My compiled list of AE suggestions.


Smash_Zone

 

Posted

I know what you're thinking, and before you ask, NONE of these suggestions are for reducing/killing farming (Although there is nothing I'd like to see more than that) These are simply some QoL suggestions, and suggestions for more tools for our creative players to use in story telling. So without further ado, lets begin.

[color= orange]1) Two seperate Atlas Park Maps.[/color]
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What do I mean by this? Well, right now if you use the regular Atlas Park map for your mission (the one with the statue of Atlas) there are civilians walking around, and cars driving by. This might make sense for some missions, but for others it doesn't. For example, my story arc contains a boss fight in Atlas Park, sort of like a showdown. It doesn't make any sense to have a full-blown battle in Atlas, and have civilians walking around like nothing's happening.

There should be two different versions of Atlas, one with and without the civilians and cars moving around. speaking of civilians, that brings me to my next suggestion.
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[color= orange]2) Have a "Civilians running in fear" option for missions.[/color]
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If you play some of the dev created content, you will come across missions with a scenario of the villains suddenly arriving on the premises, and holding people hostage. In these cases, throughout the map, civilian NPCs will run around the map with their arms flailing widly in the air. This is not possible to create within the AE, and even though it doesn't do much, it really sets the atmosphere of a story.
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[color= orange]3) Add "Unaware" and "Aware" dialog options for patrols.[/color]
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Example, Patrol minion A says "Man, I really hope that Captain Awesome doesn't find us!" while Patrol minion B says "Don't worry, Captain Awesome will never find our secret base!" Then, upon aggro, minion B says "Looks like I spoke too soon! It's Captain Awesome!"

This does happen in dev created missions, but is currently impossible with AE. Adding "Unaware" and "Aware" dialog for patrols would be really neat.
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[color= orange]4) Have an option to set two enemy groups for one mission.[/color]
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The best example of this would be the Positron Task Force. The final mission contains three groups altogether, Clockwork, Circle of Thorns, and Vahzilok. While three may take up more space on the arc file, I think two should be enough. The mission scenario could be that two groups are working together to stop you, or something to that effect.
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Anyways, those are my suggestions. I'm pretty sure I had more, but I can't remember them now. =P I'll post them later if I remember.


Arc ID: 348998 - Becoming a villain
Arc ID: 373341 - To Save a Hero

Got Inf?

 

Posted

Can you compile more?

1) I don't see why not.
2) I want..post haste.
3) Sure
4) You can technically do this, but an option is nicer. It takes a bit of clever work. Here's how:

Custom Mob 1
Custom Mob 2

Now you can spawn 'bosses' all over the map to fight. If they are custom bosses, you can make them whatever rank you wish. Then, have that boss appear to look like the rest of the enemy group you are fighting (works in some situations). Surround it with either custom group 1 or 2. You're only limited by the number of boss spawn sites on the map. The other alternatives are a little more obvious to see in the game, such as defendible or destructible objects.