Custom critter idea that would fix many issues
SIGNED
I would also like to add that it would be very helpful if you could check certain enemies as "Enabled" or "Disabled" for particular missions. So like if wanted a mission against Arachnos, but with out Night Widows, I could just Disable them for that mission! I think a lot of people could find it useful for tweaking missions, perhaps keeping weaker enemies in early missions and then stronger ones in the later missions of their arc.
My only concern is that what happens if someone labels every enemy as 'one per spawn', and takes a big team out?
What if there's only that one enemy with 'one per spawn', and takes an 8-man team out on the field? Will they just encounter mobs of 1?

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My only concern is that what happens if someone labels every enemy as 'one per spawn', and takes a big team out?
What if there's only that one enemy with 'one per spawn', and takes an 8-man team out on the field? Will they just encounter mobs of 1?
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They could add a check that makes sure there is at least 1 mob for each rank and level range that is NOT flagged "One per spawn" to prevent that.
/Signed a bajillion times. I just spent over an hour trying to find a way for a friend to have a mission where where a specific mob spawns (one of) guarding a captive, but there was no way to guarantee he would spawn which would prevent multiple of him.

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My only concern is that what happens if someone labels every enemy as 'one per spawn', and takes a big team out?
What if there's only that one enemy with 'one per spawn', and takes an 8-man team out on the field? Will they just encounter mobs of 1?
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Yes. Like any feature of the MA, it would have to be used well to make the mission more enjoyable.
Issue 16 made me feel like this.
Warning: This poster likes to play Devil's Advocate.

I like this idea a lot. It'd also allow us to have boss ambushes where it's just the boss with no friends along for the ride.
Freedom: Blazing Larb, Fiery Fulcrum, Sardan Reborn, Arctic-Frenzy, Wasabi Sam, Mr Smashtastic.
yes please.
/signed.
this would make things much better for me and the arc im working on.
I like this idea a lot. I'd also like the ability to make it so certain custom critters were not allowed to spawn randomly. For example, if I create a boss critter who's supposed to be an ally in a single mission, but save it to the same group as the normal ones, it wouldn't spawn randomly in groups in those missions.
Oh heck yeah I am so behind this idea
The only thing that I really wanted to do in my main arc, and wasn't able to figure out some other just as solid technique for, was have a specific Elite Boss spawn as an ambush. I very much agree with this suggestion.
As for the idea of flagging certain enemies to not appear... what I do is make a custom group with everyone from the regular group except the ones I want to exclude, and then change the group name only slightly. A period or a space, a lowercase L instead of an uppercase I, etc.
@Eisenzahn
GW2 - Melchior.2135
AIM - Euroclydon23
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There's one thing that could be added to the custom critter creator that I'm pretty sure would both allow us to make more robust custom groups, and solve several limitations of the architect at the same time. It's the ability to flag critters as being "one per spawn." There are already standard critters in the game that have this feature; for example, you will never encounter a Malta spawn with more than one Sapper, no matter how many teammates you have or what your difficulty is. (Before you say, "No way, I'm sure that's happened to me before!", you probably just experienced two separate spawns very close together.) This would do several things: it would allow us to create particularly difficult mobs without players getting screwed over when they get unlucky and have entire spawns of them, thus enriching custom groups as a whole.
It would also enable us to put unique enemy characters into mission objectives other than Boss objectives. Right now, if you create a custom group and put only one mob in that group, attempting to use it for objectives and details such as patrols or hostage spawns, you'll get a mass of clones of that character wandering around or guarding the hostage. If we could flag mobs to only spawn once per spawn, it would let us do things like have Statesman being held hostage by Lord Recluse and not some random Arachnos, or have Back Alley Brawler himself ambush you in a map. This change would greatly enrich the mission architect, while only slightly increasing the size of our arcs. (Ideally all that would have to be added to our files is a single character for each mob that you want to be unique.)
Issue 16 made me feel like this.
Warning: This poster likes to play Devil's Advocate.