FredrikSvanberg

2010 Player's Choice Best Villainous Arc
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  1. Quote:
    Originally Posted by PennyPA View Post
    Very interesting thought. Pretty much agree would keep something special on each AT, but could be the minority here.
  2. Quote:
    Originally Posted by Memphis_Bill View Post
    With GR, they won't be restricted per side. Want to make a good Pain Domination character? You'll be able to.
    Hence "almost finally got away from". With GR we will have reached that goal.
  3. Quote:
    Originally Posted by BBQ_Pork View Post
    *1 unique powerset (both a Primary and a Secondary) for each AT. Sure, a lot of folks like Powerset Proliferation, but I like my AT's to have a little more uniqueness than just thier Inherent and thier HP.
    OH COME ON! We've almost finally got away from the ridiculous notion of our "morality" deciding what powers we can have. Now you want to re-introduce this crap? Archetypes are a sadly necessary evil. Anything which prevents us from breaking the molds is BAD.
  4. Custom enemies must have the powers included in their "Standard" setting to give any rewards at all, and "High" or "Extreme" to give their full rewards. I'm not sure about the ratio but I think Standard powers in both primary and secondary give 85% of normal rewards (possibly less). If you use custom powers and don't include all of the powers required for the Standard setting, the enemy's rewards drops to zero.
  5. Quote:
    Originally Posted by twelfth View Post
    After arcs like "Astoria in D Minor" and "The Doctor Returns" (two arcs which sort of dealt with similiar themes although with a different focus) - we've come to expect the PC to be unreliable, but we as players have come to implicitly trust the MA interface and narration as an impartial interpreter of what is happening in the story.
    Woot, someone remembered my old arc!
  6. Maybe, but then I was demoted to September Man by mission 5 for finding the arc in the first place.
  7. Thanks for playing my arc!

    Quote:
    Originally Posted by Tangler View Post
    I found the Clockwork to sound pretty out of character, they usually don't speak all that much, and even when they do, it isn't fluently but oddly enough, in that classic robot-speak style (I say oddly, as I think the robo-speak clashes with their background).
    They usually don't speak at all, that's true. In one of the few canon cases where they do speak everyone seems really surprised about it. It's a mission where the Clockwork are luring you into a trap because you are a hero and the King hates heroes. I decided to have the Clockwork King talk through his minion because he wouldn't have a prepared written statement to give you at this point, and it was important enough for him to deign to speak with a filthy hero in order to save Penny.

    I agree that mission two is confusing at first but hopefully everything is clear enough by the end of it.
  8. Quote:
    Originally Posted by PoliceWoman View Post
    Consider a different color for the splash title "Captain Skylark Shadowfancy and the Tomorrownauts" than bright red, though; this color usually indicates danger.
    Seems like red is the most appropriate colour then.
  9. Quote:
    Originally Posted by Oneirohero View Post
    I don't think Martial arts as you put it fits into the Blaster's Secondary.
    Nonsense.

    Even bog-standard Martial Arts straight from the Scrapper list would work just fine with three stuns of varying effectiveness, a heavy-hitting KB, a pbaoe KD and an immob/slow. Replace Confront with for example "Koan", a ranged single-target confuse power, and we're golden. If that's too creative I'd be ok with a stealth power too, or quickness. Yes, it's fine to have the same or similar powers in more than one set. Just look at Willpower and Regen; Quick Recovery shows up in both.
  10. SKULLS_SUPERADINE_LAB

    It's one of the low-level maps hero-side. A cool warehouse with superadine vats and interesting stuff.
  11. All I want is acrobatic kicking to go along with the acrobatic shooting. Is that too much to ask? Preferably maximized for combining with dual pistols by not forcing redraw of the pistols. That's right, screw you Archery.
  12. Ooh, that's a good one, Vitality!

    And I'll sign this suggestion every time it comes up.
  13. FredrikSvanberg

    One A Day

    I just checked and the Mr. Yin I used is the same as the Mr. Yin standing inside his shop. The Mr. Yin we rescue from the lost has a more ragged appearance but that's not the one I used.
  14. FredrikSvanberg

    One A Day

    Thank you for your review. I had not thought about that old myth at all when I created it, but now that you mention it, it sure does have its similarities.

    I'll try to explain why I consider this arc suitable for the contest. All in my opinion, of course.

    Not knowing what will happen is part of making moral choices. If we knew the results of an action with 100% certainty it would just be a matter of mathematics. We are dealing with a couple of uncertainties here: what are the Lost going to do with Penny if we don't save her? What will the King do to her? Is the King bluffing about the other captured women? What will happen to our reputation if we save Penny, and what will happen if we don't?

    If the player knows his canon he can perhaps recall that Penny actually likes the King and doesn't believe he will cause her any harm. That might affect the choice. Others have argued that by giving her to the King she can always be rescued later once the kidnapped women have been freed. That might certainly be true unless the King has decided to put her brain in his jar to be with him forever - he's insane after all. We can't be sure he won't cause her harm or kill her by accident, even if he loves her.

    What it all boils down to is this: giving the girl to the insane King is not good. It's actually evil. Saving the lives of many by doing so makes it the lesser of two evils. That the girl to be "sacrificed" just happens to accept this choice as the best course of action as well does not change these facts, because we did not know for certain that she would until it was too late.

    My own personal morality shines through here of course; the correct choice is the one which doesn't cause the mission to fail.


    Quote:
    My Thoughts:

    - It appears as though you used the Westin Phipps model for Penelope's father. For some players, since Phipps is such a loathed figure, this might create a negative association with the arc immediately. At any rate, Penelope's father certainly bears a resemblance to Phipps.
    As far as I know I used the Mr. Yin model found under Store contacts. If that is actually depicting Phipps there is an error in the MA.

    Quote:

    - The way you segregated the different mobs in the first mission is very well done. Every time I have tried to do that with two different types of factions on the same map, the mobs have always ended up mish-mashed with each other.
    I noticed that the map worked very well for that purpose so I decided to add the Arachnos mostly to have more than just Clocks and Lost as enemies.

    Quote:

    - The writing is simple and the arc is fairly short. This isn't a negative for me, but it did leave me thinking it could have been fleshed out a bit more, even with the player's foreknowledge of the backstory. Given that there is time before the deadline for the contest, you certainly have the option of adding more if you feel it necessary.
    I'm sure it could but I wanted to get it done quick so I could get back to working on other arcs I had planned. I think the arc is pretty much complete. The only change I've made based on feedback so far is that I increased the time on the last mission to 10 minutes in order to give people with slow loading computers a better chance, and to give everyone plenty of time to read the mission introduction.

    Quote:
    - Played on my Widow as 1/+2/Boss/No AV. No problems with any of the factions. The set-up for the fight to free Penelope is a bit tough, but that is mainly because there are a couple of different groups of Lost in her vicinity and they all aggro at once, (or at least did for me).
    Sometimes she spawns in the back left corner of the room where I think four or five spawns are within spitting distance from each other. When she spawns in the front and center of the room it's not a problem.
  15. FredrikSvanberg

    Male Walk?

    Good thing super-women get the ability to walk that walk without discomfort as the second most common super-power.
  16. Quote:
    Originally Posted by Dr. Aeon View Post
    I hope you've all enjoyed this nice fireside chat with me. Now I'm going to have to excuse myself, I believe another hero is trying to throw around conspiracy theories about my Architect system - I'll need to squash the hero - er, calm the situation, quickly before it gets out of hand.
    I knew it! Mission Architect is PEOPLE! We've got to tell everybody!

    Also, what Chad and Eva said. I'm amazed how often the devs seem to over-react whenever we suggest something. My favourite example was when someone asked if we could get pool tables in our bases, and the dev in question started talking about how difficult it would be to program a mini-game like that, etc, etc. All we wanted was a piece of furniture...
  17. I approve. I would also approve of the energy melee Barrage animation, if that's the correct length.
  18. It seems to me that pathing took a turn for the worse when we got npcs marked on the map. Or maybe it's just that we can see exactly how they stumble around trying to navigate a pesky corner or a chair mysteriously glued to the floor, or a dangerous doorway. Either way I would also like better pathing.

    In one famously bugged mission we have to kidnap three hostages from the factory in Cap au Diable. These hostages follow us EVERYWHERE without error. They are supposed to stay at the entrance when we lead them over there but they don't. Instead they happily run along after us. If you use superspeed and superjump to try to lose them, they'll still come running after a minute or so. It's impossible to lose them. I wish they could fix these guys so they stayed at the door, and make all npcs behave like them otherwise.
  19. The only thing that could be necessary for this to work perfectly would be a longer mission list. Three is a bit short. Let us have at least 5 or preferably 10.
  20. Quote:
    Originally Posted by Equation View Post
    At this point, I think we should just agree to disagree on that one. I do however take your points into consideration, and might I add retconning Godwin's law.. PRICELESS!

    -Eq

    btw, are we showing off our arcs that we submit, or waiting until final judgement?
    I was editing my post so much that your comment about retconning Godwin's law makes no sense anymore. Sorry about that.

    The arcs will have to be published to be entered into the competition so they will be out there for people to see before the contest is over (unless you wait to the last moment to publish I suppose).
  21. Quote:
    Originally Posted by Equation View Post
    Why is time travel a cop out?
    The example given in this thread was that someone has a vision of the future where a child born today grows up to become a terrible person who brings suffering to thousands or millions.

    The problem with this scenario is that if the visionary is not always 100 percent correct then we can't know that the child actually will become this terrible scourge. It's possible that the vision is false, or that the fortune teller is lying, or insane. In either case it would be wrong to punish someone for a crime they have not yet committed and may never commit!

    However, if the vision is true and infallible and the visionary is known to always be correct then there is nothing you can do about it. The child will survive and become a monster no matter what. And if you can change that by merely killing the child, then the vision was false to begin with and the whole premise for going about to kill the child was once again based on lies or the ramblings of an insane person.


    Time-travelling is a cop-out because we KNOW the results of the past events; we live in them. We are the infallible fortuneteller by virtue of having seen the actual events already happen. However, should we decide to go back and change something our "vision" of the future becomes a lie and we can't justify our actions based on that lie anymore than we could justify our actions based on those of the infallible fortuneteller.

    To the people of the past we are just murderers, of a child no less, and all our claims about how the child would grow up to become a terrible leader and cause the death of millions are mere fantasies which can't be confirmed in any reasonable manner. And the millions of people we supposedly saved were not threatened by that child, they never were. Hitler as a child was harmless.

    Quote:
    Not saving a person from a death you know about is pretty evil...
    I know that a terminally ill cancer patient will die if she injects herself with certain chemicals, or if someone does it for her at her request since she's unable to do it because of the pain or some other reason, but I still won't save that person. You can't convince me that I'm evil for letting that person die.
  22. Quote:
    Originally Posted by macskull View Post
    this would eliminate the last holdovers of that system.
    That's why it's a good idea; let's finally get rid of the last holdovers of a boring and broken system.
  23. When I say "better" I mean "funnier" and when I say "I think" I mean "I think". So it's just my personal taste - everything's better with canon-related, in my opinion.
  24. I like using random maps, at least for some missions, because then I can replay my own missions without always knowing where every objective is likely to spawn. Makes for higher replay value if you ask me. Then of course it can also lead to weird spawns, missing spawns and stacking spawns, so naturally your mileage may vary.