-
Posts
661 -
Joined
-
Thanks for posting this, I would like to give Mids a big thank you. I've used it a lot for a long time, and it was always a good way to plan a new hero. I was also pleased that whenever I had left the game and ultimately returned, I was greeted with a newer, updated version to continue my planning. So thank you Mids!
Goodluck in the future Steiner with keeping the planner up to date. -
I would like to pose a question to the community. When is it okay to kick someone from a team, or more specifically from a Task Force?
I ask this question because the other day I was teaming with an illusion/empath controller who was not pulling their own weight. This is a pet peeve of mine, when on a team I expect people to be contributing appropriately. Or "actively participate" at the very least.
Yet this controller, and his empathy/archery friend were two of the worst empaths I've seen. The defender played more like an archery blaster and the controller put heal aura on auto fire and kept going afk. Between the pair of them, there were no recovery auras, the blaster with aid other was more reliable if I was in danger. There was not one single fortitude despite both of them having the power. Fortitude alone would have made my life a lot easier - we had no tanks so I was leading with control.
So while I don't like confrontation, I don't like being taken advantage of either. I almost kicked them off the Task Force but I was worried that the team might collapse out of horror. The sight of seeing even the laziest empath being kicked might cause mutiny, regardless of how well deserved it was in my opinion.
Stepping back, I calmed down a bit and instead made a sarcastic comment about whether autofiring heal aura was the only thing this controller was capable of, in which case a level 2 sidekicked would be more valuable. I know this was wrong, but in my mind sometimes people just have to be told and he did seem to improve a bit afterwards.
So back to my original question, when is it okay to kick for this kind of misbehaviour?
Would you rather stay silent and go along with it for a peaceful ride or stand up and possibly cause confrontation?
When does rage become nerdrage? -
No offence, but this is a lot like comparing:
Storm Summoning: Thunderclap vs Super Strength: Clap
Very different powers ;-) -
Sorry it has been a while since my last review, I've had a lot of work to do and not much time to play.
Arc Name: The Lost Choir: Chapter One: The Old Testament.
Arc ID: 123675
I played this arc a few days back but didn't get chance to post a review, so speaking from memory, apologies for that. :/
General: I found the arc was pretty good, but I found it difficult to follow the story and exactly what was going on after the first mission. The two elite bosses were a bit of a suprise and I didn't feel they were necessary. The elite boss in the final mission prevented me from being able to solo this arc, which I consider bad.
Mission 1: Was a good mission. The hostages could be improved through using several captives and linking them together. Also you could consider using unkempt males, PTS workers or even scrapyarders instead of the customs.
Mission 2: I enjoyed this mission and didn't find anything very wrong with it :-)
Mission 3: Again I thought this mission was good, though I wasn't quite sure why we should be rescuing the Rikti, if we wanted information it would make more sense to grab clues in my opinion. The elite boss was a nasty suprise, but the vanguards helped me defeat it.
Mission 4: I'm not a huge fan of outdoor missions. The customs were a bit odd as well! However the Tuartha speaking seemed most out of place, when in the first mission they didn't say anything coherent.
Mission 5: Again I don't like outdoor missions that much, but this one seemed to work better. The customs seemed a bit odd, why were they all so tiny? My big concern here was the archvillain or elite boss, with fire blast he would just unload everything on me and I just couldn't defeat him despite 3 trips to the hospital.
I couldn't finish the arc but my instinct says I would rate it between 3 or 4. -
[ QUOTE ]
[ QUOTE ]
I'd say it's best to do the opposite. First you use the hold, then the "cage" ( immobilisation, slotted for damage ).
[/ QUOTE ]
You can do this, but you sacrifice the Containment bonus you'd get for caging first. It probably depends on how much you fear the retaliation of the mob.
[/ QUOTE ]
If you are Mind Control you can start every fight with Mass Hypnosis for a nice blanket containment. Very useful, and does not aggro either. ;-) -
It is easy, you slot your single target powers for damage and make use of containment.
I kill minions in one pass of dominate -> mesmerize -> levitate, providing I setup initial containment with mass hypnosis.
I've soloed throughout my mind controllers career and it is both fast and risk free. The only weakness is endurance. Oh and boredom, I like to throw in a confuse so that I can remember what the enemies actually do when not sleeping or held. -
Well it is true that it was not explicitly stated. However my understanding was he thought that despite Gravity underperforming, it is a fun set and so nothing should be done in regards to its problems. Having read some of his other posts, he doesn't strike me as someone who plays an underpowered set just because he finds it fun, so thats why I spoke out about his TA secondary.
This brings about a question though, can an underpowered set be 'fun' in some peoples opinions?
If the answer is yes, then surely whether a powerset is fun or not is completely irrelevant to whether the set is overpowered/underpowered. It might influence people on whether they are more or less likely to complain about though. A fun, yet underpowered set might find it more difficult to find a voice. Perhaps Gravity falls under this category?
If the answer is no, that underpowered sets are never considered 'fun', then I maintain my original opinion which is that Trick Arrow is a very control heavy secondary for controllers, is would be quite effective in masking any problems Gravity has. The result could be someone who plays Grav/TA or possibly Grav/Storm doesn't find the set so lacking.
Personally, I find 'fun' to be a very subjective term that doesn't really add anything to a discussion on whether a set needs dev attention or not. People can have fun doing some pretty silly and bizarre things, that is very evident ;-)
If you have a read about you will find the general consensus on gravity is that it is a late bloomer, and has at best only average control. -
It is nice that my thread has been bumped again, it really offers a good rationale for why Gravity should receive some positive changes. Thanks for all the input everyone.
Nethergoat:
[ QUOTE ]
I like my grav/TA controller quite a bit.
I skipped the phase power because they annoy the heck out of me, but a lot of sets have dumb powers most people skip. It's be nice if it didn't stink, but it's no big deal.
I rate power sets by how fun they are to play, and I think grav is a lot of fun.
[/ QUOTE ]
I accept there will be differing views of opinion on this subject.
However I question whether your opinion is based largely as a result of the 'Trick Arrow' secondary, a set which is largely known for its heavy control. This could be influencing your opinion greatly on whether Gravity suffers from a lack of control. -
I will do my best to play all 3 Mr. Squid, I should have a review written wednesday :-)
I hope you enjoy my arc, it has gone through several revisions and in my opinion looks shinier then ever :-) -
I agree with you about the clues, I don't think the lack of them is too detrimental they would just be a nice touch. Intesting about the random encounters group, I was very curious.. good to know :-)
So, any more takers?:-) -
Arc: Hero Therapy! (TM) -
ID: 119228
Summary: Very good arc, very atmospheric and a clever plot. Much credit to the author for how well it is written and the variety of mobs used within the arc, all of which were supported with appropriate text. I very much enjoyed the way the arc grows with each mission, each one gradually increasing the level range and portraying a different part of your characters history. Another thing I enjoyed is the way your therapist follows you throughout the mission, it is a nice touch.
The minor criticisms of the arc would be its lack of written clues. There are lots of detail in the form of glowies, bosses, patrols, ambushes, destructablies - but not a single clue. This is not quite so bad because everything is fully explained and it could be argued the way the missions are told, that they are some form of therapy, clues are not really needed. The other criticism is a minor bug with 1 or 2 carnies in mission 3 but I've discussed with the author already. :-)
Mission 1,
The mission brief is very well done and explains perfectly what is going to happen. I must say this arc is a good demonstration of the creative use of MA and the variety of what it can achieve. The mission is set in the midnighters club, portrayed as a library I think. The atmosphere is very good and suits the story of it being a dream. This is a difficult thing to achieve so full credit.
I liked the variety of mobs and I liked how the mission is aimed at your lvl 1-20 experiences. I have to admit I wasn't too keen on your custom enemies. There was nothing wrong with them but I didn't feel like they added much to any of the missions. I almost wonder if the arc would be better without the little dream people but that is your discretion.
In mission 4 you had a custom group called "Random Encounters" which picked up mobs from a variety of groups randomly. I wonder if a custom group that included a variety of 1-20 mobs would be better? Just an idea of mine. Also "Steel that you lack", I'm still not sure how much I liked him. ;-)
Mission 2,
Again the author sets the atmosphere perfectly with a creepy abandoned hospital. There is a lot of detail and encounters here, however I have to admit the amount of glowies did start to annoy me as I was on a mission to click them all but quickly gaveup. Because of the map, they can often be hiding behind pieces of scenery so hunting them can get tedious. The mission ending text did explain the reason for the quantity, but I still feel they could be quite happily halved.
The little nightmare ambush is very well done. I'm not sure if it was intentional or not but because of the way they all have kinetics, they can quite quickly overwhelm you with triple stacking of siphon powers and siphon speeds. They were a fun addition and kept me on my toes. Vanity was also very well portayed I thought, and I liked the fact the boss you previously defeated became your ally in the next mission, good touch!
Mission 3,
Again, love the atmosphere with the unique mission sets. Things got interesting here with different hostages. I have to admit the final boss was unexpectedly difficult and before I knew it all my allies were dead. The fire shields secondary also made the little girl quite tough and resistant to my mezzes, but I overcame it without the use of inspirations, so the question of whether she is too difficult or a good challenge I will leave to you. The carnies that were bugged I managed to avoid quite easily.
Mission 4,
A suitable finale for the arc. A lot more of your history is turned up here and I would advise caution with some of the content. The more general it is, the more likely it will be atleast partially applicable to everyone. I really liked the random encounters group, how did you do it?
The final boss was tough, but with the help of my allies I found him less difficult then the previous one. Though this is partially because I have tools like confuse to make his phantoms effectively my phantoms etc, and not to do with the boss itself. I noticed a minor error with the Steel encounter, it seemed like Steel's line was spoken by one of his captives.
Overall I really enjoyed the arc, and the minor quips I had did not take away from that enjoyment. The mission briefs were all excellently written, as was the content. It had many interesting ideas such as each mission gradually fighting a higher level foe and the fact that each time you overcame an issue, the previous boss became your new ally. You resisted the temptation to make the allies cumulative also which is good I think. Therapist, librarian, vanaity and shame all as allies by the final mission would have been too much.
There wasn't a lot that I didn't like. I enjoy psychology as well but again, I do not hide the fact this is just my subjective opinion. :-)
Rating: 5 stars. -
Just wanted to say I have not abandoned this thread, I just havent had chance to play much because of a uni assignment. So apologies :-)
-
The only "problem" is that if you play on heroic, bosses become lieutenants and elite bosses become normal bosses.
With that in mind, I find "Elite Boss" to be the best setting for say, the final arc big baddie. Heroic diff. he is a normal boss, on higher he is an elite boss.
Only exception is if they have a particularly hard powerset. As a controller though, if the boss is a lieutenant they are immediately held and I never see what powersets they have - makes it a bit less interesting. -
Personally I usually always take fly. It may not be the quickest, but I find it very user friendly and you can even alt tab and leave yourself on auto-fly.
Plus if you need to go afk, you can just fly up high and you will be safe. ;-)
Teleport is very fiddly at a time when I prefer to use my travel-time to do other things and not have to focus so much.
Super Speed is fast but you can rarely take the most direct route.
Super Jump is the same as teleport, you have to hold down space bar to travel.
For me, fly is rarely not the best! -
Use escort, and have the escort betray on arrival :-)
-
Cheers for the open and honest feedback, very appreciated. I will try set those straight, thanks for taking note of them :-)
As for the detectives dialogue. I may try a full rewrite or atleast a partial rewrite next week, at the moment I just have too many assignment's to focus on.
As for Andrew Meyers' being in the crate, and "Atomic Anatomy" - those are relics due to the fact the story has been updated and tinkered with a lot of times ;-) They were originally called Atomic Anatomy, but Atomic Healthcare gave the "healthcare company" feel that I wanted better.
In the sequel (when I get round to it) they will once again be Atomic Anatomy - due to the company being destroyed as a result of this campaign. It should be interesting actually, I am going to write it as a villainous arc and from the perspective of the other side and the aftermath. -
Time Control,
Dark Control,
Electric Control,
Radiation Control,
Gadget Control, (Webs, etc)
Water Control,
Energy Contrl,
Control Control! -
[ QUOTE ]
oh, i thought i put my name down in here.. if you could review my hero therapy arc, #119228, i will try to run yours very soon. click the link below for more info. thank you.
[/ QUOTE ]
I will have a look at it later tonight :-) -
I'm glad you are okay with the feedback. It is only my own opinions so take them as what you will. I will gladly play it through again if you want. I might understand it more on a second pass. :-)
@Lycanus here is some feedback for The Aegis Affair:
Overall its an arc and the story starts off very well. I think it starts to lose the plot on mission 4 and 5 though which is a shame because it has a good premise. Mission 5 however is horrendous and I almost 2 star'd the arc based soley on that mission but the arc as a whole has some good ideas so I refrained from that.
Mission 1:
*This is a good mission with good dialogue. The Navi bar is much improved and it flows nicely. I still think the custom warrior is slightly off-colour compared to his comrades but that is just me.
*One thing I will add is that the arc could really use a title for each mission "The Aegis Affair" and a subtitle "Part 1: The Museum" etc, I think that would work well and you are missing a trick there.
Mission 2:
*I like this warehouse map, the atmosphere of it is great for the "find clues" mission.
*The navi bar says find 7 clues, but there is only 5 clues to find. You get credit for 2 glowies which don't give you a clue.
*The mission clue at the end which is cumulative and updated is a very nice touch. Good job! It lacks a title for mission 2 though.
Mission 3:
*The navi bar is much better, thanks. Are we to believe they are student nurses? Otherwise I don't understand the relevance of the nurse captive.
*Jane Merith's description could use some punctuation.
*The clues mention "Warrior Twins" However there is about 4 or 5 young warriors and only one actual leader
*The cumulative mission clue mentions hellions erronously I believe.
*I wrote down Terra Black for can't remember why I wrote it now ;-) *edit oh yes, she is from the custom group "Warrior Recruits" which feels odd as she is a civilion of course.
*Ambrosia is mentioned in one of the clues, but I'm not sure where or how I got that clue.
Mission 4:
*This mission seems very abstract. Why are the warriors raiding Steel Canyon? If they are after Medusae how do they know she is there? Doesn't seem to link very well into the overall story.
*Medusae has a very odd costume I think, I believe it is hinted she is Terra Black but I don't understand the angel wings.
*Again "Twins" are mentioned but there is no reference to them on the mission. There are lots of clones yes, but I wouldn't describe it as "twins."
*Perseus and his custom group all have access to fly. Why? This feels very wrong.
Mission 5:
*Again this mission is a bit abstract and no real reason is given. Suddenly the contact has just figured out everything in a moment of genius and sent you off to fix everything.
*Why a graveyard, again it makes no sense. No where is it mentioned they are working from a graveyard and the contact does not mention one in the mission brief. In fact she doesn't mention anywhere.
*Navi bar is again messy. It asks you to find 5 random objects, but for what reason? The contact asks you to rescue Medusae but does not mention wanting you to find clues. If they were optional, sure. But as mandatory objectives?
*This quite annoyed me, but the mission is full of lieutenants with no minions. It is possible it could have been full of bosses but I'm on heroic so not sure. This is rediculous and the mission one big chore. Did you even play test this? Also, while we mention cloning, it is one giant leap to go from a few clones to an entire army of over 100 clones gathered round a graveyard with no warriors at all anymore.
*I did like the way the clones got progressively harder for each mission in the arc though, as bosses.
*Perseus Incarnate must have been an elite boss which I am not sure is necessary, especially as he is surrounded by bosses/lieutenants. I think you should bump up his physique to, I just feel he should be more gladiator like and stronger, he seemed a little too weak (in appearance)
I rated it 3 stars but I was almost inclined to rate it 2 after my experience of mission 5. I don't see how you could play test it and leave it like that. Remember I am here to review arcs not play test them for you and the over riding feeling I get is that more self-testing should have been done and many of these problems would have been fixed before publishing.
I think the story IS good, especially early on but it just seems to lose focus around mission 4. One thing that is never explained is the contact's involvement. A heroic story involving a villain contact? It just seems odd and no explanation throughout.
I reccomend a whole can of polish for mission 4 and 5 and don't go overboard on the clones. I'm willing to play it again for you when you've made some changes. Sorry if this review is negative, but it wasn't a good experience! -
parkin here is some more feedback for you:
Mission 2:
*Time-Shift is pretty hard offencively. She scaled down to a boss for me on heroic difficulty making her more solo friendly. Even still she one shot me with total focus - but without defence sets she was okay once I locked her down.
Mission 3:
*The 5th comlumn base was nice to see, Tesseract was a nice help.
*Tesseract's negative attitude is very.. negative, especially at mission 3 where after doing mission 2 she pretty much accuses you of not only failing, but making things even worse. I know some people who played my arc didn't like Watson being slightly rude on mission 1 and 2, so I worry you will get some harsh feedback because of the contact. Some people are very intolerent of this unfortunately, even though it did suit her character. However I did feel it was overdone at the expense of other stuff.
*Mission 3 is an easy mission compared to others, and it feels like Tesseract is baby sitting you. Well it states that she will, which is not good for the player really.
*I get confused with time travel arcs, I will freely admit. The whole idea of being locked out of the timeline confused me and some of the general story as well, but I put it down to this.
Mission 4:
*It was good to revisit the old place. Where were Time Arrow, Alpha and clubbor?
*Finding Mender Tesseract's dead body was perhaps the best bit of the arc. Yay! ;-)
*One of the clue with regards to some goo mentioned it looked similar to "Twilight's Son". This confused me, who is Twilight's son?
*The ambush for the boss happens after he is already dead.
Mission 5:
*The base was done very well, there was a lot of fighting between 5th and council and the dialogue was also very well written to include the canon story.
*I do feel the final mission was a bit anti-climax though, you basically undo everything you previously done and never really solve the mystery of who was behind the rogue menders.
Overall I liked the arc, I have to admit I got a bit confused as to what was going on. I struggle with time travel stories anyway, but by mission 3 I didn't have a good idea as to why we were cracking the email and the whole thing about different time lines went over my head. I didn't realise we shifted time steams at first and got confused.
We find out it is rogue menders who are behind it and that Time-Shift was mender himself, but it is never really solved. Tesseract is a very negative contact the whole way through and I fear it detracts fromt he story a bit. She doesn't seem to have a good reason to dislike the hero except "I am better then you."
The custom group is good, the outfits especially I liked. The power sets could use a bit of tweaking I think but it is up to you in the end.
I enjoyed the arc though and it is very well written with a clever story. It is obvious you have put a lot of effort into the arc and the missions, I just think it could use some fine-tweaking to perfect. Taming the contact a bit so she is not so rude and a bigger finish at the end would be improvements i think.
I rated it 4 stars overall which means I liked it but could use some tinkering. I hope you take my comments in the right way :-) -
Speaking of references, if anyone played "Theme Hospital" then they should get the "Do you think the hospital administrator is cheating?" ref ;-)
-
parkin - I started your arc but it is past my bedtime now so I will have to finish it tomorrow(1am..eek). I wont do a full review yet as I've only got half way through mission 2, but here is some initial thoughts all based from my own personal opinion, so take what you want from it:
Firstly, it's a neutral arc but it seems more of a heroic one to me ;-) We are trying to the save Ouroboros right?
Mission 1:
*Contact really doesn't like the player, does she? I know Watson is rough at first but she takes it to a whole new level!
*She pretty much says she is sending you to your death at mission 1 and doesn't seem to care except that she might have to clean up the mess. Pretty much the impression I got. This is why I also think it should be heroic, as Villains tend to want something in return for their help. I'm not sure you should really word it like that, since it makes you feel like an idiot for accepting the task that is going to result in your own death.
*Shock "Sarge'" I think you should just call him Shock Sergeant, doesn't seem appropriate to have an abbreviation there.
*Navi bar: "Rendezvous with Tesseact" it doesn't mention that she will meet you in the field, unless i missed that bit. Also i think it is implied that you have to search for the leaders, but the Navi bar explicitly states them, so I wasn't shocked when Alpha was not a leader.
*Clubbor doesn't really seem to fit as a leader. Alpha seems like a better candidate for me, but up to you!
*In the mission complete text it doesn't seem to read well. The contact says they learned how to damage the time stream due to me, but I'm not quite sure how that is. With the contact being inside the 1st mission and her comments, I'm not quite sure why she wants my help.
Mission 2:
*The 1st clue I found, a desk seems a bit out of place in the tech lab. I would make it a tech computer.
*Minions with status protection, Lieu's with Mercs. I can cope, but not sure everyone will enjoy it ;-)
I will finish this tomorrow! -
@Lycanus - That is no problem and I understand. If you ever wish for me to playtest one of your arcs just drop me a PM or something and I will gladly do what I can. :-)
@GlaziusF - thankyou for replaying my arc, I know its quite long so it is appreciated. :-)
*Agent Johnson and Special Agent Johnson have always been there, its actually a reference to Die Hard 1 and I quite like them as a little duo. ;-)
*The placement of glowies is indeed sucky for the rave, its either all in the final room or that side room. I've changed them to be placed at the "back" so maybe they wont all get stuck in there. We'll see.
*The hospital map is pretty iconic yeah, but I just had to use it. Both for story and because it just fits I think. ;-)
*Detective's dialogue is something that some people do bring up and I wont defend it too zealously. I will say though that it reads pretty okay for me and I can imagine someone speaking like that. I don't know if it's because I'm British or whether I just suck at grammar.
Thankyou though GlaziusF, it was very kind of you to play it through again for me. :-) -
[ QUOTE ]
Played this arc (Accidents and Emergencies) today. I enjoyed it, and rated it **** .
Liked: The contact, the plot idea and nice way it dealt with the change in emotion from the contact, Failed Experiments (they were cool). The custom faction was also pretty cool. I also liked the contact in the mission, even though he was a total aggro grabber - he seemed like the kind of contact that would do that.
Disliked: Not a lot really.
So why not 5*'s?
1: The plot hole with "The Mouth" (eaisly get aroundable - have him say he's told no-one else, get the contact to say he's put him in custody until the investigation is over).
2: There was no wow moment, or big laugh, or something to really make the leap to the head of the pack. Not an easy thing to accomplish, and if you work out how - tell me
---
I'd appreciate you (or anyone else) having a look at Entrusted with the Other Secret - Arc ID 120462. It's a time travel adventure, with a fairly epic plot (I hope). It does contain an EB but hopefully it's soloable. If you think you have worked out the plot by looking at the list of enemy factions, you are wrong - or have some fantastic powers of guesswork.
I'm especially wondering if mission 4 is too subtle, or too obvious and if the plot as a whole is followable.
[/ QUOTE ]
Thanks for the feedback, I'm glad you enjoyed it and I'm glad you liked Detective Watson. He is a good guy really, but most people either think he is a mole or are put off when he is rude in the first 2 missions.
I've tried to plug the hole (not easy to do with Jimmy has such a big mouth but still) by saying he will held in custody for the investigation. Jimmy wont like it, but it does gives him some ammunition for the sequel. The other part is hard to accomplish yes, my "big wow" moment is meant to be when the hospital is suddenly raided. Unfortunately its hard to make it as epic as it should be. ;-)
Suprised people have not picked up on a few references within the arc though:
Agent Johnson and Special Agent Johnson - Die Hard 1 anyone? ;-)
"You want miracles, I give you the F - B - I" Again Die hard 1 ;-)
"Dr. Baker" - is a reference to Tom Baker and Dr. Who, he even uses the same line used from Genisis and the Daleks where he is debating whether to destroy them or not. Although I switched "Dalek" for "paitient" -
I decided to do "The Aegis Affair"
It's in my level range, so seemed like a good choice. :-)
I'm going to try review more by mission, and type it while playing so I can give better feedback.
Mission 1
Starting text is good, it hints to something bigger. Curiously no use of title or subtitle though. You should definity think about including that. Also highlighting a key line of text is nice too I think, but I am a perfectionist!
"2 Display Case" - could probably jazz up this navi bar text. Also the ambush was a little tough I thought, but my difficulty wasn't on heroic for this.
I liked the fact they mention Odysseus, good tie in. However theres a lot of patrols so there was a lot of spam when going to the 2nd floor.
Custom Boss: Was his names the wrong way round? He was called Young Warrior from the faction of Perseus. Colour wise he looked a bit out of shade, perhaps make him darker green or something.
Mission 2:
Intro text seems very brief to me, I think you could offer more explanation here but maybe that is just me.
The nav bar could use some work, at the moment it looks like "1 Crate, 1 Book, 2 Desk, 1 Desks, 1 Laptop" Perhaps group it together as "# Clues to find" under plural. In my experience if you put "Clues to find" for every clue as plural, they will group together nicely.
Some of the action bars didn't have text on them. The clues are well written and start is getting quite interesting. I love mythology. I do think perhaps you could have a smaller warehouse with fewer clues however.
Mission 3:
First time I've played on the carnival map, its a great way of introducing the students I think.
The student nurse is called "nurses" I'm sure she should hahve a name or title. Navi bar txt again could use a lot of work.
"goth girls" and "popular girls" you should really capitilize thir names. Also I'm just wondering if you could use a normal civilion female and cycle through till you get the look you want. You chose the WSPDR reporter as your popular girl, but it comes with a dodgy tag. Just a thought.
** Couldn't play anymore, it's bank holiday weekend in the UK and I'm off to my mothers. I hope you don't find my review too critical, its meant to help you is all :-)