Boss Questions
How about make the boss an ally and then have him not help in the mission. He will say his lines and hten happily stand there.
Set the boss to flee at full health. Spawn him at the front of the mish. Give him WP:Extreme
Flee at full health. Give Ninjitsu. Spawn on glowie.
You'll always see the 'not aware' text, and eventually the 'attack player' text, depending on the map size. Shouldn't be seen by the player unless they have good perception.
Freeedom
H: Victra Defile (Rad/Dark) & Hot Hits (Fire/SD)
V: Spike Cream (NW) & Crescent Wind (Nin/Storm)
Sub Hero Inc ARC: 1541
--If you don't like what I have to say, it was probably a typo you are refering to.
Another Ninjitsu move is to give it to a non-combat ally that spawns on glowie (no protection mobs this way) and runs for door. They will have up to three lines of text. The player has to mouse over to see them, and even if they do, they are just an invisible outline and cannot be attacked.
That's all I can think of.
Work with the tools that you have, not the ones that you wish you had.
Freeedom
H: Victra Defile (Rad/Dark) & Hot Hits (Fire/SD)
V: Spike Cream (NW) & Crescent Wind (Nin/Storm)
Sub Hero Inc ARC: 1541
--If you don't like what I have to say, it was probably a typo you are refering to.
Soooo...I'm having this issue with a Boss setup that I'm sure others have tried and I'm curious as to whether or not there is a work-around or suggestions. Ultimately...I can rework the mission to compensate for no Boss...but I would really like to avoid that.
Ideally what I wanted was a Boss that makes an appearance, does some dialog when he the characters are in range (i.e. they spawn him), and then "disappears" when he becomes aware of the characters, triggering a "Clue". He is not part of the Mission Complete objective, there was going to be no fighting (just recognition) and then he's out. To work around this...because the system just doesn't seem to have the options to do this...I've done the following and run into the following:
- I originally set the Boss to spawn off a Collectible...however this was causing his Dialog to screw up. He wouldn't say his "Unaware" dialog until he was also saying is "Alerted" dialog. With this in mind, I switched him to spawn on start. Now he'll say his "Unaware" dialog when the characters are close enough (i.e. he spawns) so the dialog sequence is functioning correctly...but now I run the risk of having the players "miss a clue".
- The Boss is a custom character with "Extreme" defense to avoid Holds & Slows (VERY disappointed that this can only be done on "Extreme" setting btw). His Melee is set to Easy for low offense as I just want him to run. He's set to Flee @ 75% Health...because if I set him to Flee on spawn...the characters will run into him AS he's trying to get away. That's just awkward. He always seems to spawn with a person as well...can this be changed at all so he spawns alone?
- I want him to "drop a clue" when he either a) escapes or b) starts the flee objective, but it doesn't look like this is possible.
The biggest problem that I'm running into is the issue where, people will inherently want to chase down and kill the Boss even though it's not an MC objective. I've tried giving Flight so he'll run away "faster", with a high (Extreme setting) defense so Holds and Slows don't stick...but...he gets stuck at the door for about a minute because he flies up to it and the door won't accept him "flying out". Because he won't attack, I've managed to kill him more then a few times. I can change him to "Run" only and that will fix the door issue, but then there's a higher chance the characters may kill him. Then there's just the fact that, because people will want to chase the Boss, there is a chance they will "Fail" the mission because it IS timed.
So...yeah...suggestions?