Live Villainy
I'm a bit confused by some of your terms. You seem to be using the term "non-NPC villain" and "minion" interchangeably on some places.
Or are you talking about a player actually being behind the so-called "main villain" and each "minion"? I can't see myself ever doing anything like that.
Such "hide & seek" might be fun if you had enough people interested in looking for you - but what if no one comes?
It also sounds like a lot of annoying chatter ("taunts") in broadcast that people not interested in hunting for the PC villain would detest.
All in all, I think this idea needs a lot of refining, but it doesn't sound like a mini game I would want to play.
Altoholic - but a Blaster at Heart!
Originally Posted by SpyralPegacyon
"You gave us a world where we could fly. I can't thank you enough for that."
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Or are you talking about a player actually being behind the so-called "main villain" and each "minion"?
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Yes, there would be a human player for each villain and minion, say 3-5 in total.
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Such "hide & seek" might be fun if you had enough people interested in looking for you - but what if no one comes?
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Any mini-game/contest bears that risk.
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It also sounds like a lot of annoying chatter ("taunts") in broadcast that people not interested in hunting for the PC villain would detest.
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Another risk. Costume contests bear the same risk. An occasional taunt can't be any worse than the endless, mindless advertisements for AE farms.
One of the things I'd like to see in the game is a live villain, i.e. a non-NPC villain who taunts and challenges heroes in some way. I have an idea about how this might be done within the limitations of the game engine. It involves using characters created hero-side as villains.
First, we need a main villain and some minions. In Atlas Park, each minion is stationed next to various mobs in the act of committing a crime. For example, there's always a mob trying to break into a car; a minion could stand with that mob and do the cheer emote. The catch, of course, is that the toon would have to be high enough level not to aggro the mob, but this also has an advantage that I'll get to in a bit.
Now a Riddler-style main villain would taunt heroes in broadcast and give clues as to the whereabouts of his minions. The aim of the heroes is to catch his minions. Now given that there is no PvP in Atlas, I'm thinking one way to indicate that a minion has been caught is to give him an inspiration. The first hero to give a minion an inspiration is the one who catches him--and that's easily verified by looking at the log and seeing who gave it to him. For added fun, the minion could do the hands up emote. Now here's a twist: if this is only a contest for lowbie toons, when the lowbie approaches the minion, he will aggro the mob--thus triggering the minion's own henchmen, while the minion attempts to escape.
The upshot is that this uses a combination of hide-and-seek and tag to bring live villainy into the game. Ideally, of course, there would be rewards for heroes as there are in costume contests. I don't know how workable this all is--there are certainly some bugs to work out (e.g. will the minions only be limited to sprint in order to run from heroes?), but I thought I'd throw the idea out there--assuming it hasn't already been discussed somewhere.