Arc 212069/212073 - The Consequences of War
Sister Twelve posted reviews of CoW on her thread, beginning here: http://boards.cityofheroes.com/showp...51&postcount=2
This is a very interesting thread as far as CoW's concerned, and really gets into the heart of what the story's all about. There's some really great reading and insight, if you're interested.
The SOLUS Foundation - a Liberty and Pinnacle SG
"The Consequences of War" - Arcs # 227331 and 241496
I guess it's kind of old news, seeing as how it's been two days (not to mention the eleventy-bazillion "Consequences of War" banners you scrolled past to get here), but CoW won the first annual Player Awards for "Best Multi-Part Story!" Yowza!
Thanks go to:
MRCaptainMan, who nominated me... it... them... and who graciously took second place with his wonderfull arcs "The Audition,"
Bubbawheat for putting the whole show together,
Airhead, just because,
All the other creators, both in the Multi-part category as well as all the rest, for putting me in such incredible company,
Everyone who voted for me... it... them..., and most especially...
My wife, who's put up with me from the beginning, helping me playtest, revise, and generally make a jerk of myself at times. I know she prays they don't increase the memory with GR.
The SOLUS Foundation - a Liberty and Pinnacle SG
"The Consequences of War" - Arcs # 227331 and 241496
(not to mention the eleventy-bazillion "Consequences of War" banners you scrolled past to get here)
|
Anyway... congratulations!! You were in a tough category, lots of awesome arcs there.
Arc: 379017: Outbroken See all your old friends in the Outbreak Tutorial sequel!
Arc: Coming Soon: The Incarnate Shadow Shard of Fire and Ice Mender Rednem needs you!
Massively.com opinion poll: Please Help Save CoH!
Thanks, Airhead... and for the record, I voted for Captain Dynamic the Great... as the best one.
Sorry for the delay in posting. I'm getting ready to leave town for a couple weeks. Fair warning to anyone that's watching -- my Internet access will be sporadic at best, but I will have a laptop with me.
The SOLUS Foundation - a Liberty and Pinnacle SG
"The Consequences of War" - Arcs # 227331 and 241496
I'm baaaaaack...
After having read the comments on the various runs that were made while I was gone, I have a new question for those of you that have played both arcs:
Does the similarity between the 4/5 missions in Part 1 (the two stories of the SOLUS HQ) and the 3/4 missions of Part 2 (the two stories of the hospital) cause you heartburn? I've had a couple people comment that the two arcs were two similar, but that's the only real similarity I see. I may look at making some changes, but only if people that have played it that I trust to give me accurate feedback think it might be helpful.
The SOLUS Foundation - a Liberty and Pinnacle SG
"The Consequences of War" - Arcs # 227331 and 241496
Thanks to Policewoman's most recent review (or re-review, rather), I've made a few minor changes to Pt. 1. More significantly, however, I've completely changed the map in the final mission and upped the ante a bit in regard to the ferocity of the battle. Gone is the Hellions burning map and in is the burning tech map I didn't even know existed until PW mentioned it.
Since I'm still strapped for time, I really haven't gotten to play test it much, so if anyone does, please let me know what you think.
I'm still nickeling and diming away on the big change for mission 3 (and some before and after text in the two missions on either side of it) in Pt. 2. I have no clue when I'll get the changes published, though.
In the mean time, it's Christmas Eve and I'm about to start putting together the baby's toys. Everyone have a wonderful Christmas!
The SOLUS Foundation - a Liberty and Pinnacle SG
"The Consequences of War" - Arcs # 227331 and 241496
I'm through making the technical changes to a local copy of CoW II, Mission #3, and am working on dialogue and text changes in that mission and the two on either side of it. I'm still not certain I'll actually *make* the change, though. If it really stands a chance of improving the ratings for the second arc (which generally run about 50/50 4 to 5 stars), and people think the story becomes stronger, I will. Otherwise, why bother?
The revision removes the first "floors" from the hosptital as they're depicted in Mission #3. Instead, I've created a mission where Captain Superior realizes that the Rikti are too thick in and around the hospital. There's no way the group can either get to him or get inside the hospital in time to help given the number of Rikti and Rikti armaments they'd have to fight through.
So, he incorporates the help of a Midnight Squad mage who will be meeting the player character and Commissioner G, Billy Bad Boy, and Energy Blastion in a small section of a recently uncovered part of Oranbega (unearthed by the Rikti). Once the player character is there, he has to find the other heroes, locate the mage, keep the CoT at bay, and protect the mage while he converts one of the CoT portals for his use -- sending the three SOLUS members to Cap's location and the player character to the upper floors of the hospital to finish out Missions 4 and 5.
It all fits continuity well, from the Midnight Squad to the fact that the Rikti accidentally uncovered parts of Oranbega (which had pretty much become rumor or urban legend to that point) while they tunnelled their lairs, and adds another twist, plus some enemies besides the Rikti. It also eliminates the semi-duplication of the two-missions for multiple stories of the same building which I also used in the first arc.
Thoughts? Is this better than the current Mission #3, or should I just leave it alone? The arc is currently resting on the 4th page of the MA, so I can't complain, but if it can get better, I'd like to do it.
The SOLUS Foundation - a Liberty and Pinnacle SG
"The Consequences of War" - Arcs # 227331 and 241496
[Note: Purely opinion]
I agree that it feels redundant to have two hospital missions (I think you had two hospital missions? It's been awhile since I played this arc). So I like the initial idea of getting rid of one of them and maybe replacing it with something else.
Rather than inserting a different mission, have you considered simply cutting the target mission and merging the best elements to the other hospital mission? It might make the story a bit tighter and give you more arc space to play with for the remaining missions.
Another alternate suggestion I'd offer: a downtime mission where you spend some quality time with some of the heroes, building up some personal connections, before everyone gets thrown into the meat grinder in the final act. Perhaps a small celebration of a minor victory, or carousing in the Vanguard cantina that gets rowdy, or something like that; then move some of the character moments (like Empathy showing her family photos) to there. Just a thought.
Focusing on the specific change that you're proposing, I have the following concerns:
* Involving magic is a little dissonant with the science fiction theme of the Rikti invasion. Granted, Omega team was all about magic -- nevertheless, I still think it is awkward to mix wizards with aliens. In my opinion, having the player wander Oranbega fighting CoT will be disruptive to the gritty space war ambience that you are trying to convey in this arc.
* If the hospital is surrounded so that you have to infiltrate the hospital by magical means, just how are you supposed to evacuate the casualties that are currently in the hospital? It's still surrounded, isn't it? I guess you could drag them through Oranbega? Not sure I'd buy that.
Anyway, hope that helps!
@PW - Police Woman (50 AR/dev blaster on Liberty)
TALOS - PW war journal - alternate contact tree using MA story arcs
=VICE= "Give me Liberty, or give me debt!"
Police Woman, thanks very much for the input. You raise some very good points. While I was about 3/4 of the way finished with my proposed revision, I think I'll think on what you said. I'm not so much worried about your final point. I can get around that with the proper dialogue. The point about the dissonance between the magic and tech makes a lot of sense, though.
In that vein, however, wouldn't stopping the action in mid-stream for a down time mission, be just as dissonant? You've just come from two battles (not including the five from the previous arc) and you know there are pitched battles waiting. I like the thought, but... Hmm, something to ponder.
The SOLUS Foundation - a Liberty and Pinnacle SG
"The Consequences of War" - Arcs # 227331 and 241496
The point about the dissonance between the magic and tech makes a lot of sense, though.
In that vein, however, wouldn't stopping the action in mid-stream for a down time mission, be just as dissonant? You've just come from two battles (not including the five from the previous arc) and you know there are pitched battles waiting. |
Yeah, I was just thinking that a break in the action would give the player some time to get better acquainted with some of the SOLUS characters. But a noncombat mission (or low combat mission) is pretty hard to pull off.
Hmm, what if you were already in the hospital, visiting an injured comrade, and you have some quiet character-building interaction at first, then suddenly the Rikti assault on the hospital begins, with you already in it? Something like Serpent Drummer's RWZ mission where you start at the diplomatic party and Nemesis busts in.
Or, if you like the infiltrate-into-the-hospital with someone's help idea, what if you got help from Lady Grey or Dark Watcher instead of a generic Midnight Squad mage? They're both known Vanguard members, so would make sense in a Rikti story. On the other hand, you have a lot of "named" heroes already, so adding one more may steal too much spotlight from the others. Hmm.
Just some idle brainstorming. Feel free to use or ignore. Good luck with your edits.
@PW - Police Woman (50 AR/dev blaster on Liberty)
TALOS - PW war journal - alternate contact tree using MA story arcs
=VICE= "Give me Liberty, or give me debt!"
I owe you one, PW. Your suggestions gave me a great idea. I'm going to combine all your ideas and mine. I'm pretty stoked about my idea for the new mission. If I can pull of the logistics, I think it'll be a significant improvement.
...and that's all I have to say about that (for now ).
The SOLUS Foundation - a Liberty and Pinnacle SG
"The Consequences of War" - Arcs # 227331 and 241496
OK, I just published version 9 of the second arc - Now referred to as "The Casualties of War." The third mission (originally the "lower stories" of the hospital) is now set back in the ruins of the SOLUS Collective's base as shown in the first arc. The player character, Captain Superior, Billy, Commissioner G and Energy Blastion are supposed to meet Alistair McKnight (Ashley's father) there so he can teleport them directly the hospital (inside in the case of the player character and outside in the case of the four SOLUS members.)
It's been through a couple of play tests, but still probably needs some tweaking. If you play it, please let me know what you think, and where I need fixes (if any.)
Thanks.
The SOLUS Foundation - a Liberty and Pinnacle SG
"The Consequences of War" - Arcs # 227331 and 241496
Okay, after finishing up a few houskeeping changes... re-highlighting the titles and subtitles in yellow, cleaning up the text a bit here and there and so forth, I'm putting my arcs in holding patterns pending a couple things.
1) I have pending reviews on both arcs from LaserJesus and Mychyl, and on "Casualties..." from PoliceWoman. LJ is the one that got me started with some great suggestions, so I'm anxiously waiting to see what new advice he may have. Mychyl's new to the reviewing game, but he provides a fresh set of eyes with thorough, well-spoken reviews. PW always has a wonderful perspective that leaves you feeling good regardless of the rating. Sometimes it's just good to stop and let someone else have a look, you know.
2) I'm not holding out hope for huge changes to the MA in I17, but even doubling the memory (like we know is planned) will allow me to add some things and tweak some text so that it's a little more solid. I'm quite certain I won't be using all the new memory, but it will be nice to make some changes that memory kept me from making before.
If you've reviewed it before and have time to take another look, I'd appreciate all the eyes I can get. Both arcs have undergone significant changes since all the reviews listed. I'd love to know if they made a difference to those people that thought they still needed work, and if they improved the story even more for people who 5-starred them from the start.
Thanks...
The SOLUS Foundation - a Liberty and Pinnacle SG
"The Consequences of War" - Arcs # 227331 and 241496
Check out Mychyl's flattering review in "Yet Another MA Review Thread?" at http://boards.cityofheroes.com/showp...3&postcount=46.
The SOLUS Foundation - a Liberty and Pinnacle SG
"The Consequences of War" - Arcs # 227331 and 241496
@GlaziusF
Re-reviewing this on the same spine/regen scrapper, now max-level. +0 x2 with bosses on.
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So, into the sewers to aid some heroes.
Once again there's some odd extended character mash. I've already voiced my objections to this not looking sci-fi enough.
There's a boss I have to defeat here. For some reason, he's in the first room, and his name is displaying. I'm not sure how that's supposed to work.
Okay, the translator's introduced a little better now. Couple things with the fight, though. The boss objectives includes Tro'Naht's spawn, which is problematic because it's got teleporters which can wind up down adjacent tunnels - also, his ambushes can stack a large portion of their arrivals up front for the same reason, so maybe tone them down to just one or two.
Captain Superior's rescue clue doesn't seem to indicate he'll follow me around, but this s what he does, at least until I turn on super-speed and lose him. Billy's in the bottom chamber along with like three bombs.
This map is actually a bit cramped. It's only got two actual rooms, and a lot of objectives spawn in striking distance of each other.
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Alright, now off to do something about this jamming.
Huh. Never saw these two next to each other before. This kind of black and mustard-gold is supposed to be supergroup colors, I guess? It's certainly not for looks. Yecch.
I pick up the relevant computer in the tunnels under the office. There actually aren't any to be found in the actual "boss room" of this map, but there were four clustered together right at the beginning of the map.
This is just kinda weird placement again. A whole bunch of distractions glowies right at the beginning, and then just one meaningful one down in the tunnels before the actual Rikti bunker?
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More sensible background for this mission - translator from the doc in addition to the jammer.
The Vanguard seem to have employed about four separate guys named Kent, judging from the battle text. (may I suggest 1 talky, N-1 silent?) They get all over the place, including into Dr. Brinell's spawn, tripping her dialogue early.
Not really a lot of real estate in this map, either.
Wait, the jammer file was a diversion?
So the whole base in mission 2 was a diversion and they just gave us some Vanguard codes translated into their language (is that what I'm seeing?) to...
Keep exactly one hero busy?
The exit text for the mission doesn't seem to think the jammer was a diversion, however.
Was Lazon just looking for an explanation, or what?
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Anyway, savin' the younglings.
Translucent Girl is no longer a pile of polygons. I disapprove.
She seems to be the only one who's escaped. I find several bodybags but only get the clues for one.
Aw geez. And the second hostage I find about two feet away from the boss door, but he just gets led through the whole complex.
It'd make a lot more sense if their positions were swapped.
The boss calls in one ambush, and as he goes down, he's gloating about yet another diversion.
This is just turning into a joke. If this was a diversion, why even bother to kill anyone? Wouldn't live but injured people take more time to care for?
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What? Arachnos Dining Room Of Evil? I didn't think we even had that-
Oh. Demon lab. I guess the loading screen's gone all crazy on me.
Wow. The field captains are just...
Okay, so one of the particular properties of this character mash you're using to represent garbled speech is that it line-breaks very, very easily. So the field captains are spitting out dialogue bubbles that are three lines tall and two characters wide.
Man, the thing with this map and burning bodies is that half of them are consumed by the flames already.
Anyway, the boss seems to be more of a pushover than the heavy battle drone, though that may just be the downscaling talking.
I saved a lot of people today, says Cap in the exit clue? I count my total at two rookie heroes, one scientist, one maintenance worker, and maybe Commissioner G.
And Commissioner G is the only one who wasn't ultimately just a damn distraction.
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Storyline - **. Diversion, diversion, diversion, diversion, you're too late. I mean, okay, the Rikti War as a whole is itself an exercise in pointless, nay, futile death. The original invasion is going to be futile for heroes to resist. But this is just a third layer of futility on top of those two, where I spend the first four missions getting juked out of my spandex by some 12-dimensional alien chess masterminds and then show up to the last mission too late to do anything but punch a big Rikti in a battlesuit repeatedly to make myself feel better.
If I'm supposed to be doing anything productive as regards the Rikti translator or lifting the citywide jamming network the Rikti are using, it doesn't really come through, as Lazon makes it sound like they were just red herrings to spread the heroes out.
You know who actually saved some lives here? Cap and Billy, who went to break people out of Rikti prison camps.
Unless those were more freakin' diversions too.
Design - ***. The customs are generally reasonable as far as powers go, though the black-and-yellow color scheme doesn't quite look right, especially on the heroes in mission 2.
But the missions - the first four missions at least - all seem to be on maps a bit too small for the number of objectives they contain. Objectives cluster up in missions 1, 3, and 4 -- the battles in 3 tripping some fights early -- and I guess because of the way the map's done there's no way to put the important glowie actually in the Rikti bunker in mission 2.
Gameplay - ****. The occasional spikes in difficulty when objectives all clustered together notwithstanding (including the patrols in the last mission that all seemed to get caught up on geometry three at a time), this was a reasonable run against stock Rikti.
One thing you might want to look into is the placement of the escort and captive in mission 4, though -- it seems like it'd be better if they switched places.
Detail - **. I encounter a couple of clues detailing two different heroes' "ultimate sacrifices". But there's the thing about a sacrifice -- you actually GET something in return. Some newbie hero cut down by overwhelming plasma fire -- what'd he get? Couldn't even be a shield for someone else behind him. Lazon burning out in space -- what'd he get? Sure, he doesn't take out me or Commissioner G, but he doesn't take anything else out, either. If he goes off in a Rikti flotilla at least there was some use to it.
And why all this talk of diversions? The Rikti are attacking in giant waves. They have the run of the city. They can teleport in anywhere in nigh-unlimited numbers because the channel to the homeworld is still open. Why bother wasting time on feints and bizarre ripostes when you can just swarm heroes down with the weight of numbers? I mean, the last boss makes the quite reasonable statement that there are hundreds more just like him up in a ship somewhere. Even if I legitimately accomplished everything I set out to do in this mission, rather than apparently fell for a bunch of Rikti feints, there's still the giant overwhelming numbers and technology all over the globe.
This is pretty authentic to how a comic would write this whole affair, but that's because a comic has to be written as though editorial could sack the entire staff and replace them with total feebs at the drop of a hat. You can't have heroes just being casually cut down or enemies that are legitimately overpowering, that don't win through trickery or deception, because when the feebs take over they'll interpret it as a license to slaughter everyone left and right. You know who's going to write the next installment of this whole affair - that being you - so you don't need to write defensively.
Also there was that whole abundance of line-breaks thing with the Rikti gibberish. Got a bit annoying. They seemed to happen most often after that "ae" gestalt character.
Overall - ***. A story that is a bit too bleak and meaningless for my tastes, which plays out for the most parts in maps a bit too small for everything it tries to do.
Up with the overworld! Up with exploration! | Want a review of your arc?
My arcs: Dream Paper (ID: 1874) | Bricked Electronics (ID: 2180) | The Bravuran Jobs (ID: 5073) | Backwards Day (ID: 329000) | Operation Fair Trade (ID: 391172)
You know, I was going to address this point by point, but... you know... it's four in the morning and it'd just be a whipping. Thanks for the points you made about Tro'Naht. I should have addressed them before. Consider it done. As for everything else, yet again, it's a matter of not being able to please everyone. The things you complain about (such as the smaller maps), are points other people have had issues with in reverse. Sometimes you can't win.
For the record, in war sometimes it just isn't pretty and it doesn't make sense. Sometimes, people die for no good reason. The attacks on the hero bases are documented CoH history as a means for the Rikti to end a virtual stalemate they had with Earth's heroes -- a stalemate that had taken place despite the Rikti numbers. Hundreds of heroes died for no reason save the Rikti wanted them dead. Regardless of sheer numbers, the heroes DID present an obstacle the Rikti hadn't prepared for, and the war WAS grinding on slowly for the Rikti. Diversions and feigns are part of every war effort, and -- as you point out -- the Rikti had plenty of troops to create these types of maneuvers. It makes sense that they'd do this kind of stuff since they WEREN'T getting the job done through shear numbers.
You came down harder on me for things that were basically the same the first time you ran the arc, and you criticized things you didn't mention before. Maybe it was a mistake asking for a re-review.
In any case, thanks for your time and for not gigging me with three stars in-game. Maybe my perspective will change if I can get some more sleep.
The SOLUS Foundation - a Liberty and Pinnacle SG
"The Consequences of War" - Arcs # 227331 and 241496
Nope, even wide awake, my perspective's the same...
...despite improvements made based on tons of well qualified reviewers and yourself, you still rated me an overall star lower than before, even though the things you most complain about are virtually the same.
For the record, I have tried to find the original map I used for the first mission since I liked it better anyway -- to no avail. If anyone remembers it and can tell me what I'm looking for, I'll be forever in his or her debt.
The SOLUS Foundation - a Liberty and Pinnacle SG
"The Consequences of War" - Arcs # 227331 and 241496
I also changed the second map, switching it from an office/Rikti bunker to just a small Rikti bunker. I got tired of trying to work around the computers appearing in the office, which was just a dumb place for them to appear. I kept it small (much to Glazius' probably chagrin) because I'm thinking a larger complex would have created more discovery issues and would likely have been found sooner.
The SOLUS Foundation - a Liberty and Pinnacle SG
"The Consequences of War" - Arcs # 227331 and 241496
Nope, even wide awake, my perspective's the same...
...despite improvements made based on tons of well qualified reviewers and yourself, you still rated me an overall star lower than before, even though the things you most complain about are virtually the same. |
And now that I have a clearer picture of what's going on, I like it less, because it's being explicitly conveyed to me that the first four missions are immediately futile.
Not ultimately futile, because the Rikti War ain't nothing but a heartbreaker, friend only to the undertaker -- even more so than other wars. Not even proximately futile, since any high-test hero who isn't giving out a task force right now won't live to the end of the first invasion.
Immediately futile, as in everything I've done was an illusion and a trap devist by Satan, er, the Rikti, and what looked like promising leads that might help set in motion the end of the first invasion (the jammer data, the translator) were just cleverly constructed dead ends.
(Checking the site's official writeup the translator seems like even more of a red herring. If we're actually calling these things Rikti then the Portal Corp records on them have already been unearthed and we know that if they want to, they can talk to us. We can't intercept their psionic communication even today -- well, Angus McQueen can to an extent, but he's been converted. So what's the character mash supposed to represent? An attempt at a translator that just picks up coded psionic transmissions, like a radio in Silent Hill?)
I don't have much problem with futility in the service of comedy. Futility in the service of, say, suspense or mystery is alright if it isn't overdone. But you're writing a tragedy here, a story of downfall and destruction, and emphasizing futility from the get-go is like starting it prone and in the rubble. There's no "down" to go to.
Up with the overworld! Up with exploration! | Want a review of your arc?
My arcs: Dream Paper (ID: 1874) | Bricked Electronics (ID: 2180) | The Bravuran Jobs (ID: 5073) | Backwards Day (ID: 329000) | Operation Fair Trade (ID: 391172)
Glazius, you're dobbing me not one but two stars simply because you don't like that I've accomplished my goal. The translator issue aside (and, just because you argue in a civil manner, I'll double check my notes and even consider some story modifications to clarify my thoughts on that) I'm telling a realistic tale of the Rikti War. At the risk of patting myself too hard across the back, I do a very good job of it -- not perfect (or I wouldn't still be soliciting feedback), but pretty darn good.
Unfortunately, it's established that the war was a tragedy, but that's the story I'm trying to tell. The player character saves a lot of lives (something that has to be symbolized by just a few due to the limits of the MA and by most play preference -- can you imaging running a mission with several dozen rescues and escorts?) and plays a part in other things that ultimately translate to helping the war effort, so he/she does make as much difference as he/she would in most of the in-game arcs, but he/she simply can't save the world because we know that's not what happens.
I've had reviewers tell me the story is very emotional, and that's my aim. I don't like the end result, either, but, in my opinion, to gig that much me primarily because it's not your cup of tea is -- dare I say it -- poor form. Yeah, there's not much "down" to go, unless you failed to save anyone at all or do anything positive in the slightest, but... sorry... that's the way this story ends.
::insert shrug here:: You're the reviewer, and I asked for the review. Guess I'll just smile, nod, and move on. You won't like part two any better, so, as I've said elsewhere, please don't waste your time..
The SOLUS Foundation - a Liberty and Pinnacle SG
"The Consequences of War" - Arcs # 227331 and 241496
Review as part of the CoHMR Aggregator project.
@GlaziusF
Rereview as there have apparently been significant changes.
Playing this on my level 50 spine/regen scrapper, +1 x2 with bosses on.
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Huh. Okay, so it turns out I did do something worthwhile in the last arc after all. Good to know.
So now we're trying to turn the tables and feed the Rikti false information.
On the one hand, I like the idea of less awesome recolored Longbow standing in for the Vanguard. On the other... poor Longbow. Then again, if this was the best tech on offer at the time maybe their current incarnations actually are an upgrade.
"How'd that hero get in here? Get her, before he ruins everything!" I think you missed something there.
Interesting wrapup.
Things I didn't know before but found out accidentally: it seems like the mission complete popup will actually show up in the mission description you get by clicking the "exploding i" button when the mission's complete.
(I was looking for what those coordinates meant.)
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I enter the next mission and... damn. Total chaos. The boss gets taken out by the base turrets while I'm still pinned down dealing with the approximately four Rikti bosses that have showed up inside the bunker from one source or another.
The destructibles are too far out from the bunker to complete without any involvement on my part, so that's a bit of good news at least. But the heroes can get a bit close, and I had the devil of a time freeing Captain Superior before I hopped back into the bunker and found the last element of his escort tangled up with another two bosses.
The hell did they all come from?
My accomplishments from last time continue to be treated like they were breakthroughs. Captain Superior's also mentioning the alpha/omega plan, which I don't remember from last time. Makes me wonder.
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Now this I don't remember at all.
So McKnight has been making all these bodybags, huh? Dude must have a serious hate on; then again the Midnight Squad got freakin' wrecked during the same action the last arc put me in for.
There's a stone altar on the second level, long before I find McKnight. It's not active, either, Hoo boy. Odd.
Man, some of these bodies show up in the weirdest places. Found a couple actually in burning parts of the base. Makes me wonder if Alistair is actually the one who put all the flames here.
Ah, I see. It's an emergency backup if you fail this destructo. ...man, how does that work? I admit I like the idea, but I didn't see it pop up in the navbar and the mission completes when I successfully defend it.
Well, anyway, time to try and save the day.
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"Sarah Lexis is an expert in meta-human physiology and head of the research staff at Paragon University. Because of her expertise, and latent meta-human skills, she became your contact by default."
My... contact? Is there a part three to this series that's eluding me?
The elite boss fight is a little harrowing because I don't know what's an AoE and what's not and keep getting her caught in the blasts, but afterwards it's pretty smooth.
The debrief should probably be in a different font or italicized or both, since it's internal monologue.
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Wait. Statesman's aid? Suicide assignment?
Okay, so this is part of the alpha team action. But I don't remember anything like that in the briefing for mission three. Cap's clues seem to hint at it, very obliquely, but that's about the extent of it.
Or... maybe it isn't? It's an action to buy time so Alpha Team can put their plan into motion, which is to... engage the Rikti to keep them occupied?
Which is what's just happened?
Or is the Alpha/Omega maneuver still a long way off?
Hmm. And the souvenir says it was Cap's clasp that did the recording, though for some reason I thought it was Blastion's ring. That was a communicator, right?
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Storyline - ****. You've done a much better job of putting my actions in the context of SOLUS. Few things I'm less sure about though. First, as far as I knew, Lazon wasn't actually killed directly by the Rikti so much as contained until he had no choice but INFERNOVA. I think it was the opening popup to the last mission that mentioned this.
Second, how exactly did the giant laser-spewing dropship crash? I can't see it go down through Cap's recorder unless it's what hits the building. I realize I can't exactly be one-shot by a giant laser (unless you decide to make this a defense task on an impossible timer with the laser going off when time runs out) but it just feels like luck to have the ship gone.
Third, Cap only hinted at it roundabout, but what role exactly does this play in the who Alpha/Omega plan? I thought going into this I'd actually get to play a bit of a role in the struggle of poor doomed Alpha Team but this seems to have gone on a bit before that.
Design - ****. Things have gotten a bit more manageable since the last go 'round. The large tent map is gone and all the hunting with it, replaced (?) with a burning lab with much more active rescuees. Or did it go from large tent to bunker?
The bunker map's a bit of a problem still, in that the turrets can complete several objectives without hero intervention, and with all the fights going on there's potential to have a big clump of bosses crowded around the entrance. Why not use an actual Rikti bunker? They'd been building those things for a while before the invasion kicked off.
Gameplay - ****. Pretty solid. The only hiccup was trying to find the necessary mobs to complete objectives in the bunker map when they'd been scattered about by turret fire.
Detail - *****. Aside from a couple of typos as noted and the somewhat inexplicable description on Dr. Lexis, not much wrong here. My worry with the story is more where it fits into the larger picture; the detail does a good job of fixing it where it is.
Overall - ****. Much improved from its initial incarnation, with the problematic maps gone and a little more active role in the overall action for my hero. I still have misgivings about that bunker map and the way the turrets can scatter and/or complete objectives.
Up with the overworld! Up with exploration! | Want a review of your arc?
My arcs: Dream Paper (ID: 1874) | Bricked Electronics (ID: 2180) | The Bravuran Jobs (ID: 5073) | Backwards Day (ID: 329000) | Operation Fair Trade (ID: 391172)
"The Consequences of War" Volume 10, "Director's Cut," has been published!
I changed a couple of maps, adjusted the character interaction and "feel of war" in the first mission and used the extra memory to add patrols, flesh out individual battles, add some rookies to Mission #4, and individualize dead bodies. I'll probably continue tweaking it a bit as I work on "Casualties..."
If you run it, please let me know what you think.
The SOLUS Foundation - a Liberty and Pinnacle SG
"The Consequences of War" - Arcs # 227331 and 241496
@Remianen / @Remianen Too
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Fixed. Thanks for the catch.
The SOLUS Foundation - a Liberty and Pinnacle SG
"The Consequences of War" - Arcs # 227331 and 241496
OK, this is a weird question, especially for this forum, but I'm just weird that way. The question is...
If you have characters that are members of supergroups, were those groups active during the first Rikti War in 2002, and where were they based? Also, do you have characters that were there during the first war? (OK, so it was more than one question...)
I'm considering some dialogue changes/additions to my arcs (especially if Going Rogue gives me more space), that will reference battles taking place elsewhere in Paragon City. In particular, I plan on having the Moores (Empathy and Energy Blastion) engage in dialogue about the fate of their son--which is being left in the hands of the group or groups based in the area of their home.
If this comes to pass, rather than make up a group name, I thought I'd use actual SG names from groups used by co-forumites.
The SOLUS Foundation - a Liberty and Pinnacle SG
"The Consequences of War" - Arcs # 227331 and 241496