Random Captive
Not that I know of, but you can create multiple details with the same parameters and have them show up as one group in the nav bar.
For example, if I have 5 captives, I can randomly pick 5 characters for 5 different details, and then, for each detail, set the plural nav text to "Hostages to Rescue" and the singular nav text to "Rescue Last Hostage". Then when someone enters the mission, they see "5 Hostages to Rescue" in the nav bar.
And for a while things were cold,
They were scared down in their holes
The forest that once was green
Was colored black by those killing machines
The beautiful thing is that they don't even have to be the same type of objective to do this. I can have a hostage, a glowie, a boss and a destructible object, but if I make the plural nav text "clues to find" on all 4 of them, it'll show up as "4 clues to find" in the nav bar.
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The beautiful thing is that they don't even have to be the same type of objective to do this. I can have a hostage, a glowie, a boss and a destructible object, but if I make the plural nav text "clues to find" on all 4 of them, it'll show up as "4 clues to find" in the nav bar.
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I did this in my first arc (see below) with the generic "5 possible clues to find!", it works pretty well.
Note though that some players get really annoyed if the nav bar hint doesn't tell you what kind of thing you're looking for. If the circumstances (map and placement) are such that the clue might be hard to identify, you risk ragequit if people don't have enough information to narrow down the search.
And for a while things were cold,
They were scared down in their holes
The forest that once was green
Was colored black by those killing machines
"Clues to find" probably ought to be reserved only for small maps in which you aren't trying to mislead or surprise the player.
You can, however, create multiple, different hostages with different texts and link them all together under "hostages to free / free the last hostage". You can, also, if you want, make one "hostage to free" a coffin or body bag you have to click. It's at your discretion, how you want to tell your story.
<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison
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Note though that some players get really annoyed if the nav bar hint doesn't tell you what kind of thing you're looking for. If the circumstances (map and placement) are such that the clue might be hard to identify, you risk ragequit if people don't have enough information to narrow down the search.
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Ragequits don't bother me all that much, people really should be keeping their eyes open and I can only be held responsible for such reactions to a limited extent at best. They'd be more likely to ragequit when they find out it's not a farm, really.
Regardless, the map was small (I seem to use nothing but!) and they (the "clues") were all pretty obvious. One of them is not so much a "captive" but is there for a plot reason hanging out with the badguys and just happens to decide to leave after you've pummeled the mobs. No misleading or trickery at all.
Personally, I think the nav bar should limit what it tells me to what my character already knows upon entering the mission. If my contact tells me to "check out the warehouse" and upon entering I immediately know I have to rescue the City Rep, defeat Haxxorz, destroy the 'Dyne stash and find Crimson's cell phone, it's really immersion breaking. "Seek clues" is an indication to me that I should, well, seek clues, and keep an eye out for anything unusual.
Personally, I believe in making missions as little of a PITA to complete as possible, if people actually 1: pay attention and 2: step outside their literal minds for a second and realize that hostages sometimes get killed or join the bad guys before you arrive, so you should look out for body bags and named bosses even though the nav says "find hostages."
Eva Destruction AR/Fire/Munitions Blaster
Darkfire Avenger DM/SD/Body Scrapper
Arc ID#161629 Freaks, Geeks, and Men in Black
Arc ID#431270 Until the End of the World
When using custom characters for the "release captive" detail, MA requires that I specify which character to use. As a result, if the mission involves multiple captives to be released, all the captives are the same character.
Is there anyway to have the captives be randomly selected from a custom character group?