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What determines whether you're the ones who make the mission, or the ones who make the technology, like time trials, that other teams then use to make their own missions?
Elliot Maltby · Principal Designer, Mission Feature Team

So we always try to make the first mission. When it comes to building the feature, the best way to build the feature is to build it in a mission to be able to test it, so we know it works. So when we come up with the time trial system, James will design it, and they'll also build the first mission. Overall, everyone looks at it as the new Kareah update, but internally we go, well, that's the location under attack module, that is essentially for telling if there are bad guys at a location and sending out a mission to retake it. Then there's the timed item dispenser, which is what Jumptown runs on as well, and Kareah runs on. It just spits out boxes for us every X amount of minutes. So we build all those modules and then build something to use them, because then we can go to the content teams: "We've built this. This is how we used it as an example. And here's all the documentation. Knock yourselves out."

Jared Huckaby · Host, Community

Right, and everybody from the EU locations teams to the Montreal teams to anybody else, you've now given them a working example, and once you get around to writing the documentation, they now have the documentation of how it breaks apart and what modules are being used for what, and now they can go and make their own mission content. We've seen that with the Montreal team who are making all those new crash and derelict locations and the shanty towns; they're using the mission features that you guys have put together and assembling all their own missions.

Elliot Maltby · Principal Designer, Mission Feature Team

It's good for them because they can focus on content expansion a lot more than bug fixing. I work with, I'm going to say Guillaume, Guillaume Theorette. So what he'll do is he'll set up the eliminate, what we call eliminate all, which is just kill a bunch of people at a location. He'll set it up, and then if there's a bug with it, because we own the base system, there'd be a bug with every single one all over the system, because they're all built modular. So then he can just go, "Right, there's a bug here, off you go, Elliot," and then carry on expanding, and then we can investigate if it's on our side or maybe it's something going wrong with setup or something like that. So it just gives them more time to do content expansion rather than focusing on these little bugs that we can quickly do.

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Published on this date.2023-02-03
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