Syntal Maritho

Citizen
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  1. Used 34GE-ZNUM-X3JQ-WN9A-XVLD from the first post. Cool!
  2. Syntal Maritho

    Epitath

    I've been putting off screen capping my characters, saving everything, and such, since that would mean that it's really ending. I think I ought to go do that.

    Maybe tomorrow. Or the next day.
  3. *This thread is not the place to argue over the state of Mission Architect. Please move those conversations elsewhere.*

    A lot about CoH has changed since the Architect has come into play. With i23 coming out soon, there will be many new enemy groups to choose from as well as a few maps. While I appreciate the sentiment, it's really not enough.

    I propose that the Architect be updated in these ways:

    More power sets for custom characters (the new ones like titan weapons or beam rifle, as well as some of the non-set powers like throw rock, but the latter probably wouldn't happen for balance issues)
    Longer clues/souvenirs
    Enemies that are friendly at first and at some point turn on you, and vice versa
    A "tear-gas" objective that kills every enemy on the map
    Constant ambush waves for a period of time, such as in Who Will Die 1 (it could be used to have an escort brought to an object and then the player has to defend it from waves over the course of a few minutes, for example)
    Many more unique/outdoor maps (WWD is a good source, but SFs/TFs and iTrials would also be nice)
    Mission branching (likely would up the data cost quite a bit, so probably not)
    Captions
    Cutscenes (probably not do-able, but they'd be nice anyway)
    Musical cues

    Now, given that not all captions, cutscenes, or cues occur in direct relation to objectives but location, this segues into my next proposal:

    Greater freedom of placement

    For example, we could designate specific locations to initiate captions and the like, rather than on objective completion. The option to have them on objective completion would still need to be added, though. I would like to be able to have the mission contact tell me about all the Ghouls below me as I cross a bridge over a section of tunnels, not as I click on a glowie after I've crossed it.

    I know that we can't have objects and bosses in specific locations because of the potential for farming, but to be honest, farming's there anyway. Regardless, placing objectives manually would probably just increase that, so to allow for manual objective placement, I suggest

    RP Mode (name subject to change, obviously).

    A lot of roleplayers use the Architect to make their stories more solid and enjoyable (not that text-RP isn't fun, but with a lot of people it can drag on for hours like Monopoly. Many know this already). RP Mode would be a mission parameter that would let architects place everything in the mission that they want. Devs would never allow this, so as a compromise there would have to be no experience gained from it. This is only an option, so roleplayers are still free to make normal missions but with less ability to direct players. It's a mission parameter so that the other missions in the arc can allow for experience gains and not have the penalty spread across the whole arc and make players believe they are wasting their time. I think that many roleplayers and storytellers would adore this option.


    I know a lot of these changes would require a lot of pain on the part of the developers. I don't need these updates now (as much as I would like that), just to know that they are thought of. Essentially, I would like to be able to have the level of control that official mission creators have. The Mission Architect is a great tool; I just want it to be better.