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Can you describe your level of involvement in mission design? Are there any favorites you can talk about without giving specifics?

TL;DRFor 3.0 he works with design: they propose settings, design supplies mostly mechanic-based mission ideas, and narrative adds story context and angles, such as playing the outlaw side; mission specifics are deferred to another show.

Will WeissbaumSenior Writer

For the 3.0 stuff, we've been working pretty closely with Luke Pressley and his team on figuring out that round, and Todd Papy, the design director. So we have the setting and we pitch what would be appropriate in that area. And then design comes up with a bunch of ideas, usually more mechanic based: hey, we want to do something where you have to go to these three stations and touch them all in their parts. And we then take that and we try to skin it: that would be really cool, we know we have this gang that we want attacking in this area, so maybe they've taken it over and then you have to go set it free or reset it, or what if you're on the other side of that and you can be hired by the outlaws to be the one who deactivates it. So we like to be pretty involved in not only providing ideas but taking the mechanics and trying to add some sparkle on top of them.

Jared HuckabyHost, Community Manager

As far as any specifics as far as missions in 3.0, I'm going to encourage you to tune in to Citizens of the Stars on Monday, where in Quantum Questions our guest is Will Weissbaum here and he was asked just that question.

Happy Hour›w/ Will Weissbaum·
Published on this date.17 Feb 2017