Street Sweeping


AkuTenshiiZero

 

Posted

I looked for this, but couldn't find my original post.

It seems to me there's no point in street sweeping. You beat up a couple of bad guys stealing a purse, but it doesn't actually accomplish anything. They respawn in a moment or two. What I'd like to see is a benefit from street sweeping, as follows.


As you defeat street thugs, eventually you will beat some information out of them. This would result in a mission, not unlike radio missions. If you accomplish the mission, and continue assaulting them, you'll get another mission, with an actual serious foe (likely something similar to the ones you see in Safeguard missions). If you keep beating them up, you'll eventually get a mission that will include a signature foe. In each case, the foes involved would be constant (ie if you beat up Council, you'll get Council themed foes).

For example:

Batman goes around, beating up the Joker's thugs until one tells him of a heist at a local jeweller. Batman goes there and stops the heist (normal boss).

He then carries on sweeping the Joker's thugs until he is told that Harley Quinn is going to burn down a building. Batman goes and defeats Quinn (special boss)

He then carries on sweeping, and is finally told where the Joker is hiding out. Batman goes and confronts the Joker (Elite Boss).


Mix in an occasional ambush, and this would liven up street sweeping immensely. No more being muscle for NPCs, we could actually stop criminals on our own!

Personally, I'd replace radio missions with this system, but they're popular and there's no real reason to remove them, so I would use this as an ADDITION to the radio missions.

What say you?


 

Posted

What say I?

I say it sounds awesome, but I'd like a villainous equivallent.


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The mysterious Djinn...Emerald Dervish (50+1 DB/DA Magic Stalker)
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Virtue Forever.

 

Posted

Quote:
Originally Posted by AkuTenshiiZero View Post
What say I?

I say it sounds awesome, but I'd like a villainous equivallent.
Beat the crap out of good guys and bad guys until you know where they store their loot.

Problem solved.


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Posted

I like this idea of re-integrating street hunting into the game much better than those ideas that require street-mobs be raised in levels if Heroes don't curb their growth.


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Posted

I like this idea, for reasons that other posters have already mentioned.

Now since the (blueside) zone Security Chiefs have almost nothing to do, I'd have them give an endless string of "Hunt 20-25 $faction Foes" (Anything more than 25 is an intentional waste, IMO). This could be tied in as well.


 

Posted

"Dynamic Content"...that is all.


"Samual_Tow - Be disappointed all you want, people. You just don't appreciate the miracles that are taking place here."

 

Posted

totally /signed.


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Posted

Isn't this basic idea behind many of the story arc hunt missions ?

From Bonefire's 10-14

Quote:
Locate gang headquarters
* Defeat 20 Hellions and 20 Skulls
One of the defeated thugs gave up the location of the Skulls' main base.
all the way through to the 45-50 with examples like
Harevy Maylor
Quote:
Question carnies about Ellie
* Defeat 65 Carnies
You were able to pluck Ellie's current location from the mind of one of the carnies.



@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617

 

Posted

Quote:
Originally Posted by Catwhoorg View Post
Isn't this basic idea behind many of the story arc hunt missions ?

From Bonefire's 10-14


all the way through to the 45-50 with examples like
Harevy Maylor
The only issue I have with those missions is that you have to defeat how ever many they specify in the mission. It's not like you go out and start pressing them for information and eventually one gives it up. If there was some chance to get the needed information sooner than say the 50th bad guy they would play out better. It also opens up opportunities to create skills around interrogation and what not and potentially get more information than what you were looking for which could lead to other side missions.

Maybe I'm thinking too much into it...I don't know.


~ Infinity Heroes ~
Dark Voltage - 50 NRG/NRG/EM Blaster
Shure Shot - 50 Arch/NRG/MM Blaster
Silent Shadow Blade - 50 Katana/SR/BM Scrapper
Uphir - 50 Fire/Fire/Fire Blaster

 

Posted

Then what do you do about bad luck runs ?

The people who never get 'good rolls' from random merits and the like. Given a low chance the exercise to get to the mission rapidly turns into a grind of low cons, just to get through it.

Given a high chance, then its basically close to a numerical hunt. There is obviously a medium ground there, but unless you have a very narrow distribution, the tail of it will feel very grindy.



@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617

 

Posted

It's similar to the hunt missions except that YOU are in control of it. For example, my Tanker, the Canadian Shield is a WW2 veteran, and his natural foe is the Council. Thus, I could go and pressure the Council, rather than some foe some NPC has an issue with.


Villainside, I'd thought about allowing villains to select an agenda to complete. That is, we're not actually doing anything for ourselves, as villains. Why are we robbing banks? What do we get? What are we trying to accomplish.

I had an idea where you would select an agenda (eg. conquer the world, overthrow Lord Recluse, etc.), and then a method of achieving it (eg. Mind control lasers, giant robots, etc.). You would then have to select missions (similar to radio missions) to accomplish that goal.

As you got closer to the goal, the missions would become more and more difficult, until the final mission, which would be essentially impossible (eg. you might have to fight all of the Freedom Phalanx together).

This fnial mission would always be on a timer. If you can survive to the end, you get a temporary power related to the method you chose (eg. a summon Giant Robot power). Technically you didn't achieve your goal, but you weren't defeated either.

If, by some miracle, you actually DEFEAT the final mission, you would be on the verge of world domination (or whatever), and your plans would fall in on themselves. Defeated, the heroes watch as your giant robots turn on you (for example). Naturally, you can't be allowed to actually conquer the world.

Defeating the final mission would grant you the temp power as above, but would also grant you a temprary toggle, the "ARCH VILLAIN" toggle. It would have a short duration (say, an hour of use), but would buff you to AV levels. Naturally, this power would not work in another agenda mission.

Just the bare bones, but that's what I'd give villains.


 

Posted

It's been suggested in the past many times, and it's still a good idea IMO

/signed


 

Posted

Quote:
Originally Posted by Catwhoorg View Post
Then what do you do about bad luck runs ?

The people who never get 'good rolls' from random merits and the like. Given a low chance the exercise to get to the mission rapidly turns into a grind of low cons, just to get through it.

Given a high chance, then its basically close to a numerical hunt. There is obviously a medium ground there, but unless you have a very narrow distribution, the tail of it will feel very grindy.
Have the chance increase with more defeated foes. Thus, each foe might increase the chance for one to spill his guts by 5%. That way, the most you would ever have to defeat would be 20 foes.


 

Posted

/signed

but also when going rogue comes out how would the neutral faction do this?


 

Posted

Trolling the opposition in the street for a random mission hook was a perennial favorite in suggestions, but you are right, haven't seen it in a while, and you are right, it would make an excellent addition/alternative to the "see the contact/do the mission" trope.


My scrapper doesn't need an AoE. She IS an AoE.

 

Posted

I actually like this idea as an alternative to paper missions, though I wouldn't make it overcomplicated with agendas and mission goals and suchforth. Those sorts of things are better left for story arcs. Plain and simple beat up bad guys in the street and ANY of them have some chance to drop a vital clue, which you can then choose to follow up on or ignore. Don't want to force people into unwanted, unexpected missions, after all. That way not only are you able to go look for random missions, but you also have a chance to get a random mission from just beating up a bunch of crooks for no specific reason.

I'd also be interested in introducing contacts of opportunity. Just random contacts who have one-off missions, don't appear in your contact list and are scattered all throughout the city. You walk into an alley and find a bum who had an old medallion that wizardz stole from him because it was magical. You walk down the street and see a little girl crying because zombies dragged her dad in the sewers. We already have the infrastructure to do that - contacts give missions. Someone just needs to make a bunch of contacts and hide them around the zones. Heck, I'd even like to see these contacts appear and disappear in different parts of the city just to make it a bit more interactive. Their point isn't to be a reliable source of missions, but rather a random occurrence you sort of run by. Might even give people a reason to NOT fly/jump/teleport over everything.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
I actually like this idea as an alternative to paper missions, though I wouldn't make it overcomplicated with agendas and mission goals and suchforth. Those sorts of things are better left for story arcs. Plain and simple beat up bad guys in the street and ANY of them have some chance to drop a vital clue, which you can then choose to follow up on or ignore. Don't want to force people into unwanted, unexpected missions, after all. That way not only are you able to go look for random missions, but you also have a chance to get a random mission from just beating up a bunch of crooks for no specific reason.
Maybe treat the clues like Recipes - you can store a certain number of them, or delete them if you want to make room for more.


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Posted

Quote:
Originally Posted by gec72 View Post
Maybe treat the clues like Recipes - you can store a certain number of them, or delete them if you want to make room for more.
I can work with that. Make them into special salvage that you can turn in at any Security Chief for a one-off mission. I like it


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

I have to say I like the original version of this the best. It follows over to Villains and Rogue perfectly without modification and has the simplest, most direct implementation. Kudos to the OP.

I seriously dig Sam's additional idea, though, as well. That's a completely different thing that deserves it's own Kudos.

Here's to you both!

/signed x2

Robin


--If we can have huge sig images, why can we have only five lines of text?
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Quote:
Originally Posted by Techbot Alpha View Post
...I have the patience of a coffee-fueled flea...

 

Posted

I have to say I like the original version of this the best. It follows over to Villains and Rogue perfectly without modification and has the simplest, most direct implementation. Kudos to the OP.

I seriously dig Sam's additional idea, though, as well. That's a completely different thing that deserves it's own Kudos.

Here's to you both!

/signed x2

Robin


--If we can have huge sig images, why can we have only five lines of text?
--...faceplanting like a Defender pulling an AV (Nalrok_AthZim)
Quote:
Originally Posted by Techbot Alpha View Post
...I have the patience of a coffee-fueled flea...

 

Posted

And I thought everyone loved how there was so little street sweeping in this game.

Still a good idea, though. I like the idea of Security Chiefs giving repeatable street sweep missions, if only for a change of pace.


 

Posted

I'm a strong proponent of the KISS rule. I don't care for the need of going to the Security Chief for everything, though if it was part of a mission, that would be fine.

For instance, you beat up foes and discover a clue that the Security Chief's family is being kidnapped, and you have to go to him to find them. That is, he's part of the mission, he's not just telling you what to do.