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So, here is a quick and dirty guide for the new TPN trial. Please add any info you got, I’ll update this. Wanna try and make this a proper guide. I'll format and edit it later.
Phase 1: Getting Noticed:
Lore Pets: No
AoEs: No
This stage is probably the easiest and it starts once you have defeated 5 IDF. After that, a camera will spawn. Just keep hitting the IDF with all your single targets. If you use an AoE or accidentally destroy a camera, you will lose some kills making this stage take longer.
Once that is done, the main building will open.
Phase 2: Public Opinion:
Lore Pets: Yes
AoEs: Yes
Enter the main building and ignore any enemies in the corridor. Just like Lambada, you can just fly past them to the main room. In the terminal room is a big horde of IDF around 4 terminals and a technician at each. There are too many to pull at this stage, so just burn them down. The technician is unaffected by any attacks until there are no IDF around him. Once they are all defeated, use the terminals to go into the next stage.
Phase 3: Maelstrom forming:
Lore pets: Yes
AoEs: Yes
Maelstrom will spawn and there is a small cutscene. Then you all start trying to kill each other. In this form, Maelstrom has no tricks up his sleeve, just a tank and spank.
Phase 4: Pose as a Team, this trial just got real!
Lore Pets: No
AoE: Only Inside
This requires you to start splinting up. You need 4-5 high damage ST with a fair bit of survivability to stay. These people have the simple task of killing Telepaths when they spawn as quickly as possible to stop them draining your public opinion and turning the citizen agaisnt you. They also have a nasty debuff that will affect everyone in the AoE radius (150 yards, more than enough to affect everyone no matter where they are) that gives -5% defence and stacks, so more reason to kill them.
The other teams need to go and clear terminals. You want brute, tankers, anyone who can to pull the IDF away from the terminals as fast as possible and controllers/doms hold them while everyone else burns them down, then have stalkers/scrappers beat the technicians down while they are attackable. You want to activate 3 terminals as fast as possible then move on to keep the PO coming in.
The other 2 teams need to also protect a giant TV called HD. If he dies, he will teleport to the next building, leaving you behind which will seriously slow you down and might even end it.
Phase 5: Maelstrom's One Shot, One Kill:
AoE: Yes
Lore Pets: Yes, but not suggested
Maelstromm will return. He is a tank and spank with adds who will mark people for death. Get out of LoS or AoE radius if marked for death or you will be one shotted when he AoEs. After this you earn 60 threads.
Phase 6: Pose slightly better as a team! This just got realer!
AoE: Only Inside
Lore Pets: No
You need to split your teams up even more, the same people on the telepaths, but you also need a good group on Maelstromm who will appear every 30 seconds and stay there, draining your PO like a git until you chase him away by burning him down to 90-80%. The good group, if they don't AoE, can also help with telepaths.
Phase 7: Storm Break
Lore Pets: Yes
AoE: Yes
Another Maelstrom tank and spank who has a bit of a knockback and teleport kicks for high damage. Burn him down with all that anger you've built up over this trial! Well done!
Notes on Incarnate Powers: Clarion and Incandescence won't do very much on this trial. Barrier will help deal with the debuff, but any of the other destinies are good to.
Lore pets should only be used for phases 1-2. If they defeat citizens, they will cause you to lose public opinion.
More to come. -
I think it might just be your team.
For Avatar, no lore pets, if they heal, they heal boss, they attack team if you are confused, nasty debuffs etc. -
I would go for Armour over Melee. We need more defensive sets, IMO.
Some of the Radiation Emish buffs as self buffs. Maybe on kill a chance for fallout or a gimped version of it on a kill (maybe on melee) and lots of AoE. -
Also, is it worth looking at getting lower level procs cheaper, or are the level 50 ones better?
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Way I see it.
BAF: Pets rule.
Lam: Pets are OK on first/final fight.
Keyes: Pets are generally OK.
UG: Pets can be annoying/need some micromanagement/means you need to go through doors last. -
There is actually a powerset me and my friends came up with I wanna see as a defensive powerset.
The idea is your character powers up runes and wards to reduce numbers of damage, not a %. For example, you can throw up a ward for 200 points of damage. It lasts for 5 seconds. A monster can hit you for up to 200 points of damage and you will take 0 damage and have some left over. However, the set is very end heavy and recharge heavy and only blocks agaisnt specific damage, so you have to know what type of damage you are taking, keep popping blues, etc. And it works out the same over all in the % it blocks and doesn't block psionic, but I think it would be fun to have and play with. -
So I'm building my new crab spider tank and it doesn't look to be cheap, so I'm needing some cash. And it looks to be cheaper over all to convert merits into recepies to sell. So any ideas which recepies are the most expensive in general so I know to buy and sell them and which ones it might be better buying with hero/merits.
Thanks! -
So I got a PM from a red-name saying that it is a nice idea and they think it is cool, but it is unlikely to ever become a reality, which is nice to hear, at least the cool bit :P
Anyway, some more.
Stone Armour: Blood from a Stone: DoTs gain a small damage reduction to their last tick
Stone Melee: Strength of the Earth: Small damage bonus then in contact with the floor. Jumping or flying removes it for 10 seconds.
Dual Pistol: Count the Shots: After 5 attacks, the enemy will receive a small defence debuff at they wonder whether or not they feel lucky.
Kinetics: Don't stop moving: If a kinetic moves slightly between each of his kinetic abilities, they become 5% more effective (so any bonuses are increased by 5% of their base)
Fire Aura: Fire Farming: Small damage bonus agaisnt mobs with fire aura or fire melee. -
Buff tanker agro so that in the agro list it will go tanker > brute > scrapper.
Give them an agro boost if a brute or scrapper is on the team or sumin. 30% maybe for a brute and 15% for a scrapper?
Add an ability to link agro so that a tanker will get additional agro based on an allys dps.
Reduce damage they take on Itrials from things that are % based and reduce the same thing by half that amount for brutes.
And if not buffing their damage, let them at least help others with their abilities, a small def or res buff to team mates or a short temp buff for damage after a taunt. -
Heh. I like my concept...well...until I met Blast Furnace.
So, here is the big question. I do not like my nuke at all. Targeted AoE. Fine. I like that. Damage. I'm outdamaging it now with my single targets and stuff because it is underslotted. If I need a big AoE, I got my judgements. Wiping out all my endurance meaning I have to recast all my buff. Not a big fan of.
For an electrical blast corrupter, would you say snipes over nukes? Snipes I might at least get some use out of. -
Quote:Not quite what I meant but still funny.For Fun's Sake:
Energy Melee: Energy Transfer: If you use this power on an enemy that has already been defeated- you have a 90% to go into "Instant Depression". Instant Depression is a new mez which leaves your hero or villain crippled with the inescapable fact that their power is a husk of its former self and unable to take action for 30 seconds.
Gravity Control: Each time you use any power in this set, you get a 45% chance to be saddled with "Crushing Reality". Much like Instant Depression, this is a new mez that takes hold when a player faces the reality that this set is broken and will likely never be fixed. *Propel gives a 53.5% chance for Crushing Reality*
Empathy: Each time you neglect to use Fort, Regen Aura, or Recovery aura and instead use Healing Aura or Heal Other, you increase your likelihood of becoming a healzor by a weighty 80%. If you use Absorb Pain 2x when there are other buffs available, you are instantly granted the badge of Healzor.
Also, my friend wanted me to add these ones.
Fire Melee: Conserve Heat: Every 30 seconds, for every enemy within a set distance of you with any fire DoT on them from your power set, you get an endurance reduction to all powers.
Time Manipulation: Is this how time passes normally? Really really slowly: If you haven't used a time manipulation power in 30 seconds, you get a recharge bonus. Extra bonus for fez wearers.
Crab Spider Training: Scuttle Away: If you are the last player alive on your team, super speed for 10 seconds.
Crab Spider: Pincer Attack: If another player is attacking from the opposite side of the enemy as you, 25% damage bonus.
Bane Spider: Knock some sense into ya: After an attack, gain a bonus chance for any attacks that mez or debuff, such as stuns or -def
Bane Spider Training: Hit them with the spikey end!: After using any of the secondary powers from this set, you gain a 5% bonus to hit. -
So, this was a fun idea I was tossing around with me and some friends which could be fun. An inherent power for each powerset, for example:
Half-Life: Radiation Blast: On a hit, it has a 10% chance to put a debuff on the enemy that lasts for 10 seconds and only gives this effect. If the enemy is defeated, while the debuff is still on them, the radiation blaster/corrupter/whatever will regain the base endurance of their last attack.
Shove: Super Strength: After a power is used, for the next 3 second, the player will be able to run through enemies or shove them aside allowing for a quick escape.
Plant Food: Plant Control: For every defeated enemy around you (or enemy you have defeated within a set period, such as till corpse decay), you gain a bonus to damage or end regen.
Pain Aura: After using a Pain Dom heal or buff (the toggle doesn't count), you gain a 10% damage bonus for 5 seconds.
And maybe someones for extra powersets, such as Flight or Leadership?
Free as a Bird: Flight: Increases jump height.
Recognize Potential: Leadership: You get an extra 10% out of other peoples leadership base buffs, so you only get an extra 0.30% from every extra Maneuvers etc.
Ghost: Soul Mastery: You gain a small defence bonus after using any power in this set.
So what do people think? I know it isn't likely (see never will) to happen, but I like the idea for the sheer fun of making these up. And can anyone come up with their own? -
How about this. Adding something to the Kheldian inherent proc. A kinda reverse for the forms.
So, if you team has alot of blasters, corrupters, MMs etc, tank form will gain a faster animation, the enhancements in the slots become x more effective and to a degree are like alpha slots in the defensive/tanking stats, as in some of the bonus doesn't suffer from too much of a good thing and add a memory, so if you change forms, like when you change spec, it remembers your new trays.
Make Nova be better dps if you have more tanks, brutes, scrappers etc with something similar.
Keep human powers the same.
However I've only played a Kheldian to 30 so feel free to ignore me. -
So I've given up on making a unique boss, now I'm simply going for something like the Prae AV thingy.
So my plot is as follows:
Hera is an incarnate looking to shift the balance of power in the Prae war to Tyrant by completely negating Statesmans power with her own. The Well's messenger and the Well doesn't want this, it wants to see them duke it out to see who deserves its support more, so our job is to stop her.
So the missions are as follows.
Mission 1: Kill Argus, melee toon who has poison, I'm trying to make him a debuffer with good damage (I'm looking to SS+Poison) with Cim guards. Wanna make him a challenge so what do you suggest I set him to?
Mission 2: No AVs, just alot of Cims, any way I can up the difficulty so they are a challenge like in ITF? The mission is just click a few objects to find Hera's Palace.
Mission 3: Get the teleporter to Hera's Palace, an AV at the end to kill and a teleporter, the boss is a Cim, should I just use a generic rename Cim or would it be more fun to kill a custom Cim and if so, what powers would be good and what setting?
Mission 4: Breaking into Hera's Palace and disabling the wards keeping them away. Any Cim feeling caves like in ITF or anything like the last level of ITF?
Mission 5: Hera fight. I'm thinking short cave or sumin like ITF, Cims, and Hera herself, who will be a Demon/Psi assualt toon so she can have pets (which kinda fit with her, if not, pure psi blaster). Is Psi too cruel and what can I do to it?
And how should I up the difficulty, given this is for a decent incarnate team?
Edit: OK, I found the Cim maps, but the other stuff still stands. -
I like Serum for the self heal for soloing. And when I play leagues, generally there is so much power spam you don't notice it.
However, some colouring options would be nice. Same for the lazer beams. -
So for a Rad/Rad corrupter, is it worth taking the snipe? It seems useful for range and I dunno what else I am gonna take to replace it, plus I picked up the entire set of orange snipes by accident for level 50 :P
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So I've picked up about 3 of these procs and they are sitting in my global mail system, so I was thinking, are they worth keeping around and sticking on sprint for stealth? Is it worth the run speed and what do you guys do with it?
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OK, did some moving around, full slotted blood mandate, took a maxed out AoE for melee defence. But I am still somewhat lacking, only about half way there.
Villain Plan by Mids' Villain Designer 1.951
http://www.cohplanner.com/
Click this DataLink to open the build!
Anansi Spider: Level 50 Natural Arachnos Soldier
Primary Power Set: Crab Spider Soldier
Secondary Power Set: Crab Spider Training
Power Pool: Fighting
Power Pool: Presence
Power Pool: Leaping
Power Pool: Leadership
Villain Profile:
Level 1: Channelgun- (A) Thunderstrike - Accuracy/Damage
- (3) Thunderstrike - Damage/Endurance
- (3) Thunderstrike - Damage/Recharge
- (5) Thunderstrike - Accuracy/Damage/Recharge
- (5) Thunderstrike - Accuracy/Damage/Endurance
- (7) Thunderstrike - Damage/Endurance/Recharge
- (A) Steadfast Protection - Resistance/+Def 3%
- (A) Thunderstrike - Accuracy/Damage
- (15) Thunderstrike - Damage/Endurance
- (15) Thunderstrike - Damage/Recharge
- (17) Thunderstrike - Accuracy/Damage/Recharge
- (17) Thunderstrike - Damage/Endurance/Recharge
- (19) Thunderstrike - Accuracy/Damage/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (13) Luck of the Gambler - Defense
- (A) Accuracy IO
- (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (9) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (9) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (11) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (11) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (13) Gaussian's Synchronized Fire-Control - To Hit Buff
- (A) Positron's Blast - Damage/Recharge
- (19) Positron's Blast - Accuracy/Damage
- (21) Positron's Blast - Accuracy/Damage/Endurance
- (21) Positron's Blast - Chance of Damage(Energy)
- (45) Positron's Blast - Damage/Endurance
- (A) Positron's Blast - Damage/Recharge
- (25) Positron's Blast - Damage/Endurance
- (25) Positron's Blast - Accuracy/Damage
- (37) Positron's Blast - Chance of Damage(Energy)
- (40) Positron's Blast - Accuracy/Damage/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (34) Luck of the Gambler - Defense
- (42) Luck of the Gambler - Defense/Recharge
- (46) Luck of the Gambler - Defense/Endurance
- (A) Endurance Reduction IO
- (A) Damage Increase IO
- (A) Aegis - Resistance/Endurance/Recharge
- (23) Aegis - Resistance
- (34) Aegis - Resistance/Endurance
- (34) Aegis - Psionic/Status Resistance
- (A) Luck of the Gambler - Recharge Speed
- (23) Luck of the Gambler - Defense/Endurance
- (33) Luck of the Gambler - Defense
- (50) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Run Speed IO
- (A) Aegis - Resistance/Endurance
- (27) Aegis - Resistance/Recharge
- (27) Aegis - Resistance/Endurance/Recharge
- (40) Aegis - Endurance/Recharge
- (43) Aegis - Resistance
- (A) Numina's Convalescence - Endurance/Recharge
- (29) Numina's Convalescence - Heal/Recharge
- (29) Numina's Convalescence - Heal/Endurance/Recharge
- (A) Mocking Beratement - Taunt
- (31) Mocking Beratement - Recharge
- (31) Mocking Beratement - Taunt/Recharge
- (31) Mocking Beratement - Taunt/Recharge/Range
- (A) Positron's Blast - Chance of Damage(Energy)
- (33) Positron's Blast - Accuracy/Damage/Endurance
- (33) Positron's Blast - Damage/Recharge
- (45) Positron's Blast - Accuracy/Damage
- (A) Obliteration - Damage
- (36) Obliteration - Accuracy/Recharge
- (36) Obliteration - Damage/Recharge
- (36) Obliteration - Accuracy/Damage/Recharge
- (37) Obliteration - Accuracy/Damage/Endurance/Recharge
- (43) Obliteration - Chance for Smashing Damage
- (A) Obliteration - Chance for Smashing Damage
- (39) Obliteration - Accuracy/Damage/Endurance/Recharge
- (39) Obliteration - Damage/Recharge
- (39) Obliteration - Accuracy/Recharge
- (40) Obliteration - Damage
- (43) Obliteration - Accuracy/Damage/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (42) Luck of the Gambler - Defense
- (42) Luck of the Gambler - Defense/Recharge
- (A) Blood Mandate - Accuracy/Damage
- (45) Blood Mandate - Damage
- (48) Blood Mandate - Accuracy/Endurance
- (48) Blood Mandate - Damage/Endurance
- (50) Blood Mandate - Accuracy/Damage/Endurance
- (50) Blood Mandate - Accuracy
- (A) Luck of the Gambler - Recharge Speed
- (A) Adjusted Targeting - To Hit Buff/Endurance
Level 1: Brawl- (A) Damage Increase IO
Level 1: Sprint- (A) Endurance Reduction IO
- (A) Recharge Reduction IO
Level 2: Swift- (A) Run Speed IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (37) Numina's Convalescence - Heal
- (46) Miracle - +Recovery
- (A) Jumping IO
- (A) Performance Shifter - Chance for +End
- (46) Endurance Modification IO
- (48) Performance Shifter - EndMod
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Set Bonus Totals:- 8.5% DamageBuff(Smashing)
- 8.5% DamageBuff(Lethal)
- 8.5% DamageBuff(Fire)
- 8.5% DamageBuff(Cold)
- 8.5% DamageBuff(Energy)
- 8.5% DamageBuff(Negative)
- 8.5% DamageBuff(Toxic)
- 8.5% DamageBuff(Psionic)
- 14.25% Defense(Melee)
- 10.5% Defense(Smashing)
- 10.5% Defense(Lethal)
- 15.81% Defense(Fire)
- 15.81% Defense(Cold)
- 13.63% Defense(Energy)
- 13.63% Defense(Negative)
- 3% Defense(Psionic)
- 16.75% Defense(Ranged)
- 16.44% Defense(AoE)
- 1.8% Max End
- 59% Enhancement(Accuracy)
- 60% Enhancement(RechargeTime)
- 18% FlySpeed
- 76.3 HP (7.12%) HitPoints
- 18% JumpHeight
- 18% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Stun) 6.05%
- 15.5% (0.27 End/sec) Recovery
- 64% (3.43 HP/sec) Regeneration
- 4.73% Resistance(Fire)
- 4.73% Resistance(Cold)
- 3% Resistance(Psionic)
- 28% RunSpeed
- 5% XPDebtProtection
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OK, Based on the advice, I tried to redo the spec. Any advise now?
Villain Plan by Mids' Villain Designer 1.951
http://www.cohplanner.com/
Click this DataLink to open the build!
Anansi Spider: Level 50 Natural Arachnos Soldier
Primary Power Set: Crab Spider Soldier
Secondary Power Set: Crab Spider Training
Power Pool: Fighting
Power Pool: Presence
Power Pool: Leaping
Power Pool: Leadership
Villain Profile:
Level 1: Channelgun- (A) Thunderstrike - Accuracy/Damage
- (3) Thunderstrike - Damage/Endurance
- (3) Thunderstrike - Damage/Recharge
- (5) Thunderstrike - Accuracy/Damage/Recharge
- (5) Thunderstrike - Accuracy/Damage/Endurance
- (7) Thunderstrike - Damage/Endurance/Recharge
- (A) Impervium Armor - Resistance
- (7) Impervium Armor - Psionic Resistance
- (A) Thunderstrike - Accuracy/Damage
- (15) Thunderstrike - Damage/Endurance
- (15) Thunderstrike - Damage/Recharge
- (17) Thunderstrike - Accuracy/Damage/Recharge
- (17) Thunderstrike - Damage/Endurance/Recharge
- (19) Thunderstrike - Accuracy/Damage/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (13) Luck of the Gambler - Defense
- (A) Accuracy IO
- (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (9) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (9) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (11) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (11) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (13) Gaussian's Synchronized Fire-Control - To Hit Buff
- (A) Positron's Blast - Damage/Recharge
- (19) Positron's Blast - Accuracy/Damage
- (21) Positron's Blast - Damage/Range
- (21) Positron's Blast - Accuracy/Damage/Endurance
- (45) Positron's Blast - Damage/Endurance
- (A) Positron's Blast - Damage/Recharge
- (23) Positron's Blast - Damage/Range
- (25) Positron's Blast - Damage/Endurance
- (25) Positron's Blast - Accuracy/Damage
- (37) Positron's Blast - Chance of Damage(Energy)
- (40) Positron's Blast - Accuracy/Damage/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (34) Luck of the Gambler - Defense
- (46) Luck of the Gambler - Defense/Endurance
- (48) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Endurance Reduction IO
- (A) Damage Increase IO
- (A) Aegis - Psionic/Status Resistance
- (34) Aegis - Resistance/Endurance
- (34) Aegis - Resistance
- (A) Luck of the Gambler - Recharge Speed
- (23) Defense Buff IO
- (50) Endurance Reduction IO
- (A) Run Speed IO
- (A) Titanium Coating - Resistance/Endurance
- (27) Titanium Coating - Resistance
- (27) Impervium Armor - Resistance/Endurance
- (40) Impervium Armor - Psionic Resistance
- (43) Impervium Armor - Resistance
- (A) Numina's Convalescence - Endurance/Recharge
- (29) Numina's Convalescence - Heal/Recharge
- (29) Numina's Convalescence - Heal/Endurance/Recharge
- (40) Recharge Reduction IO
- (42) Recharge Reduction IO
- (A) Mocking Beratement - Taunt
- (31) Mocking Beratement - Recharge
- (31) Mocking Beratement - Taunt/Recharge
- (31) Mocking Beratement - Taunt/Recharge/Range
- (A) Positron's Blast - Chance of Damage(Energy)
- (33) Positron's Blast - Accuracy/Damage/Endurance
- (33) Positron's Blast - Damage/Recharge
- (33) Positron's Blast - Damage/Endurance
- (45) Positron's Blast - Accuracy/Damage
- (A) Obliteration - Damage
- (36) Obliteration - Accuracy/Recharge
- (36) Obliteration - Damage/Recharge
- (36) Obliteration - Accuracy/Damage/Recharge
- (37) Obliteration - Accuracy/Damage/Endurance/Recharge
- (43) Obliteration - Chance for Smashing Damage
- (A) Scirocco's Dervish - Chance of Damage(Lethal)
- (39) Scirocco's Dervish - Damage/Recharge
- (39) Scirocco's Dervish - Accuracy/Damage
- (39) Scirocco's Dervish - Accuracy/Recharge
- (43) Scirocco's Dervish - Accuracy/Damage/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (42) Luck of the Gambler - Defense
- (42) Defense Buff IO
- (A) Luck of the Gambler - Recharge Speed
- (45) Luck of the Gambler - Defense/Endurance
- (A) Endurance Reduction IO
- (48) Endurance Reduction IO
- (A) Blood Mandate - Damage
- (50) Blood Mandate - Accuracy/Damage/Endurance
- (50) Blood Mandate - Accuracy/Damage
Level 1: Brawl- (A) Damage Increase IO
Level 1: Sprint- (A) Endurance Reduction IO
- (A) Recharge Reduction IO
Level 2: Swift- (A) Run Speed IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (37) Numina's Convalescence - Heal
- (46) Miracle - +Recovery
- (A) Jumping IO
- (A) Performance Shifter - Chance for +End
- (46) Endurance Modification IO
- (48) Performance Shifter - EndMod
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Aww, but I had a really fun idea for an arc I like to call "Stop Helping Me!" Or can you set it that the escort goes to somewhere else besides the door, for example, escorting them to somewhere like a safe?
Basically, you are going around doing generic hero stuff when you pick up a tail in the form of a fan who you have to lose as a tail. My idea was first 2 times you would escape from the tail, the next time you take him with you but he would be really weak and aggressive and final mission has someone empowering him up to EB levels and making him stronger as he decides to be your nemesis in order to spend time with you.
I'm thinking I should probably start an AE ideas thread, no? -
Can you set diffrent fails, for example clearing a zone with escort alive or taking them to the exit? For making it look like an accidentet or shaking off a tail.
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So, there is an option for having a unique mechanic in the story arc. Anyone got any examples of this?
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