Turncoat captive?


Decorum

 

Posted

In the lead up to the release, I could have sworn that it was mentioned that we could set up a mission that would include a rescued captive that would turn on the player.

Now that I'm trying to incorporate that into a story, I can't seem to figure out how to do it. Was I imagining things?


Mr Energon

Confirmed altimaniac.

 

Posted

It's under Escort, not captive. Subsection "Betrayal". Although I think I saw it mentioned that if you set Captive to "Enemy" they turn on you, but I haven't looked into it to verify that.


Dec out.

 

Posted

I have a couple of questions about this feature. I incorporated it into the first MA story I wrote and I found what I perceived to be a few problems with it, but I thiught I'd ask here in case I was just over-looking something.

1) If I set the hostage to "Non-Combatant" or "Pacifist" or whatever the setting is that keeps them from fighting ambushes on the way out, they get to the end, mouth off, and then just stand there. Is there a way to keep the hostage from helping their rescuer on the way out, but then still get the hostage to attack the rescuer?

The betrayal is already a surprise (I hope), but I'd like for the rescuer(s) to be weakened by having to fight their way out, and also not necessarily know what to expect when the turncoat attacks them. After all, that's the way a real traitor would think - act weak until the opponent is at their most vulnerable, and then attack.

2) The only way I have found to force the rescuer to fight the turncoat is to add another mission objective that is triggered by sucessfully leading the hostage out. The problem with this is that even though I know what has to be done next - because I wrote it - I find that it is not at all easy to figure out why the mission hasn't ended once you've defeated the turncoat. I have tried to spell out VERY clearly in the clues and the navagation text why the mission hasn't ended, but I fear that people who don't like to read will 1-star me because they couldn't get the mission to end.

Is there any way to set the mission objective as the defeat of the turncoat instead of the successful rescue of the turncoat without giving away that s/he is a turncoat from the get-go?

ETA: I know that I can set the mission objective as the successful rescue of the hostage. That will cause the mission to technically end when the hostage gets to the door, even though they will still attack the rescuer(s) (if they are set to be "Aggressive"). The only problem with that is, the attack takes a few seconds to trigger so if the rescuer reflexively exits when the music plays, or if the rescuer decides to exit before defeating the turncoat, then the mission-end text and clues make no sense.

So I guess question 3 would be: Which do you think be received worse by the discriminent MA-user - a not-entirely-obvious reason why the mission didn't end, or the mission ending and you accidentally or purposely exit before the payoff?

Thanks!


(Sometimes, I wish there could be a Dev thumbs up button for quality posts, because you pretty much nailed it.) -- Ghost Falcon

 

Posted

Sorry for the double post, but I just thought of something that could solve problem #2 for me.

You know how in certain missions you'll find a glowy that you can't access because you don't yet have the key, or haven't yet kidnapped the scientist who knows how to use it? Can we do that in MA? The problem with my mission end scenario is that the way it is currently written, the object you have to go back for at the end, doesn't spawn until you lead the hostage out, so you defeat the hostage and then you're like, "MacGuffin? What MacGuffin? I didn't see any MacGuffin."

If there was a way I could spawn the MacGuffin (and make it glowy) ahead of time, but not allow interaction with it until the hostage is rescued, then the player might realize, "Oh, NOW I have to go back for that thing I saw earlier."


(Sometimes, I wish there could be a Dev thumbs up button for quality posts, because you pretty much nailed it.) -- Ghost Falcon

 

Posted

Alas, Escorts can be lead to the Exit, but that's it. We can't spawn glowies to escort them to. Hopefully, we'll be able to later on, as that happens quite a bit in normal missions.


Dungeoncleaners! (ID#125715): Slay the Adventurers! Rescue the Monsters! Return the Treasure!
Peppermint Cat-- Lv50 Mewtant Ice/Eng Bls

 

Posted

This may just be a matter of semantics, but I don't want to take the hostage to the glowie - I want to take the hostage to the exit, but prevent interaction with the glowie until that objective is accomplished. In other words, I don't want the hostage to interact with the glowie, I basically want a "Key" to the glowie to trigger after the hostage has been lead to the door.


(Sometimes, I wish there could be a Dev thumbs up button for quality posts, because you pretty much nailed it.) -- Ghost Falcon

 

Posted

Is it possible to put the glowie at the door, and when they click on it, have the error dialog say that they need the passcode so-and-so has in order to access it?

Then, when the turncoat is led to the door, the glowie is there and it all meshes.


 

Posted

That's what I'm asking, Dr_Occult. I'm hoping someone with more MA experience can tell me if that's possible. I wouldn't necessarily want the glowie right at the door though, because a team could have one member click it and end the mission without defeating the turncoat.


(Sometimes, I wish there could be a Dev thumbs up button for quality posts, because you pretty much nailed it.) -- Ghost Falcon

 

Posted

The only way would be to spawn the glowie as a "after X" action, where X is the hostage escort. Sadly, I don't think this is available currently in the MA system (you can see what I'm talking about if you look in the ambush/boss fight sections where it has a "this objective created when..." dropdown).


 

Posted

Yeah, the clickable object isn't something you can spawn as a trigger. It looks like they all have to be spawned right away, though the defendable/destructable objects can be trigger-spawned. <_<


Dungeoncleaners! (ID#125715): Slay the Adventurers! Rescue the Monsters! Return the Treasure!
Peppermint Cat-- Lv50 Mewtant Ice/Eng Bls

 

Posted

[ QUOTE ]
The only way would be to spawn the glowie as a "after X" action, where X is the hostage escort. Sadly, I don't think this is available currently in the MA system (you can see what I'm talking about if you look in the ambush/boss fight sections where it has a "this objective created when..." dropdown).

[/ QUOTE ]
No it's available - that's how I have the mission designed now. The problem with it is, when you're going through the mission, you never see a glowie. So when you escort the hostage out, the mission doesn't end, because the hostage starts attacking you. Then when you defeat the hostage, the mission still doesn't end.

I'm afraid most people will think it's bugged and give me a low rating, because while the clues are very clear on why the mission hasn't ended, you have to actually READ the clues, something that I will admit I don't always do. I just thought it would be easier if you could see the glowie during the mission, and it would say, "Come back to me later" in some way, and then at then end you remember you have to go back to the glowie rather than know to run off to find a glowie that wasn't even there your first time through the mission.


(Sometimes, I wish there could be a Dev thumbs up button for quality posts, because you pretty much nailed it.) -- Ghost Falcon