MA Feature Request Thread
"...his madness keeps him sane.": My Profile on VirtueVerse
Can You WIN the Internet? MA Arc #85544
Inhuman Resources - At Work with IE #298132
Task Force Mutternacht #349522 <-- 1st AE Challenge
Not exactly a feature, but not exactly a 'bug' either and it's really confusing, so I added it anyway.
Anything else, or any support for any of the existing suggestions?
An option to make a foe invulnerable would be nice. For example, I wanted to make a story in which the heroes encounter the villain they're going to encounter later (ie. the big bad guy). However, even as an AV, he could thoeretically be defeated in this early mission, breaking the story. What I needed was an option to make him immune to harm so he could escape to reappear later.
An option to make a foe invulnerable would be nice. For example, I wanted to make a story in which the heroes encounter the villain they're going to encounter later (ie. the big bad guy). However, even as an AV, he could thoeretically be defeated in this early mission, breaking the story. What I needed was an option to make him immune to harm so he could escape to reappear later.
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Wont option (21) do as well or better?
However they do it, there's got to be a way to introduce the main villain and not have him defeated in the first mission. I like the idea of having a state of invulnerability at a certain percentage of health, and a retreat (either run away or teleport out). That way, the heroes get a sense of how to fight him early on.
Something else that comes to mind...
The ability to name different things with the same name. For example, I wanted a mission in which the players have to defeat a villain named Lord Dire. However, to make it more difficult, I wanted several Lord Dire androids in the mission. The problem was that I had to name them something other than Lord Dire which kind of gave them away.
However they do it, there's got to be a way to introduce the main villain and not have him defeated in the first mission. I like the idea of having a state of invulnerability at a certain percentage of health, and a retreat (either run away or teleport out). That way, the heroes get a sense of how to fight him early on.
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The ability to name different things with the same name. For example, I wanted a mission in which the players have to defeat a villain named Lord Dire. However, to make it more difficult, I wanted several Lord Dire androids in the mission. The problem was that I had to name them something other than Lord Dire which kind of gave them away.
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The ability to name different things with the same name. For example, I wanted a mission in which the players have to defeat a villain named Lord Dire. However, to make it more difficult, I wanted several Lord Dire androids in the mission. The problem was that I had to name them something other than Lord Dire which kind of gave them away.
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Justice Blues, Tech/Tank, Inv/SS
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Fighting The Future Trilogy
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Reposting this from the Doc Aeon Fireside Chat thread, 'cause it was a good idea:
Are there any plans to allow choosing a separate contact for each mission if it's needed?
I've played a number of arcs where the contact turns out to be an enemy, or they end up kidnapped before the end of the arc - you you're still left talking to them, even though they shouldn't be there anymore. So for example, for the first 3 missions, you select "Contact 1" for each one, but they get kidnapped after the 3rd mission, so for the 4th mission, you could set "Contact 2", which would be something like the computer/desk object, where there'd be info on where to rescue the original contact, and once they were free, you could set them to be the contact for the 5th and final mission. |
"...his madness keeps him sane.": My Profile on VirtueVerse
Can You WIN the Internet? MA Arc #85544
Inhuman Resources - At Work with IE #298132
Task Force Mutternacht #349522 <-- 1st AE Challenge
I thought of something else I'd like to see.
We already have the ability to create custom characters with two attack powersets, but I'd like the option to create them with two defensive powersets for a purely passive support character.
Something I've encountered in an arc I made.
I created a mission is which a group of custom heroes enter to help you fight the final boss (Lord Recluse in this case). They enter as an allied ambush.
The group consists of 5 Elite Bosses, each representing one of the members of the super team "The Gladiators" (each is one of my own characters, and the Gladiators is my SG).
The problem is that occasionally it will spawn several copies of the same character. There's only one Technaught, or Nordhammer. It shouldn't be spawning multiples of each.
My suggestion is that Elite Bosses and Arch Villains be marked as Unique in any given spawn. That way no more than one of each specific boss can spawn at once. No more duplicates in the same spawn.
I thought of something else I'd like to see.
We already have the ability to create custom characters with two attack powersets, but I'd like the option to create them with two defensive powersets for a purely passive support character. |
Something I've encountered in an arc I made.
I created a mission is which a group of custom heroes enter to help you fight the final boss (Lord Recluse in this case). They enter as an allied ambush. The group consists of 5 Elite Bosses, each representing one of the members of the super team "The Gladiators" (each is one of my own characters, and the Gladiators is my SG). The problem is that occasionally it will spawn several copies of the same character. There's only one Technaught, or Nordhammer. It shouldn't be spawning multiples of each. My suggestion is that Elite Bosses and Arch Villains be marked as Unique in any given spawn. That way no more than one of each specific boss can spawn at once. No more duplicates in the same spawn. |
You do realize though that the devs most likely wont allow group to consists ONLY of 'unique' characters since a spawn couldnt scale up in size properly then?
Ya, I realize that (especially since, because of limited memory, my group of unique characters is limited to 5 members). Even so, it would still be very useful.
Well I suppose we all can hope.
I scanned through (quickly, admittedly) and didn't see this mentioned, apologies if it already has been:
I'd like to be able to set a 'default emote' for all the AI-placed critters in each mission.
When I choose a group of customs (or pre-existing) foes, I wish to be able to then choose an emote that all the AI-spawned ones do, instead of the generic 'palm-punch'. Maybe most of my foes need to be standing around reading newspapers for example.
From what I gathered on the forums, the prevention of such purely passive support characters is exactly why the devs didnt allow two defensive sets. Do you still want it put up as a request none the less?
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The reason I wanted to use it is because I wanted to make an arc where an ally helped you in combat during every mission. He needed to be something like an AV so that he wouldn't die before the end of the final mission where he factored into the story. But setting him that high would ensure that he stole most of the team's kills and took the reward as well. Therefore, two defense sets would have solved the problem.
Also, I've noticed that the Traps set is absent from the available powers. Doesn't seem like there should be any reason for that either, as some of the powers in that set are already usable by NPCs, such as caltrops.
Being able to select the intro music would be nice as well. Many maps mood could be greatly changed by some different music.
I'm not sure why that would be a bad thing or something that needs to be prevented. What was their reasoning for it?
The reason I wanted to use it is because I wanted to make an arc where an ally helped you in combat during every mission. He needed to be something like an AV so that he wouldn't die before the end of the final mission where he factored into the story. But setting him that high would ensure that he stole most of the team's kills and took the reward as well. Therefore, two defense sets would have solved the problem. |
For the same reason allies that DO have an attack sets steal your XP and inf when they defeat stuff so that you cant just lean back and have them do the work for you.
You can of course still make an ally with one buffing and one offensive set and remove all his attack POWERS to get that effect I guess. Until that is found to be too abusive and seen to as well.
Added a request for all powersets to be available thus.
Captain Skylark Shadowfancy and the Tomorrownauts of Today. Arc ID: 337333 - Signal:Noise, where is everybody? Arc ID: 341194
@The Cheshire Cat - Isn't it enough to know I ruined a pony making a gift for you?
12 second horror stories - a writing experiment.
I'm not sure why that would be a bad thing or something that needs to be prevented. What was their reasoning for it?
The reason I wanted to use it is because I wanted to make an arc where an ally helped you in combat during every mission. He needed to be something like an AV so that he wouldn't die before the end of the final mission where he factored into the story. But setting him that high would ensure that he stole most of the team's kills and took the reward as well. Therefore, two defense sets would have solved the problem. Also, I've noticed that the Traps set is absent from the available powers. Doesn't seem like there should be any reason for that either, as some of the powers in that set are already usable by NPCs, such as caltrops. |
Imagine a map full of high level foes that can only cast support powers, and have no attacks. They'd be kind of hard to defeat, but totally risk-free.
Likewise, imagine how easy it would be with a Sonic/Sonic supporter and a Empathy/Empathy supporter at your back. You'd have maxed out health, regen, defense, resistance and damage, and could farm fields of foes that really can't fight back.
Imagine a map full of high level foes that can only cast support powers, and have no attacks. They'd be kind of hard to defeat, but totally risk-free.
Likewise, imagine how easy it would be with a Sonic/Sonic supporter and a Empathy/Empathy supporter at your back. You'd have maxed out health, regen, defense, resistance and damage, and could farm fields of foes that really can't fight back. |
Captain Skylark Shadowfancy and the Tomorrownauts of Today. Arc ID: 337333 - Signal:Noise, where is everybody? Arc ID: 341194
@The Cheshire Cat - Isn't it enough to know I ruined a pony making a gift for you?
12 second horror stories - a writing experiment.
Updated to show what was announced for Issue 17 .
Not quite sure yet if having to "exit the mission manually" means having to use the door. But seeing that some really good changes made it in, I now have hope again.
Good job devs!
Apparently file size is increasing as well.
As for what I would like to see (along the lines of 'TP on defeat' and 'Ally dialogue with task completion')...
Ally Emotes upon task completion - With the new 'Lead ally to...' function being added, I would like to give them an emote when the task has been finished.
Sorry, I was away from the tubes for a while. Added.
The captive/escort enemy detail "Single" should be renamed "None". Much more accurate to what it is (since it refers to the enemies, not the captive themself) and thus less confusing.
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Mission Architect Handyman