example taken from the mission_destroy_imperial_military_easy.stf file for combatant and special forces player faction missions. An overview for how to properly read and interpret the stf file will be included further below.

m10d

Rather than being horrified by the Rebellion's deadly sabotage of the Empire's most brilliant and effective weapon against injustice, it seems instead that this terrorist act has encouraged some malcontents to form their own Rebel cell. We need a loyal citizen of the Empire to show these troublemakers the consequences of throwing their lot in with traitors and terrorists. Are you that citizen?

m10o

m10s

A success like this deserves to be celebrated. You must share your victory with your closest friends. If any of them do not seem delighted as we are, give us their name and identification number. You can never be too sure.

m10t

Attack Traitorous Malcontents



Notes:


m10d -

This is the mission description displayed in mission terminals or on the mission if a player examines the mission. This is also given as npc dialogue when a player receives the mission from a mission giving npc.



m10o -

This is the name of the mission creator. Mission creator is randomly generated unless the mission comes from an npc. If it comes from an npc then the mission creator is the name of the npc.


m10s -

The response given by a mission giving npc once the player finished that particular assignment and came back to it for another mission.


m10t -

This is the mission title as seen on the terminal or on the mission details once the mission has been accepted by the player.




Terminal & NPC Neutral Player Faction Mission STF Analysis

The following is an example taken from the mission_destroy_imperial_non_military_easy.stf file for neutral player faction missions. An overview for how to properly read and interpret the stf file will be included further below.


m10d

The Rebellion is spreading rumors that Jedi have returned and have joined the traitorous scum against the Empire. We have seen holograph posters depicting a lightsaber and bearing the ridiculous slogan "The Jedi have returned! Long live the Republic!" These holographs have been spotted with increasing frequency in the Outer Rim and are slowly making their way into the Core Worlds. COMPNOR has located a small warehouse filled with this sort of propaganda and it must bed destroyed. We doubt that it would be guarded by more than a few Rebels. Can you take care of this task for the Empire, citizen?

m10f

A few Rebels defending some propaganda materials was too much for you? COMPNOR must question your loyalty to the Empire, citizen. Your failure is worrisome.

m10i

They must have moved the materials elsewhere. Strange that our informants were so mistaken.

m10l

m10o

Imperial Security Bureau


m10s

A job well done, citizen. The Jedi have not returned and Rebellion is doomed. Claim your reward.

m10t

Remove Rebel propaganda office



Notes:


m10d -

This is the mission description displayed in mission terminals or on the mission if a player examines the mission. This is also given as npc dialogue when a player receives the mission from a mission giving npc.

m10f -

This is presumably not used in game.


m10i -

This is presumably not used in game but seems logical that if it were, it is the message sent if the player interacts with the npc again after destroying the mission from the datapad to create an mission incomplete scenerio.


m10l - unknown


m10o -

This is the name of the mission creator.


m10s -

The response given by a mission giving npc once the player finished that particular assignment and came back to it for another mission.


m10t -

This is the mission title as seen on the terminal or on the mission details once the mission has been accepted by the player.




Step by Step Progression of a Destroy Mission

  • OR Player interacts with a mission giving npc and obtains an destroy mission
  • Mission spawner location waypoint is generated
  • Player enters within 256 meters of the mission spawner waypoint and the waypoint update occurs to the new spawn point location
  • Player enters within spawn range of the lair to spawn it into the game world
  • Player destroys lair and receives reward
  • OR if player is on an NPC mission, the player returns to the npc and obtains reward.

Source References

Source Source in Context