Mastermind Pet groups


Rial_Vestro

 

Posted

Currently in MA there is a selectible NPC group known as "Pets" which includes ALL of the Mastermind pets and for some reason a few random other NPCs who I feel shouldn't even be in that group.

On a side note I do feel that each Pet group should be seperated into it's own catigory. Necromancy, Robotics, Mercinary, Ninja, and Thugs. By seperating them it would allow a few more options for mission creator.

I myself have 5 different Masterminds and I kinda want to have their spicific missions filled with just their own pets not their pets and everyone else as well.

For some of my masterminds I could actully take away their ability to summon pets entirely and give them more powers that would still suit their character like replaceing Necromancy with Dark Blast on my Zombie/Dark Mastermind. I mean does he really need to summon Zombies if I can just fill his mission with zombies.

Other masterminds like Robotics and Thugs I would have to choose that power set so I could still have the same weapon but Mercinary and Ninjas is easily replaceable with Assault Riffle and Archery respectively.

Suposidly we'll be getting a dual pistols power set in the future and then it's just the Pulse rifle that won't be avalible without pets but in the mission creator I don't see the need to give every Archvillain I have their pet summoning abilitys if I could just have their missions filled with their spicific pets.

I was running through one of my story archs today, the second Mission has a group of Thugs attacking Portal Corp. and then an Archvillain come in who is a Thug/Poison Mastermind (actully should be Poison wasn't avalible at the time I made it so she has Pain Domination and I just haven't fixed it yet.) and I was thinking while I was doing that mission that I'd like to actully have it filled with her Thug Pets rather than the Hellions.

If this was done I would update alot of my missions to include the pets rather than the other NPC groups I used to replace them.