The Galactic Protectorate Arcs
The Galactic Protectorate 04, #269714
Okay, ran this on a level 38 fire/rad controller, on difficulty 2 so bosses are bosses. I may sound nitpicky in this review, but I'm an editor- I just notice typos and little things very easily. It didn't occur to me until I'd already started that maybe I should note down where the text occurs, but hopefully you can figure it out, MirrorMan. Sorry Also, this was written as I played, and it may seem a little stream-of-conscious-y or not make sense to anyone but the author. That's intended.
--Mission one--
I trust my firends more than anyone,
*Friends
Alright, Synapse is giving me the "OK" signal, so just stop into the gateway
*Step
the Celestial Cultivators are usually called in to asess the situation
*Assess
The Cosmic Chimeras are the product of Colonel Belladonna's earliest and least successful experiments, and as a result posess little intelligence and are only capble of following the most basic commands.
*Possess, capable
her diligence has paid off in the form of the more intelligent and powerful Astral Azaelas.
*If this is a reference to the real plant, it's spelled Azalea.
[NPC] Celestial Cultivator: Colonel Belladonna sure seems like a nice person! I hope I get to work with her someday!
[NPC] Cosmic Chimera: ...You're new here, aren't you?
*That dialogue seems incongruous with the description that Cosmic Chimeras possess very little intelligence. Since this is patrol dialogue, though, and since I think you can set the patrols to pick randomly from an enemy group, it may have just been unlucky that the Chimera happened to say that line. I'm not sure if you can actually pick which mobs you want in patrols, though, so you may not be able to do much about this. It's a minor thing.
The planet recognized as "Eden" was one of the first planets inducted into the Galactic Protectorate after it's formation.
*Its
Despite it's comparatively average population, Eden contributes by far the largest amount of soldiers to the organization's military.
*Its
The dominate lifeforms on this planet, who call themselves "humans", bear a striking resemblance to the Lilan.
*Dominant
Early analysis of the planet's history also appear to paralell the history of Eden.
*Parallel
--Mission 2--
Ms. Liberty sure *ahem*s a lot. It's a little weird because it's so frequent, and there doesn't seem to be any point to it in places.
If the worse case occurs and Swan isn't being held in this base,
*Worst
What are you waiting for? Swan's in danger! *Ahem* I mean, the rest of us are waiting for you! Please hurry!
...Okay, Ms. Liberty is REALLY worried about Swan, but I don't get why she's trying to downplay it so much. She also seems to have forgotten about Mynx, but I think that sort of makes sense since I only found information on Swan's whereabouts and she's all !!!! about her.
Now that she's been rescued, Sister Psyche joins Manticore in heading most of the resistance efforts against the Galacitc Protectorate, though her methods tend to be more aggresive than her allies'.
*Galactic, aggressive
The much more succesful results of Colonel Belladonna's experiments, Astral Azaelas are more intelligent and more powerful than their Cosmic Chimera bretheren.
*Successful, brethren
However, in order to gain further evidence, I must find 'borrow' a specific plant from rather ugly beings the humans call 'The Circle of Thorns'.
*I think you probably meant to delete either "find" or "borrow" and it slipped through.
Unlike Celestial Cultivators, Galactic Guardians are trained solely for battle, and are trained to re-focus their cultivation skills into a dealy combat style utilizing some of the most deadly plant-based organisms the Galacitc Protectorate has encountered.
*Deadly
Outside of the battlefield, the Colonel has conducted numerous questionable experiments in secret; experiments which General Adonis ordered stopped years ago.
*Comma, not semicolon
Despite countless attempts, Colonel Belladonna has still not successfully created a perfect Lilan-plant hybrid, though one particular experiment resulted in the creation of Camelia, the closest yet to Colonel Belladonna's goal; attempts to duplicate the success of that experiment have thusfar been unsuccessful.
*I would split this into two sentences at the semicolon, because it's a bit run-on. Also, thus far is two words.
A defeated Colonel Belladonna informas you:
*Informs
Camellia is spelled two different ways- "Camelia" in Col. Belladonna's bio, and "Camellia" as she says when she goes down.
Sister Psyche was a little buggy in this mission. Right after I rescued her, we had a big fight in the room with the three or four aura crystals, and afterwards she parked herself by the blue one and just refused to move. Sometimes I could get her to follow a few feet (and then she stopped right next to the damage crystal *facepalm*), but she'd just stop again. I spent a few minutes trying to figure it out, because I'm perverse like that, and dragged a couple enemies back to her, which seemed to work until she got to the green crystal in the doorway and decided to cuddle it too. I was about to give up and leave her there when she suddenly decided to bolt to the next spawn, which was a ways down the hall and not in her LOS. Anyway, I'm not knocking you for it, ally AI just seems buggy as hell sometimes. I do think it's related to the aura crystals in that room, although I'm not sure why. /AI derail over
--Mission Three--
Okay, Ms. Liberty's habit of interrupting herself and *ahem*ing is starting to get to me. I know you're trying to do something with this, but I'm not sure what it is (besides giving the player a sense of "something is weird here" or "does she have some kinda lung disease?", which, hey, may totally be your intention). But it doesn't really make sense to me why she's hesitant to say some of these things. It's normal to be worried about your teammate, honey! I promise!
One of our spies has just confirmed that a large battle has broken out betwen the Circle and the invading group that has Swan, in a forest just outside the city!
*Between
However, the Circle probably isn't going to be too happy about ANY invaders in their domain, regardless of who they are, so remember not to think of them as an ally, but rather as a fellow enemy of the Galactic Protectorate.
*Um, hmm. There really isn't any danger of me thinking of the CoT as allies. This line's a little odd. Also, you might want to change "an ally" and "a fellow enemy" to "allies" and "fellow enemies" since you're talking about a group. Unless you're using the British rule that groups are a singular entity, I guess.
[NPC] Guide: Is it not enough that we've been forced to endure the loss of our homes and bretheren? Begone!
*Brethren
I have a feeling it's the map, but as soon as I zoned in, my NPC chat tab was absolutely flooded with the smacktalk between Division 10 and the Circle. As soon as I started moving around and encountering more mobs, it just kept coming. It seems to trigger when you get close enough to the GP and CoT to make them fight, but it does it for every single mob of them and it's...distracting, to say the least. Not sure if you can do anything about it, though.
...Oh dear god, this mission. I was pretty much coasting through the previous two (although some of that did have to be chalked up to Sister Psyche in the second one), so I really wasn't expecting the level of murder I got here. The mob groups were very large, and I think given the map, they were also pretty close together, so it was very easy to over-aggro due to runners or knockback. That combined with the high level of mezzing, debuffing, healing, and mez resisting meant that I faceplanted more times than I want to admit here, even with purples and breakfrees. >.> This character hasn't died that much in a long time, so it was kind of a nasty wake-up call. And that was just trying to get to Ms. Liberty and/or Swan. Once I got them, the groups were a little easier, but I still died once against the General and the three groups around him.
I didn't get a chance to look at the General's bio, as the fight was fairly intense . :/
Camellia is kept in a secret underground laboratory, where she's observed 24/7 by Colonel Belladonna's most trusted subordinates.
*I'd change this to past tense since she escaped.
(From the souvenir) Inside the cave you found members of the Galactic Protectorate's 10th Division, as well as a log in General Adonis' personal reocrds indicating that Swan had been moved to a "Rendezvous Point Wolfsbane".
*Records
...My word, Ms. Liberty is certainly...effusive in her reaction to me rescuing Swan.
Final Thoughts
I'm really curious as to why the GP wanted that rose from the Circle of Thorns! I hope some of the later arcs (there are more planned, right?) address the motivations behind the Galactic Protectorate's actions, just because I'm curious like that. On most of the arcs so far, it's felt like I haven't been getting the whole story, but I keep reminding myself that's because the whole story isn't out yet.
Overall, I really liked the designs of the GP's costumes and such. A division dedicated to botany and genegineering is interesting, and it makes me wonder what other divisions we'll see.
Mechanically, the third mission is a heckuva thing. I do wonder how it would have gone if I'd taken my usual MA character, my lvl 50 ill/kin. The fire/rad is far more "controllery" and she still got her [censored] handed to her. But the ill/kin has some mez resist and probably more defense than the fire/rad. Really, I think it was the way the spawns were packed in combined with their powersets that, when stacked, made them ramp up quickly. I really suck at figuring out balance (it's why my own arc is still in testing and probably will be for much longer), so I'm not necessarily telling you to make them easier. Challenges are good! It just felt like that mission went above and beyond, and could probably make it nigh-impossible for certain characters. I bet there's no way to make the ally helpers spawn any closer to the door since it's an outdoor map...the allies are a good help. Well, when Libby's not crane kicking guys into other spawns.
I may try this on my ill/kin and my 50 elec/elec blaster just for giggles and see what happens. Overall, I liked the story, I just wanted to know MORE, , and I'm not sure why Ms. Liberty was acting how she was *ahem*. I do have a couple theories, heh. Still, it's solid beyond the issues I had, and I'll definitely be back for the next arc, so clearly you're doing something right. 4 stars. Hope this was helpful! This is my first posted review beyond in-game feedback.
I'm just a holy fool, oh baby it's so cruel
Thessalia, by Darkchildx2k
Thessalia and airhead, thank you both for your reviews. This is the quickest I've ever gotten feedback on any of my GP arcs, and I'm slightly embarassed by the number of typos I let slide this time. I'm grateful to both of you for pointing them out, it really means alot to me
I notice you both pointed out the rather frequent use of "Ahem" Ms. Liberty used throughout this arc; that was intentional, and no, she doesn't have throat cancer
When characterizing Ms. Liberty, I wanted her to be someone who cared very deeply for her friends, but did her best to hide it behind a "cool-headed" and "professional" image. As such, she often gets more emotional than she feels is appropriate for a hero, and thus the "Ahem" is her trying to calm herself down and regress into her "cool-headed" persona. Although, you both are probably right in that I overdid it; I'll try and see where in Ms. Liberty's dialog I can tone it down a bit.
I also agree with you, airhead, in that I need to change things up a bit, as the arcs are getting a bit repetitive. I did try to alter things a bit this time with the maps and the battle with the Circle of Thorns, but I'll try and come up with a more varied approach to the next arc. The problem is balancing that out with the overall story.... I'll see what I can do.
Thanks again, Thessalia and airhead!
Supplemental Galactic Protectorate Fanfic
Alright, after a week off the boards to deal with RL and play the game casually, I'm back and working on the next part of my story, "The Galactic Protectorate - 05"
It's still in it's early stages of development, so I don't have a schedule for release yet; rest assured, I'll be posting in this thread when the next "chapter" of my story is ready to go live!
Supplemental Galactic Protectorate Fanfic
No schedule!? AAAAAAAAHHHHH!!!
No really, take your time, and make it really good.
Quickly
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!
I like the look of these new boards, though I need to re-learn how to use certain features, such as emotes
Alright, important update: I now have a schedule for the release of "The Galactic Protectorate - 05"! If all goes as planned, the next "chapter" should be up on the live servers on August 8th. If something comes up that will throw off this schedule, I'll be sure to post in this thread letting everyone know, but right now I feel pretty comfortable posting August 8th as the "release date".
Hope those following my story will like it, I put alot of work into it
( Hey, I figured out how emotes work! )
Supplemental Galactic Protectorate Fanfic
Alright, so today's the day that I thought the next chapter in my "Galactic Protectorate" storyline would be finished, but unfortunately... I'm going to have to push the release back a week
To those of you who were expecting it today, I sincerely apologize. I can't tell you how many times I went over and tested the arc today, and I'm just not happy with it in it's current state. I like the way the new custom group turned out this time, but as for the current flow and pacing of the arc itself, I still personally feel it needs more work. The good news is, I have a few ideas that I'm going to try over this next week, and I'm confident that I can have it ready by August 15th (and I mean it this time). But right now, I'd rather wait and publish (what I feel) will be a good arc next week than publish a lackluster arc just to meet the deadline I set up. I will try my best over this next week to work out everything so it's ready by the 15th.
Again, I apologize for not having the arc ready by the date I indicated earlier, but I want this arc to be as well-written as I can make it before I publish it for your feedback.
Supplemental Galactic Protectorate Fanfic
Thanks for the update! I've updated my diary.
And my PDA. And my todo list. And my whiteboard. And my monitor post-its. And my mobile phone alarms. And my evening prayers.
I'll try to get around to it. //airhead
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!
Well, after an additional week of experimenting and testing... I'm still not COMPLETELY satisfied with the final result, but I think I've reached the stage where outside input will help alot more than my personal tastes. So, I'm pleased to announce:
"The Galactic Protectorate - 05" is now published on the live servers
Arc ID# 304290
Any feedback I can get on my arcs is always appreciated
Supplemental Galactic Protectorate Fanfic
Arc 304290: Galactic Protectorate - 05: @Unknown Hero
Here we go agaaaaaain...
Nice description on Contact Swan. A quick recap on what has come before (very helpful!) and we're off on another rescue mission. Well, collect-information-ahead-of-rescue mission.
Division 8 this time. They certainly seem frivolous. All female? Okay, just two male colonels later on.
Second mission, I'm to interfere with the "concert" planned by GP-8. Why wouldn't I raise this learning with Swan, that it is perhaps just a concert? I could still go as a precaution, my mission could potentially be one of stealth rather than repelling an "invasion".
And finally, to disrupt the concert being put on by GP-8's general. Only, the concert's been cancelled (according to dialog). Even though the final adventure is in a rave warehouse. Gathered up Mynx, clobbered General. I return, Swan's happy to see Mynx, but then there's a cliffhanger to lead into the next (unwritten) arc.
Souvenir says concert went ahead, but in-mission dialog (Mynx captors) suggests it's cancelled. Rave has no concert-goers, only GP-8. Is that all they do?
I ran this twice. First time, I ignored all the optional clues. Second time, I read the optional clues. They're definitely optional, which is good, but ignore them and you have no sense at all of a bigger picture. Note, the Clues in the final mission are at the "Back", which means they might not be read before the player returns to the contact at the end of the mission. So the content may be lost to members on a team. Could they go into the second mission?
This arc felt quite disconnected from the other arcs. GP-8 seems to have been recreated as a sonic division due to happenstance. It's not clear what was GP-8's "angle" before Sonica. But now it's just a band, and a few extra people. The purpose of this division, within the larger picture, is not clear. Even though the division has suffered in two significant battles. Everything points to a focus on combat, independent of other divisions. But their actions suggest they're just having a concert. Optional clues help a little here - they're just another bunch of people, sent to occupy Earth since seven divisions were required. Their actions (a concert) still seem frivolous, but since they're aliens that's probably okay. Combats seemed okay as a mezzer. Plot only advanced very slightly through optional clues, but some foreshadow of a climax at some point is given. 4-stars.
Satellite Siren: it's -> its ; it's -> its
Base Commander: was collected -> were collected
Planetary Judgement: Consideration Clue: Protecotrate -> Protectorate
M1 Return text: but don't know -> but I/we don't know
Col. Dore: it's -> its
Col. Tido: sufferred -> suffered
Col. Mifa: accepted -> acceptance ; accpeted -> accepted
Gen. Sonica: offerred -> offered
Gen. Sonica dialog: all it's forms -> all its forms ; Howetver -> However
Souvenir: payed -> paid ; unkown -> unknown ; Galacitc -> Galactic
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 for the review, airhead!
It's nice that you pointed out the "frivolous" nature of the 8th Division, since that was kind of what I was going for when I designed them
The reason why you're going after "just a concert" has to do with the (mandatory) clue in the 1st mission. General Sonica has been ordered to keep Mynx with her at all times, and since you know that the general's going to be at the concert, it stands to reason that Mynx will be there, too.
The reason that Mynx's captors mention that the concert is canceled is because General Sonica did, in fact, cancel the concert at the last minute (hence the apology in her opening dialog). I can see where the confusion came from, however, so I'll try and re-work the dialog in the arc to make that point clearer this week.
The optional clues in the final mission were actually set to "Middle", not "Back", though for some reason they still spawn in the back... I think it's a bug in the AE system Regardless, I've moved the three optional clues in the last mission to the first one, so it's less likely that the player will miss them. Considering the second mission is a large outdoor map, I'd rather not have the player search for clues (optional or otherwise) in it.
The 8th Division, as a whole, is not a band, but it does contain a band ("The Sonica 5") within it. Most of the division is an (admittedly unorthodox) military group, with an emphasis on sonic-based powers. "The Sonica 5" themselves function much like a USO Show in the real world, except organized under the authority of the Galactic Protectorate rather than a seperate, private organization. I actually wanted to include the entire backstory of "The Sonica 5" in the arc itself, but I doubt I have the room to do so
The 8th Division was always based around sonic abilities, it's just that the previous general was more... authoritative in her command, and the division was far less laid back than it is now under General Sonica.
In any case, I'm probably going to take this upcoming week to work on improving some minor details in the arcs I already have published; I've come up with a few ideas I'd like to test out. In regards to "The Galactic Protectorate - 06", I've actually got some interesting new ideas that I'd like to see how the AE system interprets; if all goes well, the next "chapter" of my story should be VERY different the previous installments.
Anyway, thanks again for your review, airhead!
Supplemental Galactic Protectorate Fanfic
Just a quick update:
I know it's been awhile since I've posted, but I've been spreading out all my free time between working on "The Galactic Protectorate - 06" and playing the game, so I haven't had much time to check on the boards.
As it is, I really like the design for the custom group in this upcoming arc (though I'm probably biased in that regard), and I'm probably going to be using some mission architect mechanics I've never used before in "The Galactic Protectorate - 06", but right now I'm debating whether or not to wait until Issue 16 is released on the live servers before releasing the next arc. With "The Galactic Protectorate - 04", I waited until Issue 15 hit the servers before publishing it, and I personally think the arc turned out alot better because I waited, so I'm inclined to do the same for "The Galactic Protectorate - 06", but... eh. We'll see.
Anyway, just letting the few people who are interested in my arcs know that I'm still working on the next part, and I haven't abandoned "The Galactic Protectorate" storyline. I'll be sure to post in this thread again once I've completed the next part
Supplemental Galactic Protectorate Fanfic
Alright, another update:
Since the new Issue came out, all my free time has been spent updating my custom characters and published arcs, as well as changing some of the color FX on my own characters
If all goes as planned, I should have "The Galactic Protectorate - 06" published by this time next week, though I'll be sure to post here if anything comes up to push that back. Things have gotten alot busier lately IRL, but I'll try my best to get the next "chapter" of my story up on schedule for the few of you who enoy playing it
Supplemental Galactic Protectorate Fanfic
Another quick update:
So, things haven't exactly gone as planned this week. I was alot busier than I though I'd be, and wasn't able to log on to the game nearly as much as I wanted. Then, when I was finally able to work on "The Galactic Protectorate - 06", I ran out of file space by the middle of the 2nd mission
So, I'm going to re-work the arc over this upcoming week, and hopefully I'll have more free time than I had this week to work on it. Once again, I apologize to the few of you who were waiting for the next "chapter" to be finished this week.
On a side note, this is turning out to be (in my opinion) the most interesting "chapter" of the story since I first began "The Galactic Protectorate", so I'm really anxious to see the final result when I (hopefully) finish tweaking the story arc this week
Supplemental Galactic Protectorate Fanfic
(Blows dust off thread)
Finally... after 4 months, more in-game hours than I care to count, and having to start the entire arc from scratch TWICE...
"The Galactic Protectorate -06" is now live
I NEVER would have imagined that this "chapter" of my ongoing story would take so long to publish, and in the end, I just BARELY managed to get the entire arc to fit into the file limiations for the AE System.
To be honest, the arc isn't COMPLETELY finished yet; everything story-wise is done, but the arc is missing one glaring detail: A Souvenir. As full as it is, I couldn't fit the souvenir into the arc, but no matter how much I tried, I couldn't figure out what to take away from the arc to make more room. Since I didn't want to start from scratch AGAIN, I decided to publish the arc without a souvenir, and hopefully the feedback I get will help me decide which areas of the arc I can cut down on in order to fit the souvenir.
This is going to be my last arc of 2009, and I hope the few of you who have been waiting patiently for the next "chapter" of my story aren't disappointed by it. As always, any feedback I get is appreciated
Supplemental Galactic Protectorate Fanfic
@GlaziusF
Running this on an ice/axe tanker, +0/x2 with bosses on.
---
I can see why you probably wouldn't want to kick things off with a timer, though the setup kinda demands it.
Anyway, off to Atlas Park to fight... something. I guess an actual briefing is something else Synapse doesn't have time to provide?
It's alright, I get an arbitrarily long briefing from the collective bios of everything I meet in here. I mean... what is this, like nine minions (none of which seem much disposed to close to melee) and five lieutenants? The only real bad apple in the barrel seems to be Energy Dancers, as Energy Aura's self-heal is an auto-hit for half the blue bar, but I might be singing a different tune if I wasn't defense-based.
Despite (perhaps because of) the giant bios I really can't get much of a unifying theme, except that this is the grade A number one division of whatever organization this is.
...Synapse calls the guys I just rescued prisoners. Just great, he's turned traitor.
---
Oddly enough there only seems to be one boss in this collection, and a rather large number of healers as they're sometimes showing up 4 per spawn. Heal Other, Cauterize, O2 Boost, and... is it Soothe? Anyway they're all just firing off.
So... it looks from the initial reports of things that there's a cease-fire between these people and Earth while Statesman does the negotiating. A cease-fire that I am quite probably violating.
The bosses are more than a bit irritating as they have a huge perception range, and I'm finding a secondary annoyance in the Drain Psyche on the Cometeers, which may as well be autohit as I don't have any notable psy defense.
I find some generic information about another base, but to be honest now I'm a bit worried I may be part of an extracurricular fighting force destroying the hope for galactic peace.
---
Well, if it's extracurricular both sides are getting into it, at least. Time to go save Sinclair.
It seems the RNG was just being a sillypants, as I encounter a second, also melee, boss here: a Celestial Guardsman. Her bio talks about some kind of munitions expertise, but she's just broadsword/shield.
In the last room I find Manticore, and a computer containing... the record of the final battle with Arachnos? Apparently the computer I type the false report on is down a side passage somewhere.
And with a giant protracted glowie click... the arc ends.
Wait, what? I was expecting like a boss fight or something, but nope, arc over. It was just a brawl against the rank and file all the way through.
---
Storyline - **. Save these people! Okay, now invade this base! Okay, now rescue Manticore! Okay, now ARC OVER. The one bit of pertinent background story -- the prelude to the invasion -- is entirely optional, and any other differences in this alternate reality are so far kind of academic in the face of the alien program to divide Earth up into 13 administrative districts. Or whatever the heck has happened to Earth, I still have no idea. There's notionally a ceasefire but troops are conducting normal detentions and executions anyway, on the orders of... somebody higher up we never really see even an intercepted communique from.
Are these people taking orders from the same guy who declared the truce, who is having a giant protracted battle (perhaps of wits) with Statesman on the homeworld? From some other general? Their motivations just sort of seem to materialize from the ether, though given the extremely tiny viewport I'm given to the story thus far, there's a whole lot of ether.
And that's my problem here. The introduction is over and I have no idea where the story is going. What's happening to this alternate Earth, in the big picture? There's a supposed peace but forces on both sides seem interested in breaking it -- are they rogue forces or is "parley" another word for "die while talking" to these aliens? Has anybody on the hero side come up with anything like a plan for dealing with this occupation?
Because if I'm going to take the first arc as a harbinger I'm going to spend the rest of this series fighting fires - reacting to stuff thats happened off-camera in set-pieces which may be well put together but don't actually connect into a larger story or reveal any motivations.
Design - **. There was some real work put into working with a unified color scheme but still giving units their own distinctive patterns.
Unfortunately the only impression I really got was blue with white bits and the occasional white with blue bits. Everybody was roughly the same size and shape, and so thin the patterns didnt really come off well. Longbow is all red and white, but in general you can tell the minions (red tight heads) from the lieutenants (white tight heads) from the bosses (helmets and capes) and pick out the irritating minion in the bunch pretty easily (its transparent).
You have to consider that a custom enemy isnt just standing there against a contrasting background the way it is in the costume creator -- its moving around, often in diminished lighting conditions, and more often in the close company of other custom enemies. The head and shoulders are the most readily visible part, at least in my experience as I like to play with kind of an isometric camera pulled back and tilted toward the ground. I dont know of anybody who pulls in and tilts up with the camera. And I think you had different hair colors and styles going, but there wasnt a clear progression I remember from minion to lieutenant to boss. I just remember the blob of blue and white.
And theres less power variety in Longbow. Or, well, different variety. Heres a breakdown of what I can remember from your customs.
Bosses: kat/SR, BS/shield.
Lieutenants: storm/elec,ENBlast/ENManip, ENAssault/ENAura, PsyBlast/PsyManip
Minions: DBlast/DMias, sonic/sonic, psy/emp, ENBlast/pain, iceblast/thermal, rad/rad, grav/kin, bots/FF.
There are three themes here which dont work well together: futuretech, energy channeling, and buff set bingo. And theres the most variety among the minions, so any given spawn may well have completely different minions from the next. Longbow Wardens and the Tsoo get it pretty right on the dynamics from spawn to spawn, I think: a generally identical arrangement of minions, a few variations on the lieuts, and when a boss shows up theyre the interesting thing that varies from appearance to appearance.
The bosses and some lieutenants favor melee but everyone else stays at range, which is again the opposite of a lot of ranged/melee divisions in other enemy groups - consider your basic Hellions and Skulls, who all have largely melee minions with range-capable lieutenants and bosses. There are at least three benefits to having a large number of minions who tend to clump up around their target:
- Safety. Many debuff and defense toggles benefit from having a lot of things in close proximity.
- Efficiency. AoE attacks generally get damage/endurance parity when they hit at least 3 targets.
- Fun! Seeing a giant burst of particle effects go up from a packed group is satisfying.
Minions who clump up on their own give you all of these for free. Minions who dont mean you have to spend the time corner pulling to get them -- or just give them up, take out a tough target, lose most of your blue and green bars in the process, and then spend time afterward sweeping up the peanut gallery of minions taking potshots at you.
Gameplay - ***. This might be a bit higher on a ranged character, but hunting down or corner pulling every single minion got a bit old, and Energy Drain and Drain Psyche are both absolutely brutal close-ranged attacks, at least on the ol' blue bar. Having my initial salvo get healed back up to full by the occasional spawn full o' healers was a tiny indignity but it happened several times a mission. There weren't any real hard moments, not even the giant hordes of ambushes, but the average battle was about equal parts fun and irritating.
Detail - ***. The bits of incidental detail to flesh out the history of the world and its interactions with the Protectorate as a whole are fairly well done, and hint at some potential dynamics that the story doesn't really pick up on.
But the descriptions on the custom mobs are just giant walls of text and nigh-impenetrable. Consider the occasional double line break, maybe?
Overall - **. I realize this is going to seem low, even given the scores above. I mean, youve obviously put a lot of effort into not only the mission itself but the surrounding universe. The problem is that most of that effort is not only wasted but sometimes counterproductive.
Theres a decent amount of text detailing the past of this world before the Galactic Protectorate struck, and a large amount of the enemy descriptions deal with the power politics and mythology (?) of the Protectorate itself... but neither of these really help answer the questions I have about whats going on here. What are these aliens actually doing in the big picture? This isnt another Rikti invasion -- theres a notional peace instead of blind genocidal fury. I dont need to know an ultimate goal but anything Synapse has observed of their immediate large purpose (e.g. dividing Earth into 13 administrative districts) would help set things up. I also dont know if theres any larger goal Im working toward or will be working toward. Peace and freedom for all mankind is kind of a given but theres one big then a miracle occurs between that and the current state of affairs.
There was also a decent amount of design work done in coming up with the custom group and its various elements, and making them fit a central color scheme, but the costumes just blend into a blob of blue and white under combat conditions, and the massive minion variety means theres such a change from spawn to spawn that I only get a shallow understanding of this enemy group despite clearing two and a half missions worth of them (clearing Red Atlas is a fools game). It doesnt help that theres really no notable enemy personalities in this arc -- theyre all just grunts acting under somebody elses orders, and we never catch a whiff of this somebody else.
Now, I dont mean this effort was wasted in general. But it was wasted for purposes of this arc, establishing my motivation in this universe, setting up the shape of things to come, and creating a cohesive enemy group that was fun to fight. That just didnt happen for me - I felt more confused and frustrated than engaged and involved.
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)
Thanks for running through my first "Galactic Protectorate" arc, GlaziusF! I'm sorry you didn't find it all that enjoyable.
I've found, based on previous reviews and feedback I've gotten from others, that this first arc has the tendency to be interpreted differently by almost everyone who plays it. You brought up some points in your review that I will definitely consider when I revamp my arcs after "Going Rogue" comes out.
I'm also glad to hear you plan on reviewing the rest of my "Galactic Protectorate" arcs. I hope you enjoy the rest of the arcs more than the first.
However, I can assure you that many of the problems you found with this first arc won't be repeated in the arcs to come. Hopefully, some of the questions you have with the storyline will be answered, and with your attention to detail, I'm almost sure you'll pick up on some things no other reviewer has.
I look forward to your review of "The Galactic Protectorate - 02"!
Supplemental Galactic Protectorate Fanfic
Review of installment 02 as part of the CoHMR Aggregator project.
@GlaziusF
Running this on the same mid-40s ice/axe tanker, +0/x2 with bosses on.
---
So, Manticore recaps the events of the previous arc and says he has a lead on some alien general inbound in... one of three seemingly random locations in Paragon City. Why do I get the feeling I'll be seeing the other two?
Anyway, he warns me to demolish the comm console before they call for help.
Huh. Looks like I've wandered into the SCA.
Icecon/fire, elec/emp, mace/something, axe/something on the minions; arch/TA, BS/shield, energy/DMias on the lieuts, BS/emp on the bosses.
I find history files indicating that these yahoos are part of an organization for fostering galactic peace. ...seems to be working out rather poorly so far.
I briefly wonder why I've hit the end of the area and not hit the mainframe, and then I remember the three branches on the first floor. Also the Paladin's dialogue seems to indicate he's got something like healing aura or regen aura, but I don't see either go off.
Ah, there it is. Last place I visit.
Kind of a shame that on these grody old maps the mainframes also have to be old and grody, but what can you do?
---
So Synapse has gone to scout the building in grand old cutscene fashion, huh? Alright, let's go see who's got a chokehold on him this time.
Well, he's down a side passage, and there are two EB versions of the archer and sorceror lieutenants, which is a pretty nice touch if it was deliberate.
They're practically right next to each other because of the vagaries of the map, which isn't so nice.
I do get a chance to see some more Paladins in combat conditions, and they do pop Recovergen Aura, so theres that, at least.
And Synapse... well, between Thunderstrike, Thunderclap, and his custom Lightning Whirlwind, he just blows things all over the place. His "run to different targets to show off my speed" AI isn't much of a help either.
I find a report about... Sister Psyche. Man, is this whole arc series going to be rescuing the Surviving Eight?
---
Man, defeat all on an outdoor map?
Phew, thankfully no, though Manticore's briefing made it sound like it'd work that way.
Anyway. Thanks to the vagaries of outdoor spawning and the AI Architect's keen sense of irony, I find Sister Psyche right when I cut to the coast and General Gwen just a bit further down. I free Manti after everything's blown over to see if he's got some clues, but no, just more dialogue.
---
Storyline - ***. Well, there's actually a notional coordinated plan going on here, which is a step up from the previous arc, but the plan just seems to be to go after this general, and along the way we just run into Sister Psyche being held captive. Obviously, springing her is a good thing, but why did this general have custody? Heightened mental discipline?
I may be demanding too much here. I have no idea how much the human Resistance actually knows about the nature of their own opposition. ...which is kind of a problem in itself given that Im two arcs into this storyline. The Resistance havent told me much about whats going on here -- even hearing we dont know would establish things I might want to keep an eye out for.
Design - **. The enemy group is much easier to come to grips with than last time, thanks to the much more reasonable variety among its members and the unifying central theme. The colors still kind of mute the differentiation between enemies -- yes, theres a guy who passed his initiation and is well on his way to being a Galactic Knight, and theres a guy who failed and turned to dark fury in his self-loathing, but theyre both just dudes in blue and white armor (and I think the ragemonkey is actually the guy whose armor is mostly white).
I can appreciate the leadership - bosses or EBs and above - dressing in official Protectorate colors, but because theres so much diversity among the rank and file I really think they could do with some diversity of color too.
Going back to Longbow, theyre all basically just dudes in decent armor with normal weapons. The spec-ops is one exception and the Wardens are others, so they have unique flair to their costumes. What youve got here is a big apparent variety of power sources -- even if they all boil down to swords, bows, and magic -- which you try to express with different patterns in costume design, but as Ive said before patterns really dont resolve too well on most models so it just looks like blue-and-white static. If they were all the same costume design but with different highlight colors -- the minions were grey/white with highlights, the lieuts blue with highlights -- theyd be easier to tell apart.
And the third mission just feels a bit off. Synapse is supposed to be drawing people out to the far perimeter, leaving this central position exposed, but theres not really much of a fortified position going on here. I realize Im saying this about the war wall generators map, but it really isnt very defensible. I can think of outdoor maps that might apply to -- the factory spire, the Fab, Thorn Isle (though that one doesnt take hostages), Villa Requin (aka the Snaptooth map, though its not in yet). I realize there isnt much you can do about it, but it still doesnt feel right.
Gameplay - ****. The only real downside was finding the mainframe in the three-branched abandoned lab map, and that only because I was lucky enough to find the relevant boss first. Well, and Synapse, but Im not counting him because I had no idea what a pain his ally AI would be when I grabbed him.
Detail - ***. Once again, theres a modest amount of backstory provided via clues, but it needs to be taken with a grain of salt as history is written by the victors. You technically miss out on a chance to give General Gwen a little character by making the clues to her operation be general-purpose heres what you find bits rather than actual notes from her, but honestly as soon as I saw the SCA I knew what was going down.
The rank and file enemy descriptions are still their ungainly wall of text selves, though.
Overall - ***. This arc doesnt try to cram as much into three missions as its predecessor, and so isnt quite as strained. I can actually come to grips with the enemy group before the arc is over and, presumably, I never see them again.
But some of the problems from the first arc still remain. I still have no idea what the big picture is -- not even the invasion's big picture, the Resistances. Why go after this general? What are they hoping to accomplish? The enemy design still kind of blends together, and now that the patterns been established that each enemy group is unique to its own arc, the walls of text are even more puzzling. They wont inform on this groups future actions because there arent any, and they dont seem to inform on their present actions either.
I mean, weve got a group of basically space knights. But they still use computers, they still use Earth-relative futuristic technology, theres nothing in their bases to suggest they operate any differently from Division 0 in the last arc, theres no particular stated reason for them to have custody of Sister Psyche, and Synapse performs a conventional distraction maneuver instead of say, Manticore challenging the Gweneral to open combat on the field of honor, army against army (except that his army has two dudes but this is a trivial detail).
Overall, while the enemy group and presentation has improved, the worries I had about the structure of these arcs-within-the-series seem to be borne out in practice.
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)
Thanks for reviewing "The Galactic Protectorate - 02", GlaziusF! I'm glad to see that, while you still have some reservations regarding the "Galactic Protectorate" saga, you enjoyed this arc more than the previous one I'll be sure to consider many of the points you brought up when I revamp my arcs after "Going Rogue" is released.
While it's not uncommon for many players to have some questions regarding the story at this point in the "Galactic Protectorate" saga, I'm a bit perplexed as to how you could be confused regarding certain aspects of the story thusfar:
*****
Why go after this general? What are they hoping to accomplish? |
The enemy design still kind of blends together, and now that the patterns been established that each enemy group is unique to its own arc, the walls of text are even more puzzling. They wont inform on this groups future actions because there arent any, and they dont seem to inform on their present actions either. |
...Synapse performs a conventional distraction maneuver instead of say, Manticore challenging the Gweneral to open combat on the field of honor, army against army (except that his army has two dudes but this is a trivial detail). |
*****
In any case, I look forward to your review of "The Galactic Protectorate - 03"!
Supplemental Galactic Protectorate Fanfic
I thought I made the basic "strategy" of the Resistance clear with the introduction to the first mission in this arc, but perhaps I could re-word the contact dialog to help make this point clearer.
|
Which is about the strategic equivalent of lashing out blindly. As far as the story has been explained to me so far, the occupation of Earth was largely unprovoked. Direct confrontation looks like the only workable option at this point, but that doesn't say "so begin confronting!" to me as much as it says "look for other options".
Yes, if this was a monster movie I'd be the guy in the back yelling "we must try to understand this creature!", and I realize that intelligence-gathering is not exactly Manticore's bag, but I just spent all of last arc biffing dudes in the face as an equal option of last resort.
I mean, if the arc started off with "we need to get Sister Psyche back, I found some fragmentary intel on the people holding her" it would be excellent motivation for Manticore, on both a personal level (unless they never tied the knot in this universe) and a strategic level, because when you're a resistance you can use a good Psychic Friends Network. And it would feel less like I was just flailing around largely blindly, hoping success would fall on me somehow.
I'm... not sure why you're expecting to learn the future or present actions of an enemy group through their individual bios. I always throught that the information presented there was to establish each individual NPC's backstory and/or hierarchy within their organization. Almost all of the Dev-created enemy groups follow this formula (to the best of my knowledge), as have most of the custom groups I've encountered in AE. I'm sure a talented Dev or MA writer could create an enemy group in the manner you're describing, though. Perhaps you could reference a specific arc (AE or not) which uses the individual enemy information this way? I'm... pretty sure you're joking here, but I think the reason the Resistance chooses to use the former strategy rather than the latter should be obvious. I do like the nickname "Gweneral", though. |
As Division 12 has many of the trappings of a galactic SCA, I would be entirely unsurprised if General Gwen adhered to a code of honor that would make her responsive to a challenge from Manticore pitting his freedom and the freedom of some up-and-coming rabble-rouser against the freedom of Sister Psyche.
I would also be entirely unsurprised if each of the thirteen administrative districts of Earth (or whatever) were governed in a matter befitting the idiosyncrasies of their respective generals and said idiosyncrasies propagated down through the ranks, resulting in distinctive patterns of behavior that could be exploited.
Even if this introduces massive logistical plotholes, this kind of thing happens all the time in comics: a technologically superior alien invasion is turned aside thanks to some cultural vulnerability that makes no immediate logistical sense.
Why does Gwen accept the challenge? Because she thinks Division 12 is powerful enough to win it. And because so far they have, and when the criminals who threaten the peace of space have tried on occasion to cheat, the rest of Division 12 came down on them like a ton of bricks.
In short, the cultural vulnerability exists because up until they hit a city of heroes, nobody was strong enough to exploit it.
You've created a group that stylistically, mechanically, and descriptively reflects the idea that determination and strength of will matter more than high technology or innate power. But they don't seem to really be acting any differently than a completely different group with completely different ideals did in the last arc.
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)
Ah, thanks for clarifying some of your points, GlaziusF. You definitely bring up some nice suggestions which I'll be considering when I'm revamping my "Galactic Protectorate" arcs.
Concerning your first point, the reason it feels like the Resistance is "lashing out blindly" is because they basically are. At this point in the storyline, the Resistance's intelligence network is almost non-existent, as are their manpower and resources. This is why this section of the story plays out the way it does; at this point Synapse, Manticore, and the player pretty much ARE the Resistance. As such, I felt beginning this arc with the Resistance already having a lead on Sister Psyche's whereabouts would kind of contradict the Resistance's "desperate" situation. Also, having the player discover Sister Psyche's location re-confirms his/her significance to the Resistance as a "hero", something which would be undermined if the Resistance was able to locate Sister Psyche without the player.
On your second point, you actually (almost) hit the name on the head. Most of the Divisions within the Galactic Protectorate share a distinctive behavioral pattern and theme, which will become much more apparent in the arcs to come. To be honest, I probably failed to convey this piont the most in this arc than any other. Giving Division 12 a more distinctive personality is one of the things on the top of my list when I revamp my arcs, though I'm still trying to decide how (I was originally going to have all of the members of the 12th Division speak in "ye olde english", but that just seemed silly).
However, while every division and officer may have different personalities, themes, morals, and values, they all share some of the same overarching ideals as the Galactic Protectorate. The reasons they follow those goals and the methods in which they do so may differ greatly, but the central ideology of the Galactic Protectorate is what ultimately unites them.
Although, I also wanted to give each named officer a distinctive personality and backstory, so keep an eye out for the Colonels and General of the Galactic Protectorate in the arcs to come!
Supplemental Galactic Protectorate Fanfic
Review done as part of the CoHMR Aggregator project.
@GlaziusF
Playing the next installment also on my mid-40s ice/axe tanker, +0/x2 with bosses on.
---
So now Im going to be working for Sister Psyche. ...and invading a field hospital.
The Geneva Conventions arent just a bunch of good ideas, you know.
Man. What an enemy group. Everybodys got an assault rifle, except for the people with laser rifles. Good thing theres... most of the time... geometry to pull people into.
So it seems like the doctors and patrols agree with my misgivings here. I leave the mainframe unexploded, because seriously.
Its at this point I begin to suspect I may be marching to Praetoria. Wotta debrief.
---
What an intro, too.
Anyway, more running through these gunners. By the look of this computer log, it looks like this general is here as a direct consequence of the smackdown we have to General Gwen. Wonder if Psyche kicked her in the medulla oblongata while she was down.
Anyway, I find Manticore and then go on to the generals subordinates.
The roboticist colonel here uses Force Bubble and Detention Field. Nothing like just staring at the screen for a minute, let me tell you.
And the field medic colonel. Thankfully no annoying powers on her.
Sister Psyche thinks the generals are going to hit some random resistance base that they think is the home front, so were going to scramble to stop them.
---
So, last battle in ruined Boomtown. Sister Psyches easy to find, and for some random reason Ms. Libertys here too. I wonder if shes who the General picked up on. No information is provided to support this assertion.
Shes rather scrappy, and takes quite a bit of damage in the final skirmish given all the masterminds and the aggro cap.
But Saharas down, and Sister Psyche says thank you... and thats it.
---
Storyline - **. I love the smell of war crimes in the morning. Smells like freedom.
Actually, wait, no it doesnt. And I dont really enjoy the smell of war crimes either.
Raiding field hospitals and engaging enemy medical personnel in the act of treating the wounded? Like, deliberately? Thats crime-against-humanity wrong.
I mean, okay. The clues are only giving me the GPs side of things. Ive seen Red Atlas, but I dont think Ive been told how it got that way. But even so. Invading a hospital? Taking out life support?
And Ms. Liberty just kinda unexpectedly pops up in the third mission with no explanation why shes there or what else she was doing.
Design - ****. Decent amount of wandering traffic and chatty spawns in the indoor levels, at least. But the enemy design falls back into the same old problem - similar color scheme, and any distinguishing details arent high-resolution enough to make out. I imagine there was some work done to give all the people with guns distinct models of guns, but they were most of the time pointed directly at me and obscured by a muzzle flash.
There wasnt really much need to distinguish enemies one from another, as they all had guns and none had any particularly annoying powers. Well, not the rank and file, anyway.
Gameplay - **. This isnt for my experience as an ice tank necessarily, but there are some big dangers here.
First, all the customs -- all of them -- are ranged, meaning that trying to break line of sight is the only way to establish or re-establish any kind of usable clump.
Second, as an ice tank Im generally highly resistant to defense debuffs and movement/recharge slows, which is exactly where assault rifle and web grenade hit the hardest. Tons of enemies all bursting down defense can lead to a cascading -defense situation, and intensely stacked web grenades can pretty much shut down powers and make moving around a real pain. Web grenade is a control power, and minions shouldnt be spamming it any more than they should be spamming other sorts of control powers.
Third, having to lead the doctors back through the original Longbow base was a bit of a bore, since it was generally always over empty ground but with complicated terrain that made me take things slowly so the escort wouldnt get lost.
Fourth, Force Bubble and Detention Field are hardly ever resisted by anybody and are giant pains that dont really do much to make a boss fight more difficult, just more annoying.
Detail - ***. Generally solid and informative, but the lack of any perspective from the resistance is really ruining my ability to sympathize with them -- and once again, enemies have giant walls of text for descriptions that dont really enhance my understanding of their powers or role in the mission.
Overall - **. In addition to the enemies being a pain to arrange on a melee character and possessing potentially devastating power effects in groups, theres the matter of the plot.
Its seeming less and less like the Galactic Protectorate actually pose a mortal threat to anyone, or that this is anything more than a war Manticore is mounting for the hell of it with Statesman gone, and the rest of the Phalanx and the Vindicators are more or less just falling in line.
Part of this is because my only contact with the resistance is, well, my contacts. And theyre more concerned with getting the job done than establishing any reasons for or history of their actions. Im getting the GPs side pretty much unalloyed, with the end result that thats where my sympathies are going.
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)
Crazy day yesterday, but it was nice to come back to the boards today to find your review, GlaziusF. While you may not have enjoyed my third "Galactic Protectorate" arc very much, I thank you for the critical feedback.
With most of my "Galactic Protectorate" arcs, the feedback I receive (whether positive or negative) tends to focus on either the design of the enemy group and/or the mechanics of the arc equally with the storyline. However, with this particular arc, I've noticed that the majority of the negative feedback tends to focus on the player's uneasiness with their actions in this part of the storyline moreso than anything else.
When designing "The Galactic Protectorate" saga, I didn't want to follow the usual "black and white" morality which (pre-Going Rogue) the main game focused on. The Galactic Protectorate is not the cliche "evil empire" found in many other stories, nor is the resistance the player leads as saintly as they first appear. The morality on both sides of the conflict is very "gray", which is why all of the arcs are labeled "Neutral" rather than "Heroic" or "Villainous".
But on the mechanical side of things, I'll definitely consider some of your suggestions when I'm revamping my arcs after "Going Rogue" comes out. I look forward to your review of "The Galactic Protectorate - 04"!
Supplemental Galactic Protectorate Fanfic
My issue here is that invading a field hospital, kidnapping doctors, potentially killing patients, and in general confronting the Space Red Cross goes right through "shades of gray" and into "beyond the pale". It's not something you do to win a war, it's something you do to be cruel; that's why it's called out in the Geneva Conventions.
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 Galactic Protectorate - 04, #269714, @Unknown Hero
Premise, keywords, all the same as the last arc, with slightly different combination of Large and Unique maps.
I fear all 12 divisions of the Protectorate will get a guernsey in this tale, meaning I won't see the end of it until after Harry Potter and the Wizard Retirement Home. But the GP has become a regular routine for this hero, so off he goes again to interfere in other dimensions.
Dialog and descriptions suggest Division 10 isn't as friendly a place as Division 11. The optional computers, not required to complete the mission, are still critical to getting a sense of why the GP is on Earth. Sister Psyche doesn't seem particularly thrilled to see me this time, expectations are getting a bit high.
In the second mission, I couldn't find one of the optionals - vast CoT map.
Both the villains on the last map are worthy opponents for soloing. In the final mission, the huge number of mezzes these guys have finally gets to be a bit too much. But the adventure ends with a little motivation to keep going. It feels like a soap opera now, but the Clues provide just enough continuity to the episodes to give it a plot.
Cheers, airhead
M1 intro: firends -> friends ; alot -> a lot
M1 send-off: stop -> step
Celestial Cultivator: Divison -> Division ; asess -> assess
Cosmic Chimera: capble -> capable ; Astral Azaelas -> Astral Azaleas (?)
Galactic Guardian: dealy -> deadly
Astral Azaela: Azalea? (also in description)
Base Commander's dialog: alot -> a lot
M1 Clue Profile Eden History: it's -> its
M1 Clue Profile Eden Statistics: it's -> its
M1 Clue Profile Eden New Developments: dominate -> dominant ; paralell -> parallel
The second mission briefing includes "Ahem" a lot, perhaps change one to an "Oops" ?
Terrestrial Toxitians: Toxicians? Akin to 'technician'. Not necessarily a typo, since it's just a name.
Col. Belladonna: artisitic -> artistic ; thusfar -> thus far ; upon defeat she says "Camellia", but description says "Camelia"
Col. Belladonna defeat clue: informas -> informs
General Adonis log: must find 'borrow -> not sure what you
meant to write here
Edited: Goodness, I didn't mention why I'm coping with four editions so far - the customs are very well written, and the division themes are very well done. The toon variations are subtle, providing consistency across a division; the latest division features Thorn patterning, having a botanical concept. Nice work.
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!