Battles just leave everyone dead.


Captain_Freak

 

Posted

So if I put a "battle" in my mish, they just fight and leave everyone dead. There's nothing left for players. Also all the dialog (inactive, first spotted) gets played right away, the players usually don't get to hear it.

I've added a trigger for my battles. Now they have to accomplish an objective before the battles show up. Hopefully the players will run into at least one once the map clears out a bit.

But is there a better way to do this?

I'd like to have the mobs just "fake fight" until the players actually engage. Any way to do this?


 

Posted

Only way is to do an ally rescue, stage them with 'fight' animations... and then have the ally betray on rescue.



"City of Heroes. April 27, 2004 - August 31, 2012. Obliterated not with a weapon of mass destruction, not by an all-powerful supervillain... but by a cold-hearted and cowardly corporate suck-up."

 

Posted

From what I understand in the discussions during open beta, Play Fighting style battles aren't possible because they can't line the animations up between the two groups right. A lot of hand-fudging goes into play when they do these in the official missions, which the MA is not currently capable of.

I'd like to see this in the future, though, most definitely. Battles are a pretty useless tool; they don't always convey the dialogue, and they theoretically take XP away from the player.


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Posted

Yes, I understand that there's some technical issues with doing this, I was looking for some ideas how to fudge it.

For the long term, rather than "line up animations" just right, how about if the dev's turned on invulnerability until the players arrive. Then the AI could just attack as normal, but there would be no damage.

Just thinkin' out loud....


 

Posted

battles work if you open in a large room and they are right there - a boat sort of thing

also, dialog in general is messed up and often plays all at once - either when you enter, or when you trigger a boss.


 

Posted

Id rather have the option of a fake battle...... then they could attack the players. More dialogue options


 

Posted

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Posted

I too would like fake fights. I tend to use battles mostly on outdoor maps that I am depicting as battlefields.

I do not expect the players to be trying to clear these maps, only to grab the named targets and move on. The battles are mostly for color, for decoration, and to establish some characterization on the NPCs, and as ways to display text that will potentially be seen by players other than the mission leader.



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Posted

[ QUOTE ]
I too would like fake fights. I tend to use battles mostly on outdoor maps that I am depicting as battlefields.


[/ QUOTE ]

I think my "no damage" idea would work for this. If no damage occurs until, say, the players are perceived by the mobs, then the players can engage or avoid as they please, and it should work out.

There might be a niggle to drop the no-damage flag just before a long range attack by a player, but that should be accomplishable too.


 

Posted

What I've done is add a number of opposing patrols. As they encounter each other, they attack (though, they seem not to have much of a detection range for each other, as opposed to detecting ME).


 

Posted

[ QUOTE ]
What I've done is add a number of opposing patrols. As they encounter each other, they attack (though, they seem not to have much of a detection range for each other, as opposed to detecting ME).

[/ QUOTE ]

Thank you, I may use this idea too.


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Posted

I can't check this, since I can't get in game right now.

Can you set Boss Objectives to the "fake fight" emote? If so, set a boss of one faction, Surrounding Enemies to a different one, and set all of them to the sparring emote. It'll look like a bunch of guys beating on just one (on a full team, it will be a LOT of guys beating on just one), but it may do the trick.


@Roderick

 

Posted

[ QUOTE ]
So if I put a "battle" in my mish, they just fight and leave everyone dead. There's nothing left for players. Also all the dialog (inactive, first spotted) gets played right away, the players usually don't get to hear it.

I've added a trigger for my battles. Now they have to accomplish an objective before the battles show up. Hopefully the players will run into at least one once the map clears out a bit.

But is there a better way to do this?

[/ QUOTE ]

Really it's a matter of selecting the right map. The battle starts when the players come within a certain range. In maps that wrap around themselves, the battle will start two or three encounters before they can see it and it's usually over by then. On the right maps with the right placement, they will come across the battles as they happen or at least be in visual range when they start. Trial and error is the only way to figure that out unfortunately.


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Posted

[ QUOTE ]
[ QUOTE ]
So if I put a "battle" in my mish, they just fight and leave everyone dead. There's nothing left for players. Also all the dialog (inactive, first spotted) gets played right away, the players usually don't get to hear it.

I've added a trigger for my battles. Now they have to accomplish an objective before the battles show up. Hopefully the players will run into at least one once the map clears out a bit.

But is there a better way to do this?

[/ QUOTE ]

Really it's a matter of selecting the right map. The battle starts when the players come within a certain range. In maps that wrap around themselves, the battle will start two or three encounters before they can see it and it's usually over by then. On the right maps with the right placement, they will come across the battles as they happen or at least be in visual range when they start. Trial and error is the only way to figure that out unfortunately.

[/ QUOTE ]

This, unfortunately. On one of my arcs, I managed to position it so that a certain battle is right in front of an elevator, so the player enters the range to trigger it as they enter the range to see it. At the moment, though, it's nothing but trial and error.


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