Need more varied/better missions


Blitz_Mayhem

 

Posted

A post by Statesman many moons ago indicated the concept of Archnemesis or personalized enemies was coming. It will take a while to implent.

As I said in a previous post cryptic is a small company. They produce quality when they don't try to do too many things in an update.

The only thing people should do when they get bored is to take a three month break to play another game. Even stand alone console games get boring if you played it for two months.

It doesn't matter how good the game is it is a fact of life it will become monotomous (spelling incorrect). This is why people take vacations from work or do things without their kids.

You can have the best job in the world that people would kill for but you would want to take a break from it after a couple of months.


 

Posted

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I would love to take one of my chars, and specialize in, lets say the Tsoo. I choose contacts who give only Tsoo related missions, who, in turn, introduce other Tsoo contacts with more misisons. The arcs correspond with my level and are playable until I reach the end of the Tsoo storyline and fight its boss AV--no more outleveling a villain group you love to fight! Your character becomes that villain group's most feared adversary.

A beginning, middle, and end of a storyline, plus personal involvement with a bunch of bad guys you love to hate. This is what makes a fun storyarch.

...


Long post. I get carried away a bit. I love this game, you see, and see so much potential in it.

What do you think?

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i like the idea! And at the end of the storyline you get an accolade that gives you more taunt to that villain group and a activatable mag 2 or 3 fear power that only effects that villain type. (because htey hate you more, but at the same time the minions are more afraid of you.)

That would be cool.


 

Posted

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You are a 100% correct. We need to find a way to communicate the story better to the players (not just the mission holder).

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Statesman, have you, or anyone on the dev team, ever played Freelancer?
One of the nice things about that game was that you had a journal, and prectially every mission your character did was logged into the journal, which you could go back and read at your liesure, whenever the mood struck you.
It seems like this would be simple enough to implement in this game, after all youall ready have a summary of the mission and its outcome, all youd need to do is find some way to link it to a character upon completion.

P.S.: I just remembered a mission that would be a GREAT candidate for refurbishing- about a week ago, I was offered a mission regarding Nemesis setting "nano-assemblers" loose in an office building, and how I had to stop them before they deconstructed the entire building. I was really psyched to do this mission because of the description, in fact I almost took it even though it was a timed mission that requred 3 others to complete- then I realized, it just meant we'd be clicking on 4 of the tech lab disco lights at the same time, instead of some actual, dynamic Nano-Assembler. A huge boost to the mission would have been if the nano-assemblers were some sort of unique mob (heck, they could just be Jaegers with a new paint job) that had to all be defeated in a few seconds of each other, or they'd self-rez. Now THAT would have been a memorable mission.


 

Posted

Hee, what about a sadistic mission designed to aggrovate players. Snatch one of the team upon entering the map and put them in a cell (or a room by themselves where'd they could pass time shooting, say, Ritki monkies or something). If the rest of the team didn't rescue their team mate in an allocated length of time, the individual would die, and to reflect their failure, the rest of the team would lose influence (as the city would be looking down on them, lol). To make it fair to the imprisioned person though, the debt incurred wouldn't be as severe as a normal death, but it would still be felt.

I don't expect anyone to agree with my idea, but I felt the need to give a totally unique one, practicality and fun be damned. At least there'd be real consequences.

I'd love to have a way to delete contacts, or at least, organize them better. I currently only have one active one (who's not poiting me to anyone new), since by the time I got around to visiting the loads I had, I'd already out lvl'd their missions.

Now it's confusing figuring out who's active and who's not, and who I can continue to ignore. I'd love to have a 'Old Partners' tab to move them to once I was done with them.

I really like the idea of a journal too


 

Posted

I would try to set up some kind of instanced indoor contact who would be, at least for the duration of a story arc, valuable. Maybe they sell the next larger size inspirations than ordinary contacts. Make them worth knowing. Give them a personality. They might be behind a door that can only be opened by someone running the arc.

Then, at some point during the arc, she disappears! Or you open the door of her office, and you are greeted instead by a mob of Skulls! The Skulls have finally gotten to her. This launches a chained mission in which you interrogate Skulls, find the hideout where they are keeping her, and when you do the rescue, you aren't rescuing 3 Generic Victims, or just finding Glowie McGuffin, you are rescuing a valuable ally, someone with whom you or the team have an ongoing relationship.

You might make these timed missions with the possibility of failure. Failure means losing that contact; success means she remains available in the rest of the game.



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