Show pageOld revisionsBacklinksBack to top This page is read only. You can view the source, but not change it. Ask your administrator if you think this is wrong. <jumbotron> {{fa>comments?64}} ====== Narrative Summary ====== </jumbotron> \\ ==== Plot ==== The game starts with the player assuming the role of Mason Bray. A backwater Fringe colonist looking for revenge against a high-ranking Alliance official who killed his best friend. * **Early-game** finds the player trying to make enough credits to find out where the game's antagonist has gone while creating a network of patrons and informants planetside. Plenty of side quests will be presented to ensure the character can level at the appropriate times. Once enough credits have been acquired (or a loan secured from a loan shark), the player leaves the planet in their newly purchased starship (by Character Level 15). * **Mid-Game** is all about leveling up the player's character while earning enough credits to upgrade equipment and starships. Side Quests and new locations are the names of the game during this stage. Earning the character plenty of new patrons and informants while they also try to stay alive from the many new rivals they are sure to make. New equipment and ships are bought and lost but ultimately, the antagonist's location will be found (by Character Level 58). * **The End-Game** is all about getting revenge for a fallen friend. With the firepower acquired, the player makes their move on the antagonist's stronghold. Following the leads acquired during the previous stages until ultimately the character arrives for the final showdown. Will the character be strong enough? Is the antagonist even at the location in question? Will the antagonist's death fill the void of his long-lost friend? Will the character ultimately be betrayed and suffer the same fate as his friend? \\ <note important>Side Missions should have the opportunity to make the character's life easier by securing information about people, places, or things.</note> <alert type="danger"> [[gdd:content:missions:notes|Notes about creating Side Quests]]</alert> \\ <panel type="warning" title="Training"> **Synopsis**\\ TBD\\ \\ **Scenes**\\ training1\\ training2\\ training3\\ \\ **Missions**\\ [[gdd:content:missions:training1|Training Mission 1]]\\ [[gdd:content:missions:training2|Training Mission 2]]\\ [[gdd:content:missions:training3|Training Mission 3]]\\ </panel> <panel type="info" title="Act I"> **Synopsis**\\ Act I is about learning the mechanics of the game and earning enough credits to leave the starting planet and adventure into space.\\ \\ **Scenes**\\ detention_center\\ legacy_terminal\\ rebus\\ zulu\\ \\ **Story Missions**\\ [[gdd:content:missions:the_package|The Package]]\\ [[gdd:content:missions:neuron|Neuron]]\\ [[gdd:content:missions:scuttlebutt|Scuttlebutt]]\\ [[gdd:content:missions:punks|Punks]]\\ [[gdd:content:missions:honeywell|Honeywell]]\\ <note>After 5 Story Missions are complete, the character unlocks the Ship Merchant.</note> \\ [[gdd:content:missions:6|Mission 6]]\\ [[gdd:content:missions:7|Mission 7]]\\ [[gdd:content:missions:8|Mission 8]]\\ **Side Missions**\\ <note>4 simple side quests need to be developed here</note> </panel> <panel type="success" title="Act II"> **Synopsis**\\ **Scenes**\\ **Story Missions**\\ <note>12 to 16 story missions in this act</note> **Side Missions**\\ <note>8 to 10 side quests in this act</note> </panel> <panel type="danger" title="Act III"> **Synopsis**\\ **Scenes**\\ **Story Missions**\\ <note>4 story mission in this act</note> **Side Missions**\\ <note>2 to 4 side quests in this act</note> </panel> <accordion> <panel type="success" title="Training Mission #1"> ==== Game Scene(s) ==== Training1 \\ ==== Mission Plot ==== The character is met by Sgt <TBD>. The scenario is explained and then the character is told to enter the course when ready. The player learns how and where to look for weapons. How to equip weapons and how to swap weapons. \\ ==== Mission Setting ==== The character arrives at “Alpha Base” An old Alliance training facility in the middle of nowhere. It’s an outdoor facility with makeshift walls with window and door openings. Multiple targets have been erected to allow the character to learn about handling the weapon systems in the game. \\ ==== Mission Location(s) ==== * Outdoor shooting range \\ ==== In-Game Value(s) ==== Completing the course unlocks Mission 2. \\ ==== Mission Setup ==== TBD \\ ==== Mission Enemies ==== TBD \\ ==== Mission End-Game ==== **Mission Success** \\ \\ **Mission Failure** \\ </panel> <panel type="success" title="Training Mission #2"> ==== Game Scene(s) ==== TBD \\ ==== Mission Plot ==== The character meets Sgt <TBD> again. The scenario is explained and then the character is told to proceed to the town when ready. The player learns how and where to look for armor. How to equip the armor and how to determine the characteristics of each armor. \\ ==== Mission Setting ==== An abandoned urban town is used as the backdrop for this facility. Streets lined with single and multi-story buildings. Plenty of targets to shoot at with plenty of Loot Containers. \\ ==== Mission Location(s) ==== * Urban Combat Training Facility Alpha \\ ==== In-Game Value(s) ==== Completing the course unlocks Mission 3. \\ ==== Mission Setup ==== TBD \\ ==== Mission Enemies ==== TBD \\ ==== Mission End-Game ==== **Mission Success** \\ \\ **Mission Failure** \\ </panel> <panel type="success" title="Training Mission #3"> ==== Game Scene(s) ==== TBD \\ ==== Mission Plot ==== The character meets Sgt <TBD> one last time. The scenario is explained and then the character is told to enter the warehouse district when ready. The player is met with waves(# TBD) of an overwhelming force of enemies. Each wave of enemies is greater in number and strength than the previous. This will allow the character to level at the end of each wave which allows the player to experience the Level Progression System by spending Talent Points and unlocking new talents and perks. <note important>Look into using this scenario as the test bed to test all new systems and mechanics. The scenario would become a "Capture the flag" mission. Fight in, get the info, fight out.</note> \\ ==== Mission Setting ==== The abandoned warehouse district is in the middle of nowhere. The character progresses through the area from warehouse to warehouse encountering a greater and greater force of bad guys. \\ ==== Mission Location(s) ==== * Vacant warehouse Training Facility Omega \\ ==== In-Game Value(s) ==== This completes the training scenarios and unlocks the Trailblazer Talent. \\ ==== Mission Setup ==== TBD \\ ==== Mission Enemies ==== TBD \\ ==== Mission End-Game ==== **Mission Success** \\ \\ **Mission Failure** \\ </panel> <panel type="primary" title="The Package"> ==== Game Scene(s) ==== TBD \\ ==== Mission Plot ==== Information comes to Mason that the security firm Kilsonic Security has posted additional jobs in their portal. The Portal requires a “Sub-Contractor” card access. Fortunately for Mason, Deston “Snap” Harwood owes him a favor and has access to a card. However, when Mason gains access to the Kilsonic Security Job Portal, the job has already been assigned. At that point, Mason receives a communication from Lionel “Spacer” Garth that he has a hot tip for him. If he's interested, meet him at the unusual location at midnight (provides time for the character to wander around town, See things, and meet people). The Hot Tip turns out to be a high-paying job for a Sector Government representative who needs a stolen package retrieved. \\ ==== Mission Setting ==== Meet Snap in an alleyway(Location Alpha). Pay him a few credits for an unlocked card. Return to Base and “Gene-Lock” the card before accessing the Kilsonic Security Job Portal. Meet Spacer behind The Lynx(Location Bravo), a local pub, to learn the Hot Tip is a Sector Government representative who needs a stolen package retrieved NOW! The character must travel to the office to meet the Patron and get the mission details immediately (this is a type of "Timed" or "Urgent" mission. The mission has the added benefit of having a government security team perform surveillance of the area previously. Patron loads the coordinates into Mason's scanner and has arranged for transportation to Zue's Hope (Not doing this results in Mission Failure). \\ ==== Mission Location(s) ==== * Scene Location "Alpha"(Behind Spaceport), gives access to the Space Port area. * Scene Location "Bravo"(Back Alley of the Lynx), gives access to The Lynx area. * Scene Location "Zulu"(Zue's Hope), gives access to Zue's hope. \\ ==== In-Game Value(s) ==== Introduces the character to Day-Night cycles, Contractor cards, Gene-Locking, Job Portals, Informants, Patrons, and the areas in and around the mining town of Rebus. \\ ==== Mission Setup ==== Mason arrives at Zue's Hope just after dawn on the southern edge of the compound. Dilapidated buildings are scattered about the area and will provide the necessary cover when needed. Mason notices the uneasy stillness that permeated the morning air. No wind, no noise, no sound of any sort. Tracking data shows the package is located in the center of the area. Character travels toward the mission target, battling enemies along the way. At the end of the mission, success or failure, the character learns the stolen package is the kidnapped son of the government diplomat. \\ ==== Mission Enimies ==== **Hired Muscle**\\ \\ * Standard Security Bots * Hardened Security Bot (Specialist) * Advanced Security Bot (Lieutenant) \\ ==== Mission End-Game ==== **Mission Success**\\ A successful mission earns the character the most reward and benefits. The Patron also becomes a Persistent Patron as long as the character continues to provide successful outcomes when called upon. The character receives a "Sigma-Sigma Government Contractor Card. Reputation with Patron is increased, earning favorable conditions with the sector government and throughout the local community (Patron Rep goes up, Local rep goes up, Sector Gov Rep goes up). The character earns the "retainer" pay as well as Mission Pay Level 2, Mission Pay increases to level 3, "Danger Pay" to level 2", and any Battlefield Finds. \\ \\ **Mission Failure**\\ A failed mission results in only the "retainer" pay and the "Battlefield Finds" as a reward. The Patron has a higher probability of becoming a Rival(Patron Rep goes down(greater if becomes Rival), Local rep goes down, Sector Gov Rep goes down). \\ </panel> </accordion>