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serious campaign changes: where to look?


sttr413

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Hello.

I'm looking for a direction to start digging into campaign changes - mission types (goals), plot missions, avenger, strategy, etc.

As a best-case scenario (although to me it sounds VERY unrealistic ATM) I would like to present a player with a narrative-oriented campaign with pre-defined characters and a rather linear set of missions, that would forego Avenger and strategy elements completely or at least simplify them. Good example - Dragonfall.

My current goal is to make my UE for XCOM2 work and then dig into the question in order to understand what I can implement and where to look for workarounds for the things that would be over-the-top for me. It's always about workarounds *sigh*

I appreciate your thoughts on the matter.

Thank you.

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First, I recommend looking in the ini files to understand the relationship between maps and missions, and the way that the game generates missions. It is pretty complex. You would need to rip out all that stuff if you wanted to have a simple linear progression. Other games like SRR start out with a linear progression, or maybe with some simple branches. But XCOM2 is built around very occasional "golden path" missions, with most of the missions being randomly generated using one of several objectives plus one of many possible map generators.

 

It would still be challenging, but slightly easier, to add a new mission type which would be included in the random selection. I would love to see somebody tackle that. Eventually it may be possible to provide a new "golden path" and I think that is a good goal.

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