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Posts
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Joined
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The mission is a riff on one of the higher level missions where you go to fight malta and find random skulls wandering around trying not to get killed.
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Both the ones in my signature are suitable for lowbies, though MAGI will be getting a revamp in the next few weeks. (It's not bad, it's just that it was my first arc, and it shows.)
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Most of my published stuff (apart from the two in my sig) are for my RP supergroups and tend to be cycled out once a week as the next installment gets played.
I write each installment based on discussion of the previous one and anythign that gets done on the forums in-between play sessions.
I'm always vaguely amused (and pleased) when I get stranger feedback on them because I've managed to make something that's enjoyable even if you don't know the backstory. -
It does look really daft.
It would possible look less daft if he didn't have a full spandex mask on - i.e. if he was showing hair, but as it is... meh. -
I try and remember to read everything. I put in text for everything. (I admit I'm a bit lax on my SG only missions, but that's because the people intended to be playing them have the background on the NPCs etc already)
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Add a detail that involves a group that caps where you want. If you can't work it into the story, make it an unguarded non-required hostage and tie it to the final required detail - the players will probably never notice it.
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<QR>
Played Time Loop, rated 3*s
Overall a neat concept executed about as well as the engine allows. Good use of patrol and boss dialogue.
The problem with time travel/loop stories of that sort is that they really need to allow the player to be clever and break out of it early if they work out what's going on - something that the current engine just doesn't allow.
The only thing I could suggest is that you reward the player with a clue for looking at the computer or taking out the right boss before they're told to. -
Captain Cosmic - not exactly a big secret to use a detail of the requested level range to force a map into spawning how you want.
I doubt that anyone who's been making missions (especially missions for their SGs) hasn't already discovered it. -
I think he's got parts 1 and 2 up and ready, part 3 is up but still under construction I think.
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I haven't played it, but someone I know is working on a big epic D&D style fantasy thing. His global is @WillT
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Here's something short I've published with my EU account.
One shot wonders: Rescue Wreckless Jo
Name: @RedKnight
Arc ID: 128214
Synopsis: A rookie superhero, Wreckless Jo, is about to get in over her head. Her brother, Combat Rock, has asked you to rescue her.
One mission, Malta. -
Devious, thanks for the in-depth analysis - nice to have a review I can actually use to improve things.
Will get on with considering what changes to make shortly and post a detailed response later.
This was my first arc - in between it and gutters I did a TF style thing for my SG and a currently non-published one-shot to properly play with custom groups.
re: Caves - anyone put off by those - they're not randomised, you will find no layer cake. -
Firstly, the players never see the contact's group info, so they can be in a seperate group rather than one of your others ones, and secondly, the phrase Enemy Group basically means NPC group.
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I'm all for a handful of top level tags - the genre ones seem to be trying to do a job that the mission description + list of enemy groups could handle
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The problem with cutting it down to three letters is that the search engine is so stupid that you get an insane number of false positives.
If the engine didn't ignore non-alphanumerics it would be a lot easier to use shorter acronyms or even real words. -
Pondering - maybe a tag for missions that specifically use the AE as written?
AEMA maybe?
Or too niche? -
What about EU based players with US accounts, given that Steam is region locked? Will it be tweaked to support us?
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All my arcs are now tagged. Amused to see that whilst there's lots of SFMA, there are precisely two VSMA.
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re: SG only arcs, I only publish them as needed, though they stay up until I need the slot again, and their description clearly labels them as being for the SG. Though apparently an additional 7 people, 6 of whom weren't 5 starrers liked one of my SG only arcs, so pondering genericcing it.
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You could fake it by using two arc slots per choice - choice A - they continue with the existing arc. Choice B the text tells them to quit their existing arc and go play arc #arc_id instead
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I've used an obejct as a contact to represent the character's own planning rather than something telling them what to do.
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You make them all as seperate details, then set the plural text to be identical for each item. This even works with different detail types.
For instance if you give some collections and some captives the same plural text of 'captives to rescue' they all appear as the same objective. -
Rebel - already noted that you can stick your bosses in their own group, but it is clumsy.
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Hi, since you seem to give the most useful feedback out of the various people reviewing (MAGI got 3 stars from Talen and Venture, but I couldn't actually find one clear point to improve from their reviews, whereas, even with 5 I found tons of stuff to improve with your one of Gutters) I'd appreciate it if you could have a look at 2409
Arc Name: Mystery of the MAGI vaults
Arc ID: 2409
Author: @Madcat 88
Number of Missions: 5
Description: Tired of taking the blame for the thefts from the MAGI vaults, Azuria has come up with a plan and contacted you to help her.
I'll load up a character with leadership and give Dark Dragon a proper play through this evening.