MA option: Environmental effects/hazards


Aett_Thorn

 

Posted

First thing I want to get out of the way - this is not a request for weather.

The idea came as I was hopping around Port Oakes to get to a mission. Looking down, seeing it'd be a *really* good idea to adjust where I was going to land because of puddles of oil just about where I was going.

So the thought came to me - "Me, wouldn't it be interesting to add something like that to mission maps in AE?"

Proposal -

Just like you can set ambushes, boss fights, etc. have a selection for "environmental hazards." Have a lab map that handles dangerous chemicals? There can be toxic "puddles" around. Going after a damaged mechanical threat? Oil. Going after an Outcast-style mutant? Fire, ice, even (small) quicksand patches.

Options would be "Light, medium, heavy" which would control the frequency with which you'd encounter them.

(Later alternatives could also include such things as, say, plants taking over, doing a slight slow plus toxic damage, or broken machinery doing Lethal (sharp edges) plus Electric.)

These would, of course, affect both players and NPCs.


 

Posted

Heck, even just adding the effects that can already be in missions would be great.

The Ghost missions in Croatoa (I think it's these missions) have some clouds as you go through them that lower your accuracy and speed.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

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Heck, even just adding the effects that can already be in missions would be great.

The Ghost missions in Croatoa (I think it's these missions) have some clouds as you go through them that lower your accuracy and speed.

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Seriously?



 

Posted

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Heck, even just adding the effects that can already be in missions would be great.

The Ghost missions in Croatoa (I think it's these missions) have some clouds as you go through them that lower your accuracy and speed.

[/ QUOTE ]

Seriously?

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Yep. The fog map, I believe.


 

Posted

[ QUOTE ]
Heck, even just adding the effects that can already be in missions would be great.

The Ghost missions in Croatoa (I think it's these missions) have some clouds as you go through them that lower your accuracy and speed.

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And perception too, I think. At least they used to.


Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.

 

Posted

Yes, they blind you while you're in the fog.


This is a great idea. I can think of any number of environmental hazards to put in missions. Unfortunately, if they gave us this option my arcs would never get above 1 star, because I'd be mean about it.

Caltrops EVERYWHERE, with fog in between, and Custom enemies with Archery or Assault Rifle and Ninjitsu.

You would all hate me.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

It might work to be able to replace clickies with the environmental effects, that way they're not going to replace or interfere with normal mob placement.

The biggest problem I can see is, if you fill the mission with patrols and environmental hazards, how are you going to prevent enemy groups from going into the environmental hazards and either weakening or outright killing themselves? Probably the best solution as I see it is to just make whatever power effects the environmental hazards activate have an attached afraid effect to "encourage" critters to get out of it if they do find themselves in it.


 

Posted

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The biggest problem I can see is, if you fill the mission with patrols and environmental hazards, how are you going to prevent enemy groups from going into the environmental hazards and either weakening or outright killing themselves? Probably the best solution as I see it is to just make whatever power effects the environmental hazards activate have an attached afraid effect to "encourage" critters to get out of it if they do find themselves in it.

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A built in fear effect sounds good. Another idea is to give the effects the ability to be set to either an Enemy or Rogue faction so that enemies will be immune.