mousedroid

Caption Champ - 01/17/12
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  1. What about this...

    Objective 1 - free the hostage. You free the hostage and he/she says, "Thank you," and runs off.

    Objective 2, triggered by freeing the hostage - click on the glowie. The glowie is a file cabinet, computer terminal, desk or some other object that contains information about the hostage you just rescued.

    Objective 3 triggered by completing objective 2, and required to complete the mission - defeat the boss. A boss who looks just like the hostage, spawns back near the front of the mission and based on the info you found in the glowie you decide that you need to beat the snot out of him/her.
  2. Wednesday, July 8.

    07-08-09 (not valid in many areas outside of North America)
  3. OK, where's the dunce hat smiley when you need it?
  4. [ QUOTE ]
    Is there any way to make defeating the escort a required mission objective?

    [/ QUOTE ]

    Not directly, no. The only way I found to get around this was to add another mission objective triggered by the successful escort - e.g. run back into the warehouse and do this one more thing. The player could still run away from the boss, but the boss will follow them and keep attacking, so they'd kind of have no choice but to fight the boss, unless they went into stealth mode or something.

    That doesn't really fit the mechanic you're going for of the player betraying the hostage, but it's the only way I know of to sort of force a fight.
  5. I don't know if this belongs in this forum or the Suggestions forum, but I'd like to see something fundamental changed about the MA. To me good MArcs are story driven, but it drives me crazy that only the team leader gets to know what the story is.

    Last night I was on a team that appeared to be chasing a character called Red Nova through time. In one mission we were fighting samurais and in another mission we were fighting WW I or II soldiers. It seemed interesting, but since the contact wouldn't tell me what the heck was going on, I couldn't tell whether it was an epic time travel story, or a disjointed jumble of missions designed by someone who liked making custom critters. With no info I might as well have been running a radio mission in Kings Row.

    If I am missing some obvious method of getting the story, can someone fill me in?
  6. Nope. My one arc has yet to be rated or played.
  7. mousedroid

    New Blood

    I've been on low-level PuGs with a few new players this week. They all seemed like good people - asking questions about things they didn't understand, looking for critiques on their playstyle, etc. I have also teamed with a couple of returning Vet players since I14 came out.

    Interestingly, most of this has been outside of AE.
  8. Oh, OK. Thanks.

    That makes getting those badges a LOT easier. A fair (?) trade-off though since it also makes getting 9999 tickets harder.
  9. mousedroid

    FREE RPG DAY!

    Link/Info? What is free RPG day - stores are giving out free... D&D modules?
  10. [ QUOTE ]
    There is a 'per mission' cap involved as well.

    The highest is 1500, but smaller maps have a significantly lower cap.

    I can assure you the 9999 limit is character based.

    [/ QUOTE ]
    So I should report these as bugged since none of my characters has earned 9999 tickets individually?

    (I don't know if all my toons combined have even earned 9999 tickets because I don't play AE that much.)
  11. Are these badges bugged, or do I not understand how they work?

    My assumption was that once one of your toons earned 9,999 tickets without cashing any in, you'd start earning these badges account-wide as that toon continued earning tickets, but not receiving them. Now I'm wondering if the 9,999 requirement isn't account-wide, because I started earning these badges last night on a toon that has only ever earned about 1,800 tickets.

    I definitely want these badges, but I want to make sure I'm getting them in the way intended.
  12. For the first mission, I wanted the robots everywhere; for the second mission, and probably for the third, I only want them around the boss - I have/will have non-robotic lvl 1-54 mobs throughout the rest of the 2nd and 3rd missions. That one little spawn around the boss is dictating the level of the second mission, which is what I was hoping to avoid. I don't want to narrow the level range any further; I'd actually prefer to expand it as much as possible.
  13. All I think we can be relatively sure of is it won't be July 24-26 because that's the weekend of Comic Con in San Diego.
  14. Congrats, and welcome to the club!
  15. You can highlight the text and right click on it and it gives you the option to make it bold, italic, different colors, etc.
  16. I could certainly do custom critters for the third mission. I've used them sparingly in the first two (only one per mission) so hopefully I'll have room for several of them in the third mission.

    There's no way to use standard critter sins (i.e. Clockwork or Mechmen) on custom critters is there?

    And yes, good points, dugfromthearth. I don't expect anyone to find and play my arc out of the hundreds of thousands out there, but I'd still like for it to be an enjoyable experience for the friends I coerce into playing it.
  17. I'm working on a three-mission arc and I'm concerned about the levels of the missions.

    The first mission is lvl 1-20 because I'm using Clockwork for the main NPC group. This is supposed to be the easiest of the three progressively harder missions, so I don't have too much concern about it even though people have told me they wished it was higher level. This mission includes a custom boss.

    The second mission revolves around a level 1-54 group, but also includes one spawn of a group called renegade robots or something that only spawn from level 29-35 IIRC. This of course forces the second mission into that level range. This mission includes a custom EB.

    For the third mission, which isn't written yet, I plan to use another 1-54 group as the main bad guys, but I also want to use more robots. Since this is supposed to be the hardest mission, I was thinking about psychic clockwork, but that would crank the level of the mission to like 40+ I think. This mission would ideally include a custom AV, as well as a few custom bosses.

    Robots are essential to the story, but my problem is that there isn't a level 1-54 robot group in CoX, so short of creating a bunch of custom robots, I keep getting pigeon-holed into these odd level ranges, and it makes me think no one will ever play the arc. I have run the first two missions successfully with a lvl 15 blaster. The second mission was a pain, but it was doable, but I don't know about the third mission.

    Any suggestions or advice? Am I overlooking a robot group that I could use throughout without getting pigeon-holed? Do I need to just forget the standard robot NPCs in missions 2 and 3, and use custom mobs instead? Thanks in advance.
  18. [ QUOTE ]
    One more question - is the power available only on the City of Heroes Collector's Edition, or also on the City of Villains Collector's Edition? I am finding both "Collector's Edition" DVDs online, with Villains being drastically cheaper.

    [/ QUOTE ]

    No, the CoH DVD gets you the Prestige Power slide, Cape of the Four Winds and VIP (hero) or Destined One (villian) Badge. CoV DVD only gets you the Arachnos Cape and Chest symbols IIRC - no powers and no badges.
  19. My mastermind is a crazy woman who thinks she's Dorothy in the Wizard of Oz, and the game let me call one of her pets Scarecrow, and another one Tin Man (she only has two so far, but I'm hoping to round them out with Lion, Glinda, Oz, and ultimately Toto). Since Scarecrow is a pretty well-known Batman villain, I'm either lucky, or the limit on pet names is kinda random/arbitrary.
  20. So it's Thursday. Will there be a CC tonight, or were you able to renew your account, in which case it will take place on Sunday?
  21. On the small side, a few new zones - like the aforementioned Atlantis, Moonbase, and Oranbega, but also a shopping mall and an amusement park. Or at the very least shopping mall and amusement park mission maps.

    On the bigger side of my wishlist:

    1) An interactive environment. I want to be able to ride on top of trucks or trains to get around; I want to be able to pick up and throw/swing mailboxes, parking meters, dumpsters, I-beams, foes, etc.; I want buildings and cars to be damaged or trees to catch fire when my energy or fire blasts miss their marks or Giant Monsters go on the rampage. All of the damage could disappear when the fight is over the same way mobs eventually respawn.

    2) Branching story arcs. Everyone says they are tired of the same old content, so what if the current content was altered so that when you were given choices between two missions, your story arc changed based on which one you picked. "Defeat 10 Circle of Thorns in Kings Row" or "Break Up the Gang Fight in the Office Building." If you pick the CoT mission, then your contact send you on more CoT missions, whereas if you stop the gang fight then you get more Skulls missions. Also, maybe you take the gang fight mission and fail it, or chose not to complete it, which triggers a Hellions-Skulls gang war in KR.

    3) Speaking of GMs and environmental damage, I'd like to see an introduction of greater incentive to fight GMs - higher rewards for one thing, but also penalties if they are ignored. Let's say Paladin spawns in KR - he should head for Wentworths or the Yellow Line, or even Blue Steel. He attacks these targets and begins to damage them. If he isn't defeated before he does X amount of damage, then the target is deactivated for Y amount of time - Wentworths or the Yellow Line station closes for 30-60 minutes for repairs, or Blue Steel goes offline for 5-10 minutes to recouperate.
  22. [ QUOTE ]
    [ QUOTE ]

    So...is this going to cost me money?:P

    [/ QUOTE ]

    Since it's being billed as the first expansion since CoV, then I think that you can take it as a given that it will be a new box that you will have to pay for; so yes, it will cost you money.

    [/ QUOTE ]

    I doubt it'll cost as much as a whole new game though, only because the FAQs say that you have to be subscribed to CoH/V in order to use "Going Rogue." Pricing it at $30 or $40 would force new subscribers to spend $50 or $60 to get the whole game. So I'm speculating it will be priced around $19.99.

    And then hopefully there will be a Collector's Edition with lots of extra trinkets.
  23. Arc Name: Problems with PMS
    Arc ID: 161193
    Faction: Neutral
    Creator Global/Forum Name: @mousedroid
    Difficulty Level: Low difficulty, first mission - Level 1-20; second mission 29-35.
    Synopsis: A robot called the PMS-X5 (Planetary Mining System - eXperimental prototype 5) has gone missing, NASA's Committee for Research And Mining of Planetary Surfaces needs you to find it and return it to them.
    Estimated Time to Play: Moderate (20-30 minutes max)
    Link to More Details or Feedback: N/A

    This is my first attempt at creating a mission, and is the first 2 missions of a planned 3-mission arc. I've gotten good feedback from friends who've played it, but am looking for less-biased feedback as well. It's an arc with a little tongue-in-cheek humor sprinkled in - repeated, hopefully non-offensive, references to PMS for example - but it is by no means a silly/goofy "rescue the toothfairy from Sasquatch" type of story.

    Thanks for looking.
  24. [ QUOTE ]
    No.

    I see the Mission Architect as an alternative to running the same missions over and over and over. If we don't get XP, then there's absolutely no reason to do MA missions until you're level 50.

    [/ QUOTE ]

    My thoughts exactly.