Architect wishlist


Arctic_Princess

 

Posted

Ok, I know its just been announced but now that we have some details I thought I'd throw up a quick list of what I would really liek to see in it:

1. Customisable opponents: they dont count for badges anyway so how about a point based creature creator ? you get higher xp for higher point creatures and lower for lower point along with thresholds. eg:
minion : 5 point max , average = 3
lieutenant : 10 point max avg= 6
Boss: 20 point max
etc

zombie minion: slow (-1) , high HP - scrapper (+1) , melee attack - blaster (+0), ranged attack - defender (+1) , resistances (+1) , defense (+2). total: 4. you get higher than average minion xp for beating these guys.

this way, we can make missions truly unique and have some nice suprises for players beyond the "stock" mobs. variety is always a good thing. Stock mobs would also be available and could possibly be used as a template eg: armoured outcast shockers!

2. mappable terrain: like the base editor (only more usable) with the option of base defenses.

3. placable mobs: as I said in another ost, Crey Tank standing in a bottleneck, or CoT Death mages on a balcony out of easy melee range

4. scriptables: ambushes based on location trips, events based on time limits - too late to save the hostage? recover the body and punish the bad guy to salvage some of the mission!, event driven events... death of an NPC = stopping of bomb timer or instant timer to zero. all un-defused bombs go off.

5. Tokens: tokens that can be set for players and are stored. these can be used for a huge amount of features from PC (other than group leader) triggering events to dialogue options available or perhaps different treatment from NPCs ("you saved Betty's daughter, I owe you for that, here's what I can tell you about Captain Rotten's lair" leads to a map reveal of one level of enemy base.)

6. Mission intros: either still shots or full blown cut-scenes but something other than a text box would be nice and can really set the tone for a mission.

anyway, enough waffle from me. I'll wait and see what comes out in the issue


 

Posted

#Trap doors.
#Spiked pits
#Resident Evil-esque laser grids to dodge
#Moving block walls or spiked wheels to dodge
#Rooms that fill up with water and drown you if you can't break out or hit switch on far-side of wall that releases you.
#Customisable Gladiatorial arenas
#More enviroment styles other than Tech and Mystic
#Being able to make maps with different levels
#Being able to upload our own artwork for loading screens


 

Posted

[ QUOTE ]
#Being able to upload our own artwork for loading screens

[/ QUOTE ]

Never going to happen.

Aside from that, yeah, "death traps" are really a major must. It's really a shame the game doesn't have that kind of thing already. I mean, the villain locking you up in an 'inescapable' death trap is just so big a part of the entire comic book genre that it has to be possible.


Disclaimer: The above may be humerous, or at least may be an attempt at humour. Try reading it that way.
Posts are OOC unless noted to be IC, or in an IC thread.

 

Posted

problem with death traps is that well, authors are usually tempted to make them exactly that and "forget" ahem, to inlcude a way out that is discoverable.

I used to write and run PnP scenarios for various different games and it amazed me early on how what I thought were obvious clues were overlooked.

having said that, I've had groups repeatedly request that I run Temple of Elemental Evil specifically because no group has ever completed it (original or return) with me running it.... but I wasnt being evil, I was just playing the NPCs as intelligent rather than cannon fodder. Tomb of Horrors is another fine example of player death wishes....


 

Posted

Yes, the amazing clue blindness of players never fails to amaze every plot writer. I remember on my first ever LRP event we came across one of the refs who my partner knew (she's been in LRP a lot longer than me) and we asked how things were going. "Players are being numpties as usual," was the reply.

But this is where play testing comes in. Mission Architect users who want to be successful are likely to need to learn to playtest with blind users (i.e who haven't previously seen the thing). So, back on the wishlist idea...

There needs to be a mechanism for private testing before release.


Disclaimer: The above may be humerous, or at least may be an attempt at humour. Try reading it that way.
Posts are OOC unless noted to be IC, or in an IC thread.

 

Posted

[ QUOTE ]
problem with death traps is that well, authors are usually tempted to make them exactly that and "forget" ahem, to inlcude a way out that is discoverable.

[/ QUOTE ]

I believe that is one reason why there will be a mission rating system!

I doubt there will be anything in the initial release that isn't in missions currently. However, you could create some interesting effects if you can assign powers to undetectable imombile mobs.


I really should do something about this signature.

 

Posted

I'll add my wants to this...

- Branching missions for arcs (Succeed in Mish 1, skip to Mish 3 else go to Mish 2)

- Variable text based on Origin/Archetype (e.g. computer glowie that says "You disable the computer" for Tech Origin or "You smash the computer" for any other Origin)

- Variable missions based of Origin/AT (e.g. If you are a Stalker you are given a mission achievable by stealth otherwise a mission to Defeat All)

- Player power mockups (e.g. if I want to create an NPC pet or foe with player powersets I can do - not the full powersets but enough for flavour)


 

Posted

[ QUOTE ]
1. Customisable opponents: they dont count for badges anyway so how about a point based creature creator?[...]

2. mappable terrain: like the base editor (only more usable) with the option of base defenses.

3. placable mobs: as I said in another ost, Crey Tank standing in a bottleneck, or CoT Death mages on a balcony out of easy melee range

[/ QUOTE ]

Judging from the way missions appear to work in the game, I'm almost certain that CoH's mission engine doesn't allow for anything like this kind of detailed control.


 

Posted

<ul type="square">[*]Map layout editor[*]Placable mobs[*]Scripted events[*]Patrols[*]Custom speech[*]The ability to use characters as NPC's[/list]Here meaning; I'd like to be able to use one of my characters, or that of a friend as a rescuable NPC, or a boss. The chances are low, but this is a list of wishing.


 

Posted

[ QUOTE ]
#Trap doors.
#Spiked pits
#Resident Evil-esque laser grids to dodge
#Moving block walls or spiked wheels to dodge
#Rooms that fill up with water and drown you if you can't break out or hit switch on far-side of wall that releases you.
#Customisable Gladiatorial arenas
#More enviroment styles other than Tech and Mystic
#Being able to make maps with different levels
#Being able to upload our own artwork for loading screens

[/ QUOTE ]

I don't think we'll get anything that isn't already in the game - if they add death-traps to normal mission, then yeah, we'd get them in the Mission Creator for sure


@Golden Girl

City of Heroes comics and artwork

 

Posted

Ok, some kind of map editor would be great, with the option to mix and match assets from different tilesets and go up and down adding different levels as well as moving about horizontally and add in a bunch of unique stuff like death traps and the like, but since none of that is in the missions as they are I doubt we'll get it. Here's my list:

-a great UI thats easy to understand but also allows for lots of customisation.
-the option to design NPCs and villains for the mission through costume creator, with the option to include our own characters as NPCs.
-a bunch of different events available, timed events, position specific events, branching events dependent upon what the players do in the mission, etc
-placeable mobs, patrols and ambushes
-custom speech, clues and mission briefings
-branching story arc layouts


@craggy see me on Union for TFs, SFs (please!) or just some good ol fashioned teaming.

 

Posted

To be frank, much of that is going over the top; with the ability to design maps, the boss unit, write boss and mob dialogue and string together arc text, we're already in territory that lets the creative juices flood. Don't make the hollywood mistake and assume that more toys and effects will mean better missions. I know everything I'll need from it will be catered for if I can do all mentioned previously. Cutscenes would help a great deal, but aren't essential.

from what I've seen, the mission editor will be more than enough to be as creative as we like; naturally, we wish for the moon on a stick as well.


DON'T eat muffins while I'm developing you.

Pants! Turkey Magnates! A man in a box! Rogue AI! Come one, come all, to arc ID 10107 - It's [i]'Not as long as some other arcs'[/i]!

 

Posted

"that's no moon"

yeah, I guess we'll be able to design some of the characters, pick a map from a list, and write the dialogue. not sure about anything more, but to be honest, that'll be good enough to have fun with at first.


@craggy see me on Union for TFs, SFs (please!) or just some good ol fashioned teaming.

 

Posted

[ QUOTE ]
Cutscenes would help a great deal, but aren't essential.

[/ QUOTE ]

Cutscenes are apparently very difficult to do with the current mission editor (says War Witch). I doubt they will have come up with a way of making that easy enough to let mortals such as us lose on the cutscene editor.


Disclaimer: The above may be humerous, or at least may be an attempt at humour. Try reading it that way.
Posts are OOC unless noted to be IC, or in an IC thread.

 

Posted

hence the cut scene being at the bottom of my list however, an idea would be to have the "loading" screen stay up until the player clicks OK. that way any credits can be given, background can be put in, a picture can be included or even a map of sorts if thats required.


 

Posted

I'd like to see a way of "picking" a contact to go get the mission from ( for missions that are ultimately added as "official" missions perhaps ) as I think arcs with Time Travel in them that are handed out by a computer somewhere, just wouldn't sit right with me.

Tweaking bosses appearance and hostage appearance would also be very important features for me, having to constantly rescue Percy Winkly or Flower Knight would get a tad boring and make for little amusement between player created missions ( here's hoping we can choose the difference between a rescue and an escort version of hostages as well )

Also the ability to set a level range and then contacts for delivery missions ( with customiseable text for clicking on the NPC ) so that we can add in more story understanding through dialogue encountered outside of a mission instance.

Lastly, I'm not sure, but setting the mission text for each mission and the dialogue for mission completion / failure through the contact would be important too.



In-game and now on Twitter @Tsumiju Zero "The Nightmare of Dra'Gon"
"The flow of battle can only be influenced, not by realtime tactics, but by strategy."
Proud resident of the Union EU Server.
B.A.F. Trial Guide

 

Posted

Top of my list of wants but unlikely to get has to be a spell checker, or at least the ability to copy and paste text to and from the architect to a Word Processor.


I really should do something about this signature.

 

Posted

vice versa from word processor back into architect should work though. At present I don't think there is a mechanism to highlight text in game, so unless they add a text export system like saving binds, that might be harder to do, but lets hope they do!!!



In-game and now on Twitter @Tsumiju Zero "The Nightmare of Dra'Gon"
"The flow of battle can only be influenced, not by realtime tactics, but by strategy."
Proud resident of the Union EU Server.
B.A.F. Trial Guide

 

Posted

What I'd like to see and since it's used in game already we may get access to is the ability to 'tweak' the map we choose from the list to block or open up certain parts of it.

So for example we choose to use the standard 'office' map, but then we could choose to place a 'wall' item to block off access to some of the map, letting us vary the length of the mission map.

Just think - we could force players to have to do the multi-story room in the cave map (or maybe not if we want to get good ratings )


Oh and the other 'trick' that's used that we should be able to do is select the start point of the map, so following the example above we may start at one end of the office map or we may choose to reverse the map.


 

Posted

Designing your own AV for a mish (as in, using char creator for the model then selecting powers) would be excellent, but unlikely.


 

Posted

another iddy biddy addition...

power range markers and AoE templates.

seriously. nice to know how much a power can hit when placing mobs and how close is too close fo AoE effects


 

Posted

Animated Hair

Seriously nothing as what they put into i13. Not interested a bit yet.

But for Mother's suggestion shouldn't we first have "dodge" moves to enjoy that dodgeable traps.


 

Posted

A mission rating system that doesn't prevent those who don't have 150 SG members approving their maps from getting better stuff.

Make it so that it accumlates ratings as time goes on so that someone who gets 5/5 for a mission manages to get something that requires 100 "stars" (for want of a better word) quicker, but someone who always gets 1/5 stars for being [censored] will still get the goodie at some indeterminate point in the future.

Also, whilst newer missions come on, it should never be at the expense of older, high rated missions.


"Idealism is such a wonderful thing. All you really need is someone rational to put it to proper use." - Kerr Avon

Myopic Aardvark on Twitter

 

Posted

'Levels' to maps are, AFAIK, not levels at all. All the levels of a map are on the same floor - which is why in those Crey labs and especially during Frosty, you can see that a fellow player is only 32 yards away, but they are, in fact, a level down from you.

I think that hot tip came from ShadowGhost who also went on to ponder if that's why it can take longer for certain missions/bases to load