Yes! Well... No! Well...
Yes... this is
why I've been looking forward to your review of this arc - extremely professionally presented and absolutely laden with very good insight on where there are weaknesses and how to shore them up. Just as your crit of Part 1 made that arc stronger (and I hope you get to re-run it sometime to see), this review will definitely make Part 2 better.
No... Another "4." Dang the luck! Of course, after reading this I certainly can't argue. I'm happy that the last mission redeemed the first issues enough to get it to a four. I was really afraid it'd be lower.
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The Consequences of War - Part II review
Mission 1
...Found the Vanguard traitor, who spawned as an EB for me. His description says he's "lucky you're on the heroes' side", but the arc is flagged neutral, so potentially I could be playing a villain.
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The first of many really good spots. You're right, I ran through a series of bigger edits at one time and simply missed some of the obvious errors. Changing the alignment from "Heroic" to "Neutral" was one of them. I'll fix this ASAP.
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Fighting the Vanguard traitor... you might consider cutting that from his powersets unless it's your intention that he should be able to escape this way.
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Okay, I give. This is the complaint that broke the camel's back. In an attempt to vary some of the types of technical aspects, I really wanted him to have the ability to run, but it's either replace him with a different revamped Longbow=Original Vanguard E/B (and I'm not certain there is one, though I did "buy" some other models recently), or dump the running. Consider him hobbled, at least for now.
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Fail debriefing: The contact says he sent some Vanguard Rangers that he knows "personally" to intercept the traitor's escape. This seems dangerous considering he already knows at least some of Vanguard has been compromised.
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Since the point will be moot once I make the aforementioned correction, no harm, no foul. I will make a change to this dialogue should I find a different model and choose to re-instate the running.
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Mission 2
Briefing: The contact says that Vanguard has confirmed the information I "got from the traitor", but since I didn't actually defeat the traitor, this doesn't quite make sense. (Possibly this should be rephrased, or the previous mission could be adjusted so the traitor doesn't run away.) He wants me to go to an abandoned circus to destroy some Rikti devices.
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Again, moot for now, but fixed if the runner returns.
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...found and freed Captain Superior, who monologued a bit about trouble at the hospital (also giving me a clue to that effect, which was a nice touch). Based on his dialog, he should run off to reinforce the hospital, but he just stands there after freed (I believe this is a vagary of how hostage rescues work on outdoor maps).
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Yep, it's an MA problem. I reworded some of his dialogue in the first arc to account for this. I'll look at some constructive change here, too.
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Found and rescued Billy Bad Boy, who...starts following me, but he also gives the "Billy's Invitation" clue, which says "When we're done helpin' the Capster at the hospital, you and me gotta hang. Gonna split now, though." Looks inconsistent; is he meant to help in this mission (making the clue wrong) or run off to help at the hospital (making the dialog wrong)?
Debriefing: Not too bad, but seems a little odd that Captain Superior would debrief us but wouldn't mention what happened with the situation at the hospital that he ran off to take care of during the mission.
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I'll give these another look and try to clarify them better. As for the map, I've considered changing it, then unconsidered changing it. Jury's split 50/50 on it being great or sucktastic. For now, I'm leaving it pending further thought and input.
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Mission 3
Briefing: OK, now Captain Superior starts talking about the hospital battle (though I think he should at least mention this in passing during mission 2's debriefing). The briefing is pretty nicely written; though, I kind of think Captain Superior (who "bailed out" of mission 2 early) should've accomplished something in the time he gained by heading to the hospital before I did? Or perhaps it's the intent that Captain Superior gathered the info in mission 3's briefing in that time. This is maybe nitpicky.
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I'll tweak it.
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The contact mentions time urgency in the briefing three times ("1000 Rikti minutes away" "Time is too precious" and "quicker you can evacuate, the better"); but the mission isn't a timed mission. Maybe it should be.
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You're in the minority on this one... or rather
we are. I was still inclined to just up the time from 45 minutes to an hour or so, but there was an MA glitch that auto-failed missions with rescues, so I just cut the timer completely. If that glitch has been fixed, I'll re-instate the timer.
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Mission entry popup: calls this a "MASH" unit, but I believe this is inappropriate, since the hospital is a permanent building. (M is for "mobile" in MASH.) (Very nitpicky)
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Mobile, true, but mobile units did use existing buildings at times. I may look at a tweak here, just because it's you that brought it up.
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Mission objectives: "Find Nurse Turner-Hayes" is among the objectives, but Turner-Hayes has not been mentioned in the story yet, so I'm not sure who this is or why she needs to be found. Also I find it curious that there's no objective like "X patients to evacuate" considering the mission is called "Evacuate the Lower Floors of the Hospital" -- unless "2 Heroes to Find" and "Vanguard soldier" are the objectives meant to represent this. Even if so, a phrase like "X patients to evacuate" might be a little more evocative of an evacuation mission.
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Agreed. This mission has seen on again, off again tweaks based on earlier criticism about escorts. I also ran out of memory. Because I eliminated Penthouse from both arcs (ggod catch later on, BTW) I now have the memory to add rescues (versus escorts), but I don't think the map will allow me to add them. I'll double check and tweak something to fix it one way or the other.
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Inside the mission: Found a Vanguard Soldier who says:
[NPC] Vanguard Soldier: You may kill me, but I'll take half of you with me first!
But he is in the "surrender" animation (kneeling, hands laced on back of head), which doesn't fit with his bold statement. Should have a "fighting" animation (or else a different line).
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Fighting animation, coming right up!
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Upon inspection, the "Vanguard Soldier" is actually a repainted Longbow (in purple and white) and not in a proper Vanguard uniform at all. Maybe you should be using actual Vanguard models or costume pieces? Their background info does explain that they aren't equipped like modern-day Vanguard, which sort of makes sense, I guess.
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This was a point specifically pointed out by one of your peers... Vanguard back then didn't have the tech they have now, because the tech came as a result of the ending of the war. Thus, I created the retro-Vanguard. Comments have been very positive about them, so I think I'll stick with 'em. You can't be 100% right, you know.
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Although the Vanguard soldier says stuff like:
[NPC] Vanguard Soldier: If you'll cover me, we can take these shellheads!
[NPC] Vanguard Soldier: I'm glad you got here, Police Woman. The rest of my squad's upstairs, and they need help fast!
...when a Rikti patrol attacked me, he didn't seem to help at all, even if the Rikti got really close to him. His dialog seems to suggest he should help fight Rikti (but he doesn't currently), but the mission objective of "Get the Vanguard soldier to safety" seems to suggest I should just lead him out. This seems a bit inconsistent; you may want to clear up whether he's a combat ally or a hostage to escort out.
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I'd prefer he was an ally. Players, however, are very unforgiving of allies. tend to agree with you, but I'll have to think on it. Something will be tweaked, though.
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Later in the mission I found a battle between "Original Vanguard" and Rikti; I jumped in and helped the Vanguard guys win the battle, but being the remnants of a battle, they wouldn't follow me out like the Vanguard I found earlier. I'm not sure how to reconcile this with my mission to "Evacuate the Lower Floors"; I should be getting these guys out of the hospital, but I don't think there's a good way to convert a battle into something like that...
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I'll tweak some dialogue. I need the battles to help re-inforce the intensity of the fight. Battles and patrols are critical to the ambiance.
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...found Energy Blastion and rescued him. Before I rescued him (I think as his "active" text), he said:
[NPC] Energy Blastion: ...Police Woman, good! If you can handle these, I want to go find Empathy real quick before I go help Cap.
This seems a rather unnatural thing to say while I'm in the process of rescuing him. I think this line should be split up between a "before I'm rescued" line and an "after rescue" line; something like:
<before rescue>
[NPC] Energy Blastion: ...Police Woman, good thing you're here!
<fight scene>
<after rescue>
[NPC] Energy Blastion: Thanks for the assist! I've got to get to Empathy! It sounded like they're in trouble up there!
<he runs away>
I rescued Commissioner G in a similar way. (Incidentally, his description, while going into great detail about the way he's dressed, doesn't seem to say much about his history or powers.) I can't help but notice both Energy Blastion and Commissioner G left at the same time as an ambush arrived; it strikes me as a little odd for these heroes to leave me in the middle of a fight like that. Consider not having an ambush triggered by their rescue? Maybe switch the ambush to a different objective.
Commissioner G's "A Quick Breather" clue struck me as a little off-key... makes it sound like Commissioner G is deserting (to go off and do these things instead of fight Rikti), which I don't think is your intent. Maybe change "I think it's time for me to go look up the ex" to "After the fighting's over, I think I'll go look up the ex".
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Good points (again). Will do.
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Though, thinking about this mission, rescuing the various heroes did not really make it feel like I was evacuating the hospital; not nearly as much as rescuing the Nurse, anyway. You might consider adding some more doctors, nurses and/or patients to rescue (to make it feel more like evacuating the hospital).
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I tend to agree, but this map has some MA limits that won't allow more evacs. I'll think on it some and see if I can come up with something.
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You might also think about dropping Commissioner G from this mission; the heroes don't seem that strongly connected to this mission (you basically rescue them and they leave; nurse or doctor NPCs would've worked just as well), and while I think you want at least one SOLUS hero here to "carry the flag", Commissioner G seems a little less connected to the story than does Energy Blastion. Or alternatively, the SOLUS heroes could join up with you to help clear the Rikti out of the hospital. Up to you, though.
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If you ever get a chance to re-run the revised Part 1, you'll see why G's here. I may look at making him a little more solid in this arc, but overall... well, you'll weep for him, too.
Mission 4
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I kind of question why it is necessary to split "Evacuate the Hospital" into two separate missions though? Logically, I'd think evacuating the hospital could be a single mission on the hospital map.
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Is this a rating point for you? I have it split into two missions in order to give the characters that eventually demonstrate the "Consequences of War" more time to insinuate themselves into an aorta or some other part of your heart so that the ending will have the required punch. It also helps to hammer home the intensity of the battle. Overall, it's played well.
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I didn't get credit for completing the "Defeat Dro'Vidt" objective until I cleared another nearby spawn though; you might consider making him "Only Boss is required to complete objective". I also noticed that his model clipped pretty badly with the ceiling on this map; not sure you can easily fix that unless you change which model he uses, though.
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Consider him "Boss only." I've debated the clipping versus the story issue since creating this mission. There's not another Rikti EB I can use... For now, I think he'll stay.
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I found and rescued Empathy, who left as soon as I freed her. I thought her dialog and her clue seemed a bit inconsistent...but her clue, "A Reassuring Smile", has her show me a picture and say "This is me, my husband, my son and Captain Superior at Disney World. Aren't they the three handsomest guys you've ever seen?" While each of these scenes is nice on its own, they are both very different in tone, and the fact that they're in such close proximity makes them feel like they don't fit together. I mean, she just said "Kill these scum!" then "Lookit our vacation pictures!" only seconds apart. I'd suggest changing her clue in mission 4 to more closely match the attitude she displays in her dialog; and maybe move the character-building "vacation pictures" clue to a different mission... This might require her to make an appearance in one of the earlier, calmer missions though.
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That's something I've been considering. Probably a good idea.
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Found and rescued Dr Sarah Lexis. Her description says something about "she became your contact by default" which is weird because my contact is Captain Superior. After rescuing her, she just stood in place (I kind of expected her to run away like the others). Her clue does say "Go ahead and get down there. I'll join you as soon as I take care of a couple of thing." (should be "things") but a Rikti ambush shows up right after I rescue her, so really she shouldn't stay in place.
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She was originally an ally, but I made her a modified NPC in order to recoup some memory. I'll revisit her.
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Mission exit popup: says "Saving dozens of civilians and injured heroes is great" ... but the mission did not actually have me save any civilians...
Debriefing: mentions that "the rest of the heroes on their way to meet Statesman"; unless I missed it somewhere, I think this is the first time Statesman has been mentioned...
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Let the tweaking begin...
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Mission 5
Briefing: ...says I need to "stop Commander Hro'Dath once and for all". I don't think Hro'Dath has been mentioned anywhere before this (unless I missed it); considering this mission is something my character decides to do on her own, it's not clear why I should know this name. He needs to be mentioned earlier (maybe one of Captain Superior's last radio transmissions could mention "OMG! It's Hro'Dath!" - well, paraphrased).
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You did, in the first arc... I thought I slipped him in somewhere, but I'll fix it if I didn't.
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Hro'Dath is the first objective I find on the ruined Atlas map... You might want to make him "Only Boss required to complete objective".
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Will do. Though I've included defeat everyones in order to hammer home the whole war thing. I guess it's still accomplished without having to kill everything around the bosses, though.
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In "The Final Moments of the SOLUS Collective" clue, "you move heroic remains to cover" sounds awkward, maybe rephrase to "you move the remains of the heroes to cover".
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Gotcha.
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Mission exit popup: "That was easy compared to finding the remains of your six friends..." "...last six heroes..." "...last six" should be "last five..." "...six SOLUS survivors" maybe should also be "five" (not sure if Penthouse got written out of arc 1 too).
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Ouch, ouch, ouch... You're absolutely right about both Penthouse being removed and my bad editing. Thanks for the multi-catches.
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OverallSecond mission felt a bit disconnected from the rest of the arc and overly long... This mission might be a candidate to either be cut, or replaced...
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It basically ties up the entire jammer thread that runs from the first arc through the first mission of the second arc. I see your points, however. I've done battle with this one in my head for awhile now, so... I'll ponder.
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Evacuating the hospital (missions 3 and 4) didn't really feel that much like actually evacuating a hospital. I think I'd be happier if there were more civilians to rescue (like Nurse Turner-Hayes and Dr. Lexis); as it is, I actually rescued more SOLUS characters than patients or medical staff, which didn't seem quite right.
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As I said earlier, MA limitations are hampering me a bit here, but I tend to agree and I am going to look at it.
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Also, the SOLUS heroes did not actually participate that much in the earlier missions; they seemed more like cameo appearances... Perhaps make some of them allies to help out, but have it mentioned in the debriefing that they go reinforce Captain Superior?
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I've had a real time trying to balance the complaints of "helping allies" with what I wanted the story to do. Your outlook is very similar to my own, and the arc was written more closely to your suggestions earlier on. I tweaked the allies back because of a few comments. This may be a "damned if you do and damned if you don't" editorial call. In which case, I'll probably do exactly as you suggest.
Thank you very, VERY much, PW. Once the changes are made I'll let you know. Maybe sometime in the future you can re-run them both together and see if I nailed them.