Arctic_Princess

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  1. I had a thought yesterday as I was doing the Founders Falls Safeguard Mission: Why not put a few Crey Snipers on the roof to add the same sort of challenge that Villains get when they decide to Fly or Super Jump?

    And include the same for the Peregrine Island Safeguard.

    Whilst we're at it, Freakshow have a sniper class that could be employed in the Brickstown Safeguard, alongside the flying patrol mobs. (Although at the back of my mind I'm not sure that their level extends beyond 25 - could be wrong).

    Nemesis have snipers too but they're cheap and annoying, so I'd be against having them positioned on the rooftops during Safeguards.
  2. I have very little to say other than I like these ideas!

    And I think the Teleport set is pretty good. It feels more controller-y - and with teleportation that's not a bad thing.
  3. Very interesting - I especially like the power that grants the equivalent of small insps as a buff, dependent on AT. And the inverse Build Up debuff.

    I'd say this isn't a strong Mastermind Set, due to the game AT basis of the powers (as opposed to henchmen). It would need a rework to fit with the notion of enhancing the henchmen, alongside heals/debuffs/buffs of Mastermind Secondaries.

    It has a feel of 'Luck' and 'Chance' about it. Perhaps Chaos Manipulation? The visual effect of butterfly wings as certain powers are activated (akin to Dual Pistols and the 'doves') could be neat.

    If the Cosmic Chance ability were to bestow one of the HEAT bonuses to a teammate, I say make it random. Also, it would need to apply a stacked bonus for the HEAT that is affected by this power.

    Interesting, certainly.
  4. Arctic_Princess

    "Arresting"

    What about Illusion Controllers?

    I think the idea is an interesting one but I'm not for it - Controllers were not designed, it appears, to be able to handle things in the same way as Blasters, Scrappers, and Defenders (to a lesser extent - even with the new Vigilance).

    In a way they are akin to Tanks - they're not meant to be high damage dealers and have ways of mitigating damage to provide increased survivability. Some combinations of powers can do larger damage, but I personally think that's good design: have enough combos of sets for different playstyles so that not every Tank, Controller, etc plays the same.

    I could see this working as a temporary power, or as part of a unique trial/TF/SF. It may even have connotations for Going Rogue - in terms of 'the more arrests you make in the trial(etc), the more your heroic alignment increases, and conversely for pure damage dealing.

    Also, I'm not a fan of making this just a Dominator/Controller thing - as has been stated, there are plenty of Blasters and Defenders (and Tanks, really) who can emulate a controller in terms of holds or stuns. The same goes for Corruptors, Masterminds, some Brutes and some Stalkers. And of course VEATs can be quite control-focussed. Oh and Warshades! Less so Peacebringers.

    It's why i like interesting temp powers like the 5 Gold Rings from the Xmas event, and the PBAoE +Psionic damage +Psionic resistance power from the Crystal keeper SF - everyone has access to them.

    So /unsigned from me.
  5. Groovy.

    I considered it (writing these in the AE) at first but I don't think I can do my ideas justice and, as stated, there simply isn't the tech for us to do that. Possibly not even ...yet ™.

    Knock yourselves out though.
    I purposefully left the majority of text, number of clues, details of clues etc out because, well, I was aiming for the structure change rather than the nitty gritty of who says what.

    And I really want to know if Numina is too far out there, compared to the others. Especially the second part.

    Actually, if you'll allow me a bit of out-loud introspection, here's why I changed each TF:

    Synapse
    Fighting clockwork all the time gets boring.

    Fighting clockwork all the time in a series of missions that should convey that they are causing havoc everywhere, but really are just filler is exceptionally frustrating.

    Sister Psyche
    I quite like Psyche: Her writing has touches of humour that amuses me. But there's never really anyone who challenges her in game. I think you get to fight her two/three times as a villain, compared to Luminary et al.

    So Psimon Omega was, for me, the obvious choice of a villain for the first part (even though he's ultimately after Aurora). And the Clamor part is too good a plot to pass up.

    I also wanted the game to reflect the relationship between Manticore and Sister Psyche. Apart from the Valentines mission, nothing else is mentioned about the couple.

    Citadel
    Do I even need to state why this needed changing?

    Luminary is also a fun character. Villains will recognise her as 'that robot chick that cheats', and she's noted for being a bit of a party animal.

    Plus, Citadel + potential army of Citadels needs something more epic than fighting on the same map, then beating up Vandal. Where's the drama in that?

    Manticore
    I started with Manticore because I originally wanted Revenant as an end boss for Synapse. Then the whole Freedom Phalanx novel poured into my conscious brain.

    The story involved Manticore quite heavily and I thought it would be a neat way of a) reminding players again that he and Sister Psyche are married, b) that he's the Batman of the City of... Universe and c) that he might be coming round to this whole teamwork thing too!

    I also considered adding Doctor Null (Rudolph Bein) but that would have potentially made Manti's TF a three-parter with more plot twists (and holes) than swiss cheese cheese strings!

    Numina
    I don't know about anyone else but I don't care two figs about Woodsman. I certainly don't believe he deserves to be the centre of the final Freedom Phalanx TF.

    Also the giant hunt needed fixing.

    And the Nemesis Army, featured so heavily in regular content at that level, were actually a good foil.

    And Hamidon! It's arguably more dangerous than hiding the Woodsman, who whilst being a good guardian of The Hive, hardly deserves a full scale, city-wide manhunt (imho, of course ).
  6. Arctic_Princess

    Nemesis System

    *puts on his Quite Interesting comfortable tweed jacket*

    It's short for God's Truth... so it's a way of shortening something that might otherwise be considered blasphemy.

    Like 'blooming'/'ruddy' - as in, that's blooming/ruddy awful.

    *removes QI paraphernalia*
  7. Hello, HE speaks! Seriously, where is that Dude is a Dude thread?!

    Secondly, I mentioned RV because it has that whole apocalyptic feel about it. Regardless of it being PvP or whatever.

    So Memphis Bill was correct to make the funny joke about PvP .

    And before anyone says it - I'm not changing my global now on principle!
  8. Arctic_Princess

    Personal Base



    Uh, what about Union, Defiant, Vigilance, and Zukunft?

    Also...

    http://api.ning.com/files/1jubPugz8R...icfacepalm.jpg
  9. Arctic_Princess

    Nemesis System

    Besides the hilarious facepalm picture (good work ), we already have a nemesis system:

    They're called Archvillains, patrols, villains, Heroes, and most of the game content. Especially when dealing with Crey, whose PR department is on the ball and knows who we are.

    Also we have dopplegangers, Protean, Nemesis himself, Requiem and a variety of groups who have been beaten up so many times by us, it's a wonder they ever bother trying to take over/destroy/save the World.

    Power, I believe you should consolidate your ideas into ONE thread. It would stop the clutter and make for interesting reading. Sort of like when they made a cosolidated 'Happy Birthday' thread. You could call it the 'Power's Ideas Thread / Epic Facepalm Directory'.

    We could have a list of your ideas, followed by a variety of epic facepalms. I for one would subscribe straight away.
  10. I like her, think she looks awesome, and would like to see more of her too.

    Now, any proposals for her involvement?

    Possibly as part of the Incarnate System?
  11. Dark Astoria.

    Recluse's Victory.

    That is all.
  12. That's an interesting concept and I like it.

    With the increased file limit size and options to create more varied mobs, I like the idea of being able to select the likelihood of individual critters appearing.

    We already have the 'Do Not Autospawn' feature which tends to work for bosses and above so I'm guessing this would be mostly useful with Lieutenants and Minions.

    I guess the workability truly lies with coding and such - would this make the custom critter take up too much memory, or whatever (I'm categorically NOT a coding guy)?

    I'd like to suggest (something which has been suggested before) level gating for custom critters. That is all.
  13. Ah yes, of course, the obligatory reference to Pocket D!

    Just assume that all of them have that at the end...

    Now, what do folks think of a series of arcs unlocked by being awarded the Task Force Commander Badge?
  14. The odd Dev/Community contest with base designs could be fun, but apart from that (oh and all the offline promotions, inviting, etc) SG/VG bases are fine.

    The rent really should be automatic. The only message that pops up should be a warning that your SG/VG doesn't have enough Prestige, not that you need to travel to a zone and 'pay it'.
  15. *runs in*

    I have NEVER attempted any of the SS TFs. The zones are beautiful, the lore is intriguing, yet I fear it will remain a dead zone.

    Which is a big shame.

    I could now take the time to plug, shamelessly, my Freedom phalanx TF rewrite thread.. but that would be really cheap

    >.>

    <.<
  16. Quote:
    So yes, I am all for cutting the Hunt of Doom, but if you want to preserve its spirit, for the lack of a better term, you should find another way of underlining this review of your hero's progress. Maybe it's a mission where all those villains banded together to take their revenge on you, so you have huge mobs of level 5 Hellions at first, but as you progress, you meet higher level baddies in smaller mobs until at the end you fight standard-size level 40 mobs.
    Did you read my mind..?

    Part Two: Shifting in Time

    Awards the Numina’s Compatriot badge.

    Level range 35-40.

    Numina has a special task for the team, and it involves time travel. She suspects Nemesis of a plot so bold that she is prepared to invoke powerful magics to allow them to travel back in time and prevent... their own destruction!

    But there is hope – Numina and Infernal have identified a particular timeline and a series of events where Nemesis have likely interfered.


    The start of the TF involves an Ouroboros-style portal appearing by Numina. Only members of the TF can use the portal and Numina warns the team that there is no turning back once they enter. (Hospitals are available during the missions to follow)


    Mission One: Attuning to the Time Stream – Numina’s Spell – the team is exemplared to level 10

    Mobs:
    Skulls, Hellions, Clockwork, Vazhilok, Trolls, Outcasts


    Map Used: NEW map – ‘Office’ (decorated with Hellion and Skull designs) -> (Warehouse -> Sewers) -> SMALL Steel Canyon instanced outdoor map

    Numina contacts the team using the ‘voiceover’ dialogue to inform them that they are having to adjust to the time stream. Numina will be able to readjust their combat abilities when they have completed the tasks set before them, such is the nature of the spell cast.

    Key Tasks:
    1. Defeat All Hellions -> Defeat All Skulls -> Find Jewel of Hera
    2. Exit through elevator
    1. Defeat 10 Clockwork
    2. Defeat 10 Vazhilok
    3. Destroy Paladin Construction Scaffold
    4. Destroy Plague Container
    5. Exit through sewers
    1. Break up Fights (5 in total, between Trolls and Outcasts)
    2. Place the Jewel of Hera in the Pedestal (The pedestal looks suspiciously like one of the statues that surrounds Williams Square)
    3. Exit through the Portal
    Mission Two: Stepping Through Time – Numina’s Spell – the team is exemplared to level 20

    Numina explains, via ‘voiceover’, that the Nemesis army has disrupted the timeline in order to conceal themselves from the team. If the team can continue forward, completing the tasks set for them, then they should eventually catch up with Nemesis and foil his plans to destroy them at the eleventh hour.

    Map Used: Tsoo Tattoo Parlour -> Striga Bridge map -> NEW Talos Statue outdoor map

    Mobs: Family, Tsoo, Sky Raiders, Banished Pantheon, Warriors, Freakshow

    Key Tasks:
    1. Defeat 10 Family
    2. Diffuse Bombs (4 in total)
    3. Defeat 10 Tsoo
    4. Find the Sword of Peace (lame name! If you know of any swords other than Excalibur that are mentioned in the game, then please tell me)
    5. Exit to Striga outdoor instanced map
    1. Defeat 20 Sky Raiders
    2. Rescue Stephanie Peebles
    3. Defeat 20 Banished Pantheon
    4. Close Portals (2 in total)
    5. Exit to Talos Statue map
    1. Defeat 20 Warriors
    2. Defeat 20 Freakshow
    3. Defend Talos’s Statue
    4. Exit through the Portal
    Mission Three: Almost There – Numina’s Spell – the team are exemplared to level 30

    Numina states that there should be a final pedestal somewhere in this timeline (the Sword disappeared when Talos’s statue is defended). Cracks are starting to appear in the spell as Nemesis are slowly changing the future. You must hurry!

    Map Used: Crey Lab -> Small Council Base -> Devouring Earth Cave

    Mobs: Crey, Rikti, Council, Arachnos, Devouring Earth, Circle of Thorns

    Key Tasks:
    1. Defeat 30 Crey
    2. Defeat 30 Rikti
    3. Destroy Rikti A-Bombs (2 in total)
    4. Exit to Small Council Base
    1. Defeat 30 Council
    2. Defeat 30 Arachnos
    3. Rescue Doctor Sheridan
    4. Exit to Devouring Earth Cave
    1. Defeat 30 Devouring Earth
    2. Defeat 30 Circle of Thorns
    3. Retrieve the Shield of Honour (again, lame name!)
    4. Activate the Pedestal
    5. Exit through the Portal
    Mission Four: Deja Vu – Numina’s Spell – the team are back at their TF level

    Map Used: Atlas Park City Hall

    Numina warns you that Nemesis has thrown everything at you to keep you out of his way. Whilst she has stabilised the team in the time stream, Nemesis is still calling the shots. They’ll have to defeat whatever obstacle remains in their way before Numina can shunt them through to Nemesis.

    Key tasks:
    1. Defeat the Nemesis Simulacrum Army
    2. Exit through the portal
    Yup, you guessed it! Nemesis has created automatons of each team member that he intends to use to destroy the team and manipulate its members from this point forward. The idea was spawned from the lore regarding the reason the Rikti first invaded Primal Earth. And the Posi TF! See, it has all come full circle!

    Mission Five: Defeat Nemesis – Numina’s Spell

    Numina has aligned the team with Nemesis, who is holed up in his stronghold, protected by a series of ‘Guardians’. Each Guardian represents an aspect of the villains that have featured in the preceding Task Forces. Hence, there are five in total.

    They have a combination of powers based on two major enemies from each TF. Ambushes of Nemesis appear after each guardian is defeated and will follow the team, making the next guardian difficult (especially if a lieutenant is felled and casts Vengeance!)


    Map Used: NEW map – Steampunk corridors with circular chambers at the end that continue on. At each circular chamber is a guardian. Nemesis waits at the 6th chamber, on a throne.

    Key Tasks:
    1. Defeat Archmage Vazhilok (EB – A Dr Vazhilok robot with Ruin Mage powers)
    2. Defeat Clockwork Capone (EB – A Clockwork King model with Family Boss guns)
    3. Defeat Clamor Omega (EB – A Clamor robot with psychic powers)
    4. Defeat Zenith Totem (EB – A Giant Zenith Mech Man with Totem Boss powers)
    5. Defeat Crey Revenant (EB – Countess Crey robot with super strength and some invulnerability)
    6. Defeat Nemesis (AV) - accompanied by Nemesis Army, naturally
    Debriefing: The team have survived the hellish onslaught of Nemesis who tried every trick in the book to shake them off his trail and destroy them forever. They faced themselves and all the villains along the way that have tried to cause havoc in the city.

    They are true Heroes, each worthy of the title Numina's Compatriot!
  17. I went a bit crazy with Numina - perhaps too crazy? I'll let folks be the judge.

    Numina


    Part One: Heart of the Matter

    Awards the Unbounded badge.

    Numina asks you to form a team comprised of 8 Heroes/Vigilantes.

    The level range is 35-40.

    Numina and Infernal have sensed an imbalance in magical power that threatens to tear apart the very fabric of reality. The Carnival are in town. Either they are the cause of it, or they have a good idea of who is behind the magical hijinks.

    Mission One
    : Question the Carnival – Founders Falls


    Map Used:
    Carnival warehouse map


    Key tasks:

    1. Defeat Madame Hortense
    2. Rescue Civilians (2 in total)
    Debriefing: Madame Hortense was most put out that an artefact of power was stolen from the Carnival – it is a dagger that intensifies the magical powers of an individual, but at a price: The dagger must be plunged into the heart of the caster! Its very magical properties keep the caster alive, but they must suffer as they continue to experience and use the magical powers.

    Madame Hortense names a Circle of Thorns mage, Abraxus Majoricum, as the culprit. She wishes him all the pain in the World.


    Mission Two
    : Retrieve the Dagger of Janus from the Circle of Thorns – Founders Falls


    Key Tasks:

    1. Find the Dagger (Hidden Optional – 3 glowies in the mission but, of course, the final boss has it... or does he?)
    2. Defeat Abraxus Majoricum
    Debriefing: So the Devouring Earth attacked the Circle of Thorns. Those unnatural creatures must have burrowed so deep that they came upon the part of Oranbega where Abraxus Majoricum was hiding out. It sounds as though the Devouring Earth grabbed the dagger before the mage could use it, or else he would have surely perished when it was taken out.
    We must recover the dagger! Infernal and I can track its progress now that we have identified what the source of the disturbance is.

    Mission Three
    : Defeat all foes in caves – Founders Falls (near Eden exit)


    Mobs:
    Devouring Earth, Nemesis


    Key tasks:

    1. Defeat all foes (including Nemesis Boss and Devouring Earth Boss)
    Debriefing: So the dagger has passed from two groups highly associated with the practice of magic, to two groups who have historically avoided it. My intuition tells me that, if the Nemesis army are involved, then they are likely promising something to the Devouring Earth. And Nemesis rarely carry out their promises.

    Mission Four
    : Research the Dagger of Janus - Midnighter Club (Founders Falls)


    Infernal is keeping an eye on the Dagger of Janus: it is currently at rest in Eden. Although its location so close to the Hive makes me nervous, I would like you to do some research on potential targets of the dagger’s power.


    Head over to the Midnighter Club. Mercedes Sheldon and Montague Castanella are aware of your visit and have allowed you special access for this task.


    Map Used:
    Midnighter Club – the map is littered with fallen Midnight Squad mobs


    Key Tasks:

    1. Rescue Mercedes Sheldon
    2. Rescue Montague Castanella
    3. Defeat Nemesis Boss
    4. Find book on Dagger of Janus
    Debriefing: It appears that the Nemesis army were lying in wait for you. So they are serious about ‘helping’ the Devouring Earth achieve their goal of boosting their power exponentially. And according to the book you found, they would need a tremendous target of focus to do so. By the gods and goddesses, I do believe they are aiming to plunge the dagger into the heart of the Hamidon!

    Task Force [name], this job may be too big even for you! I am sending another team to retrieve the dagger. In tandem with your efforts, we are sure to prevent the Hamidon from becoming even more powerful and consuming first Paragon City, then the World!


    Mission Five
    : Prevent the Dagger from Reaching the Hamidon – Eden


    Map Used
    : Same as the final map in the original Numina TF (yes, I know this is the final mission in the first part but I am going somewhere with this!)


    Key Tasks:

    1. Defeat 30 Devouring Earth
    2. Rescue Heroes (8 in total! Fatespinner*, Blast Furnace, Sky Dragon, Cacophany, Holo Man, Overdrive, Ms. Shock, Stalwart – all ‘Paragon Heroes’ from Mayhem Missions)
    3. Defeat Jurassik (Monster)
    Debriefing: Numina tells the team that the heroes they rescued are all recuperating in hospital. They suffered badly at the hands of the deranged Devouring Earth, but if they had not been there then they would not have bought the team enough time to take down the courier – Jurassik!

    Quote:
    * Fatespinner is the name of the Hero in the first mission of the 'original' Task Force.
  18. Aha! See I was worried about that element of the TF as it stands! And with regards to changing it.

    Now, obviously, with just one poster airing their dislike of the hunt section of Numina that's not a sign for me that it needs removing altogether, but I think I may have a solution to it that keeps the essence of the act without adding at least half an hour to the TF.

    It just needs work!
  19. It's when said cat is wearing a mask and cape that you really have to worry...

    There's little these days that I worry about re: immersion, possibly because I've been around so long I just ignore it.
  20. Only one more to go... Numina is proving a tricky one. I currently feel it's a bit of a lame 'ending' to the Task Force Commander accolade attained by completing the 6 Freedom Phalanx TFs.

    Expect more monsters!
  21. Part Two: The Electrical Anomaly

    Awards the Synapse's Cohort badge

    Level range 15-20

    Synapse explains why he and Mynx were unable to assist in suppressing the gang warfare between Trolls, Outcasts, Family, and Tsoo: His electrical senses went wild, putting him out of action. Someone has tapped into the City's power supply and he believes that the power routers the team found during the last adventure have something to do with it.

    He sends the team to investigate a power substation in Kings Row, where he believes the power surge originated from.

    Mission One: Investigate the Substation - Kings Row

    Map Used: a NEW map that actually looks like an electrical substation! Capacitors, generators, control switchboards, and piles of scrap metal everywhere.

    Key Tasks:
    1. Defeat all Clockwork (Including - Defeat Clockwork Prince - Foreman)
    2. Search for Clues (3 crates of components - mainly comprised of power routers but also a lot of scrap metal)

    Debriefing: Synapse congratulates the team on preventing the Clockwork from causing more damage. There have been reports of power outages in Kings Row and now Steel Canyon. Synapse sends the team to talk to Positron, who should be able to tell them, albeit at length, about the sort of things a power router would be used for.

    Mission Two: Speak to Positron - Steel Canyon

    Positron explains, at length, what a power router does: It siphons off large amounts of energy from big power sources in order to power things remotely. The Hero surmises that the Clockwork must be attempting to branch out their operations: The Clockwork King powers his creations by telekinetic energy, not electricity. But where his psychic powers cannot reach then perhaps electricity could do the same thing.

    Positron announces that he will work on an electro-psionic scrambler to try and neutralise the Clockwork. In the meantime, he suggests the team check out a power station in Steel Canyon.

    Leading to -> Investigate the Power Station - Steel Canyon

    Map Used: another NEW map that looks like a big power station: multi-levelled rooms with walkways, and the paraphernalia associated with this type of location.

    Key Tasks:
    1. Rescue Power Station Workers (3 in total: 1 foreman and 2 engineers)
    2. Defeat Clockwork Prince
    3. Defeat Clockwork Duke
    4. Defend Capacitors (2 in total)

    Debriefing: Synapse is thankful for the saving of another power station in Paragon City. He tells you to stop by Positron to pick up the Hero's scrambling device.

    Mission Three: Pick Up the Scrambler from Positron - Steel Canyon

    Positron hands over the scrambler. Each team member gets a 10 charge, ST power that does minor energy damage over time versus normal foes, and special damage versus Clockwork: [Electro-Psionic Scrambler]

    Positron then asks the team to accompany his sidekick, Valkyrie, to Bloody Bay. It seems as though the Clockwork King is trying out his power routing devices further afield!

    Leads to -> Investigate Clockwork Activity in Bloody Bay - Mission accessed via 'chopper on top of PPD Headquarters

    Map Used: Instanced Bloody Bay Outdoor Map - the hospital is located within the map

    Notable Mobs: Shivans

    Key tasks:
    1. Defeat 50 Clockwork
    2. Defeat Clockwork Duke
    3. Recover salvaged scrap (3 in total)
    4. Destroy power siphoning device (a scaffold that is siphoning power from one of the meteorites!)
    5. Exit the Mission (the team are deposited at the 'chopper in Skyway City)

    Debriefing: Synapse passes on Positron's thanks for assisting Valkyrie with the investigation. In the meantime, Skyway City has been suffering massive power outs. And what with the Clockwork's attempts to use a meteorite as a power source, Synapse believes that they're trying to power up something really big!

    Mission Four: Clear the power station of Clockwork - Skyway City

    Key tasks:
    Defeat All Clockwork
    Rescue Foreman
    Uncover Clockwork's Plans (
    glowie)
    Defeat Clockwork Prince
    Defeat Clockwork Duke


    Debriefing: The team has uncovered a plan to unleash a gigantic Clockwork menace on Skyway: The Babbage! The team are ambushed by Babbage (as per the original Synapse TF). They've also uncovered the location of the Clockwork King's lair!

    Synapse suggests that the team visit Positron and Blue Steel before venturing to defeat the Clockwork King:

    Positron has developed a very powerful psychic scrambler. It only has one shot and is only given to the team leader. It should cause the Archvillain a lot of trouble.

    Blue Steel offers some words of advice for fighting the Clockwork King: Basically that although he and his minions may look like toys, they are capable of murder. He also gives each member of the team a Police Baton power (no idea on 'number of uses' or time limit). To the leader of the team he bestows a bag of 5 sleep grenades (Targetted AoE, Sleep, No damage), just in case things get 'out of hand'.

    Mission Five: Take Down the Clockwork King!

    Effectively this mission is the same as the original end of the Synapse TF. However, I'd hope that without the monotony of all the previous defeat all and rescue missions of the original, that the mission feels fresher.

    Key Tasks:
    1. Defeat Clockwork Duke
    2. Defeat Clockwork Baron
    3. Defeat Clockwork King (AV)

    Debriefing: The Clockwork King is subdued, for now. Synapse informs the team that Positron, Blue Steel, and Sister Psyche are working on a way of limiting his powers. The City's power grid is back to normal and Synapse's electrical senses are much calmed.

    After the two adventures, Synapse feels that he and the team have struck up a great friendship. They've managed to fight crime, without resorting to wearing the 'dorky' uniforms of the PPD, and have put a major Archvillain behind bars.
  22. Now for the slogfest[sic] that is: Synapse

    Part One: The Criminal Underworld

    Awards the Vice Squad badge.

    Synapse asks you to form a team comprising of at least 4 Heroes/Vigilantes.

    The level range is 15-20.

    Synapse has noticed an increase in Troll activity in Skyway City. The Troll raves have been more frequent and the PPD and the medical centres are having to deal with more and more fallout from these 'events'. Synapse believes that Skyway's very survival rests on finding out why the raves and the ensuing trouble are occurring.

    Mission One: Investigate the Troll Rave - Skyway City

    Key Tasks:


    1. Rescue PPD Detective (Irons)
    2. Defeat 5 Supa Trolls
    3. Break up Fights (5 fights between Trolls and Outcasts)
    4. Question shady character about Superadine trafficking - Family Boss
    Debriefing: You did well to survive the experience. Even the PPD tend to give a wide berth to those parties. Detective Irons is a really dedicated member of the force and he was clearly investigating along the same lines. Of course the difference is that you saved him, and questioned that Mook about dealing Superadine to boot!

    As you know, tensions between the Outcasts and Trolls are always high. They're usually slogging it out in the relative safety of Eastgate - I mean the place has already collapsed so there's not much else they can do, right? This whole drug trafficking business is just going to add oil to the fire so we need to nip it in the bud.

    Synapse sends the team to speak to Meg Mason in the Hollows, which leads to:

    Mission Two: Teach the Trolls and Outcasts that crime doesn't pay - The Hollows

    Map Used: Abandoned Office (a mixture of ice patches, fires, oil, broken columns with sparking power lines, and rocky debris)

    Key Tasks:
    1. Break up Fights (again, 5 fights to break up)
    2. Defeat Grogan (Troll)
    3. Defeat Blazer (Outcast)
    4. Question gentleman about illegal magical artefacts trade - Tsoo Boss

    Debriefing: Synapse is impressed with the team's success. He says that the PPD would be proud to have you on the force - but that being a Hero is way cooler.
    He explains that the Tsoo, whilst being connected with Superadine, also run an illegal artefact trading ring in Paragon City.
    The team's efforts against the criminal underworld have not gone unnoticed - the Tsoo have declared a temporary truce with the Family in order to deal with the team: And their first move has been to take a police station hostage!

    Mission Three: Save the Police Station! - Mission accessed through van in Skyway (Kings Row PPD Station map)

    Key Tasks:
    1. Rescue PPD officers (3 in total)
    2. Diffuse Bombs (5 in total)
    3. Defeat Tremendous Fire (Tsoo Boss)
    4. Defeat Big Franco (Family Boss)

    Debriefing: Synapse asks you to speak to Blue Steel - he has another lead for the team regarding the recent Tsoo-Family pact.

    Mission Four: Speak to Blue Steel - Kings Row

    Blue Steel commends the team on their fight against the criminal underworld of Paragon City. He tells them not to falter under pressure from crooks. He's got a lead on a warehouse in Kings Row, near the exit to Independence Port. The Family and the Trolls are allegedly preparing to ship goods out of Independence Port from the warehouse.

    Leading to -> Raid the Warehouse - Kings Row (near Indy Port)

    Key Tasks:
    1. Confiscate Shipments (5 in total)
    2. Defeat Family Boss
    3. Defeat Troll Boss

    Debriefing: Synapse is intrigued by the crate full of power routing devices. The Family (and the Trolls) normally stick to Superadine and fenced jewellery. A simple power router is too low margin for them.
    But there is little time to consider this as Blue Steel has another lead - and it's a big one!

    Mission Five: Prevent Skyway from being destroyed by gang warfare! - Mission accessed via van in Kings Row (Skyway City safeguard map)

    The Tsoo are making waves in Skyway, with the assistance of the Outcasts. But the Trolls are growing restless that their territory is being encroached upon. The Family, always keen to score one against the Tsoo, are backing the Trolls and there's a big storm brewing!

    Key Tasks:
    1. Defeat Tsoo Boss
    2. Defeat Family Boss
    3. Defeat Troll Boss
    4. Defeat Outcast Boss
    5. Rescue Civilians (5 in total)
    6. Diffuse Bombs (5 in total)
    7. Defend Statues (2 in total)
    8. Defeat Emil Marcone (EB)
    9. Defeat High Moon (EB - Tsoo)

    The map features hotspots, the same as in Safeguards.
    For every hotspot dealt with, a new objective is revealed.

    When the final objective is completed (defend last statue), the door to a building on the map is unlocked and the team are told to head through to face the Family and Tsoo's gang leaders.

    Debriefing: Now the team has had a taste of the worse that the City has to offer, Synapse congratulates them. The PPD are very interested in the Heroes as potential members of the force. Skyway has been saved from destruction, the pacts between gangs have been withdrawn, and for now the City has returned to normal. Well as normal as can be expected.
  23. Part Two: Citadel's Children

    Level Range 25-30.

    Awards the Citadel’s Assistant
    badge

    After the events of Luminary’s possession, Citadel has been looking to upgrade himself against magical attacks.


    He knows of a scientist who has been researching the very same field but his work has caught the attention of The Council and the Sky Raiders. Citadel wants you to head to the scientist’s lab and make sure that he is safe.


    Mission One
    : Speak to Professor Verne – Talos Island

    Map Used: Laboratory with various robots in various states of disrepair

    Mobs: Council, Sky Raiders

    Key Tasks:


    1. Rescue Professor Verne (first name Julian, naturally) from the Sky Raiders, Lead To Exit, ambushes
    2. Defeat Archon Grimaldi (Council Archon Boss – NOT a robot, werewolf, or vampire)

    Debriefing: Citadel is glad that Verne is safe and can now begin work on upgrading the Hero. However, Grimaldi mentions that Burkholder and Vandal want Citadel’s schematics. This gets Citadel suitably worried, and he muses on what would happen if The Council were able to replicate him.

    Mission Two
    : Rescue Verne’s Family – Ship in Talos Island (leading to Striga Bridge map)

    Map Used:
    Striga Bridge (outdoor map)

    The Council are desperate for the scientist, especially now he has been working directly on Citadel. So they have kidnapped Verne’s family and are holding them hostage on Striga Isle. The team must go there and save Verne’s family.

    Key Tasks:

    1. Rescue Verne’s Family (Wife, Daughter, Son), Lead To Exit
    2. Defeat Archon Belagi (again, a regular Archon Boss)
    3. Exit the Mission

    Debriefing: Verne is overjoyed that he is back with his family. They seem relatively unharmed. Citadel is also pleased – a blow has been dealt to The Council and all seems well.

    But then Citadel receives information that a bank raid is taking place on Talos Island – and The Council have brought a new weapon with them!

    Mission Three
    : Protect Talos Island Bank – Talos Island

    Map Used:
    Bank (duh!)

    Notable Mobs:
    Zenith Mech Men (as part of The Council)

    Key Tasks:


    1. Rescue Security Guards (2 in total, no need to lead them anywhere)
    2. Rescue stranded PPD (Just the one, possibly have it as an ally)
    3. Defeat all Council in Bank
    4. Defeat Raid Leader (Zenith Mech Man Boss – seems to think it is Citadel, albeit a criminal version)

    Debriefing: Citadel has spoken with Verne and it turns out that The Council bugged his family when they kidnapped them! They were able to gain access to all sorts of information on the android Hero and the Zenith Mech Men were in the prototype stage.

    Citadel warns the team to expect improvements to the Mech Men in future encounters. He puts Verne’s work on hold and hands him over to the authorities for better protection.

    Mission Four
    : Take the fight to The Council – Talos Island

    Citadel hates sitting around waiting for leads so he taps into the Freedom Phalanx database to try and locate a likely base of operations for these new Zenith Mech Men.
    He locates two possible bases – one in the Argo Highway and one somewhere beneath Circe Island.

    He urges the team to check out the base underneath Circe and states that he and Luminary will head over to the Argos Highway. Although he is putting himself at further risk, he argues that time is of the essence in uncovering a potential army of the things and that he and Luminary are sensible enough to call for back up should they run into too much trouble.

    Key Tasks:


    1. Disable Security Network (2 glowies near the front of the map that require simultaneous clicking) - although optional, if this task is not complete before tackling the Archon then a wave of ambushes will assail the team as they fight him. Also, turrets will be present if the security system is not disabled.
    2. Defeat Archon Moretti

    An initial ambush at the door will greet the team, just for fun of course.

    The mission uses the ‘voiceover’ technology, where Citadel communicates with the team telling them about the security system and advising them to disable it (as he is doing at his end).


    At the end of the mission, a cutscene plays and we see Citadel and Luminary surrounded by Council. The shadow of a large figure is cast and it talks to the two Heroes, mocking them. Looks like they’re in trouble!

    Debriefing: Citadel and Luminary have been overwhelmed at the base on Argo Highway. The team must race there to defeat the forces inside and put an end to the Zenith Mech Men once and for all!

    During the race to the mission, a zone event occurs: groups of Zenith Mech Men march the streets of Talos Island.

    I was going to suggest some kind of zone event badge for defeating a number of them, or perhaps even a larger Monster version of the Zenith Mech Man. I didn’t know if this would step on the toes of Hess too much (or Synapse).

    If the ‘marching’ followed a line from Argo to Circe then it might work better, as opposed to being just random spawns. I propose that the invaders have the Rikti Invasion/Zombie Apocalypse/Halloween code applied to them, spawning at a maximum hidden level of 30.

    Mission Five: Defeat Vandal – Talos Island

    Key Tasks:


    1. Defeat 30 Council
    2. Defeat Vandal
    3. Destroy Zenith Mech Man production (5 destroy targets – I was originally considering that they have the same sort of code as the Paladin construction event in Kings Row but that might be too complicated, especially if swarms of Council start rushing to ‘repair’ the objects – also I’m not sure what would happen if the team ‘failed’ to prevent the Mech Men from being built)
    4. Rescue Citadel
    5. Rescue Luminary

    Debriefing: Vandal, who was leading the project, has been defeated. Citadel’s ‘children’ are no more than a memory. The android Hero is surprisingly morose about this: he ponders what it would have been like to have a family, of sorts.

    Not wishing to risk the safety of any more civilians, Citadel cans the plan to upgrade himself against magical attacks.

    Instead he has learnt that he can rely solidly on the Heroes of Paragon City to save the day. For the team’s efforts in helping him come to terms with this, he calls them his special ‘assistants’ and bids them luck in their future endeavours.
  24. Yes, because it's the first part of the mid-level TF. Not the last part, which is the one that will award Citadel's Assistant.

    I suppose it could be an AV.

    EDIT: I've updated it to AV now, you're right - kinda weird it being an EB.