Green_Fox

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  1. Green_Fox

    Boss Questions

    Soooo...I'm having this issue with a Boss setup that I'm sure others have tried and I'm curious as to whether or not there is a work-around or suggestions. Ultimately...I can rework the mission to compensate for no Boss...but I would really like to avoid that.

    Ideally what I wanted was a Boss that makes an appearance, does some dialog when he the characters are in range (i.e. they spawn him), and then "disappears" when he becomes aware of the characters, triggering a "Clue". He is not part of the Mission Complete objective, there was going to be no fighting (just recognition) and then he's out. To work around this...because the system just doesn't seem to have the options to do this...I've done the following and run into the following:

    - I originally set the Boss to spawn off a Collectible...however this was causing his Dialog to screw up. He wouldn't say his "Unaware" dialog until he was also saying is "Alerted" dialog. With this in mind, I switched him to spawn on start. Now he'll say his "Unaware" dialog when the characters are close enough (i.e. he spawns) so the dialog sequence is functioning correctly...but now I run the risk of having the players "miss a clue".

    - The Boss is a custom character with "Extreme" defense to avoid Holds & Slows (VERY disappointed that this can only be done on "Extreme" setting btw). His Melee is set to Easy for low offense as I just want him to run. He's set to Flee @ 75% Health...because if I set him to Flee on spawn...the characters will run into him AS he's trying to get away. That's just awkward. He always seems to spawn with a person as well...can this be changed at all so he spawns alone?

    - I want him to "drop a clue" when he either a) escapes or b) starts the flee objective, but it doesn't look like this is possible.

    The biggest problem that I'm running into is the issue where, people will inherently want to chase down and kill the Boss even though it's not an MC objective. I've tried giving Flight so he'll run away "faster", with a high (Extreme setting) defense so Holds and Slows don't stick...but...he gets stuck at the door for about a minute because he flies up to it and the door won't accept him "flying out". Because he won't attack, I've managed to kill him more then a few times. I can change him to "Run" only and that will fix the door issue, but then there's a higher chance the characters may kill him. Then there's just the fact that, because people will want to chase the Boss, there is a chance they will "Fail" the mission because it IS timed.

    So...yeah...suggestions?
  2. Cool...I'll try that. Wish they allowed suggestions for MA here though...makes a bit more sense.
  3. If custom critters give more XP then they're non-custom counter parts BECAUSE they have the extra "juice"...then I'm actually fine with them. I like that they are somewhere in between Players and normal NPC type mobs.

    I would love to see an option to make them that "easy" though so a player can choose whether or not that want those "bonuses" on or not.
  4. I was actually just wondering if there was a "MA Suggestions Thread" in this mass that is Farming complaints. Can't seem to find one "unified" thread to use.

    I guess if there isn't, feel free to add suggestions here?
  5. As far as I can tell, there is no holding light unfortunately. There's a LOT of elements that are missing from MA, but think of this as v1 of MA (because it is). Hopefully they'll add things like that in the future...hopefully.
  6. Basically, yes.

    My original plan was to have something like a 2-3 mission arc. On the last mission, there would be a "hidden" Object (can you physically place objects where YOU want?). If the player/players actually found said object, then they would have access to a "locked/hidden" 5-mission arc. That's the only way to access this "hidden" arc. From the sounds of it though...I won't be able to do this. *sigh*
  7. So I haven't fully messed with the system yet, but I'm wondering if there's a way to "get item" in one mission that will "Unlock" a new mission on a different Arc. I looked at the "Collect an Object" settings and couldn't find anything in there. I also tried looking at the "Clues" section of the creator.

    I'm pretty sure it doesn't exist, but I'm interested to know if anyone might have found a way to perform this.
  8. SG Name: Super Friends of America
    SG Leaders: Green Fox & Brynn
    SG Website (if any): None at this time
    SG Recruiters: Green Fox, Brynn, and a few others
    Teamspeak/Ventrillo Server: Ventrillo
    SG Peak Hours: 8pm - 12am PST on weekdays. Weekends kinda vary. Few morning players, few night players
    Other Info: Small group of people that work together that finally started a Supergroup on Heros looking to expand to get some more active players. Have started a Base with small amenities. All in allÂ…laid back group of good people. Warning: This group contains adult situations & languages (We can be rather rude and crude, but all in good humor) XD