MA Feature Request Thread


Aisynia

 

Posted

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.


 

Posted

Quote:
Originally Posted by Zamuel View Post
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.
Seconded.


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Posted

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?


 

Posted

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.


 

Posted

Quote:
Originally Posted by Ultimo_ View Post
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.
How exactly do you imagine this to work? (Obviously beating him down to a percentage cant work when he is invulnerable so there will have to be another trigger)
Wont option (21) do as well or better?


 

Posted

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.


 

Posted

Quote:
Originally Posted by Ultimo_ View Post
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.
Added.

Quote:
Originally Posted by Ultimo_ View Post
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.
(31).


 

Posted

Quote:
Originally Posted by Ultimo_ View Post
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.
Put a space at the end for the first duplicate, then 2 at the end for the 2nd, 3 for the 3rd, etc. etc. Same way works to have multiple glowies with the same name that shows, but only some are actually required for mission completion.


Justice Blues, Tech/Tank, Inv/SS
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Fighting The Future Trilogy
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Posted

Reposting this from the Doc Aeon Fireside Chat thread, 'cause it was a good idea:

Quote:
Originally Posted by Golden Girl View Post
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.
Emphasis 12th.


"...his madness keeps him sane.": My Profile on VirtueVerse
Can You WIN the Internet? MA Arc #85544
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Posted

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.


 

Posted

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.


 

Posted

Quote:
Originally Posted by malvineous2000 View Post
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.
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?

Quote:
Originally Posted by Ultimo_ View Post
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.
Well that's not QUITE all covered by (38) so I put it up.
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?


 

Posted

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.


 

Posted

Well I suppose we all can hope.


 

Posted

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.


 

Posted

Quote:
Originally Posted by BlueRaptor View Post
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?
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.


 

Posted

Being able to select the intro music would be nice as well. Many maps mood could be greatly changed by some different music.


 

Posted

Quote:
Originally Posted by malvineous2000 View Post
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.
As I understood they dont want it because someone might make a powerful buffing ally that helps the player in combat. Because it would make things way too easy(TM) and allow riskless farming of usually dangerous foes.
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.

Quote:
Originally Posted by malvineous2000 View Post
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.
Added a request for all powersets to be available thus.


 

Posted

Quote:
Originally Posted by Ascus View Post
Being able to select the intro music would be nice as well. Many maps mood could be greatly changed by some different music.
Wow. That really wasnt in there yet. *adds it*


 

Posted

Quote:
Originally Posted by Justice Blues View Post
Put a space at the end for the first duplicate, then 2 at the end for the 2nd, 3 for the 3rd, etc. etc. Same way works to have multiple glowies with the same name that shows, but only some are actually required for mission completion.
This is a valid workaround, but it would be preferable if we didn't have to do that at all (Since with NPCs it causes some oddities in the dialog display).


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12 second horror stories - a writing experiment.

 

Posted

Quote:
Originally Posted by malvineous2000 View Post
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.


 

Posted

Quote:
Originally Posted by Ultimo_ View Post
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.
It is actually possible to make a character like this with a bit of trickery, but it involves using custom powers such that they won't be worth any exp. It can be handy for a unique mob that's not meant to fight back for story purposes, but I would never include a mob that's not worth exp in a normal group.


Astoria in D Minor, a horror arc. Arc ID: 41565 - The Beating Heart of Astoria: A Play in Five Acts. Arc ID: 170547 - Ignition of the Machine, a story with robots. Arc ID: 318983
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.

 

Posted

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!


 

Posted

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.


 

Posted

Sorry, I was away from the tubes for a while. Added.