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"and then be judged on the quality of their decision making "
Scruffy,
You make a very good point. I had considered doing that also, and failing the user if they made the wrong decisions.
This can be competence/performance oriented, rather than just decision based.
The user not exceeding predefined parameters,
e.g.
Penalising for use of full throttle throughout,
exceeding G-forces,
etc.
This might not be the mission for that sort of non-linearity simply because of the length of this one (it will run 60-90 minutes minimum).
What concerned me was failing the user 70 minutes into the mission (for making a wrong choice) and frustrating them by requiring them to fly it all over again.
You could work this a slightly different way.
By having only one goal,
something simple, effectively a participation goal & reward.
Then also have multiple additional, non-goal based, rewards,
for more complex achievements, (or again penalising them with penalty type rewards) ;-)
I'm using this implementation across a series of career type missions,
where unless the user has attained these additional rewards from a prior mission,
they will not be granted additional rewards in the current & subsequent missions.
Jon -
I'd been looking at scenarios for an Anneka Rice type 'Treasure Hunt'. ;-)
HTH
ATB
Paul



