To Be Precise....For Starters


BBhumeBB

 

Posted

In AE,everything you create and build is automatically placed for you.There should be an option where a player could show precision,and place an enemy,or an item where they want it to be,rather than leave it to the game.


I also think that every enemy,whether it be an event enemy group,or not,should be placed in the AE enemy selection screen.


Supergroup Base maps in AE are a must,and its not just famous supergroup bases,such as the Freedom Phalanx,that should be placed,but we should build these maps from the ground up,much like a supergroup base that players make.It should be complete with all things that player SG's are.


 

Posted

That's an invitation for disaster.

I could go as far as allowing specific selection of spawn points for things like bosses, hostages, etc. I would not hold my breath waiting for us to be allowed to move spawn points around.

And considering they won't even let us pvp in broken bases I doubt they would let us pve in them either.


Winner of Players' Choice Best Villainous Arc 2010: Fear and Loathing on Striga; ID #350522

 

Posted

Spawn points are hard-coded into the map geometry. You're as likely to move them around as you are to move walls around, which is to say not very. However, I WOULD like to be able to pick specific spawn points for mission objectives. I'd like to make sure the boss is in the LAST ROOM, and just putting him as "back" doesn't always cut it. I'd like to put a boss in a room with enemies of his faction, so I'd like to put in a boss and patrols in the spawns of that room. The only way to do that now is to pick a map with few Back spawns and just jam-pack them with patrols and hope you exhaust the whole room.


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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

Damnit Sam, you keep making points Im forced to agree with! Whats going on, dangnabit?!

Yes to Boss and Objective spawning, please lord...I did a test run of one of my maps. Y'know the Cap Au Diable powerstation outdoor one? Well, one of my objectives spawned all the way up top, up those long, narrow walkways, right up the top by a chimney.
Not fun. Im glad I tested that before finalising.

It would also be nice to know WHERE Front, Middle and Back are. Shade them in on the map, for pity sake. And it shouldnt be hard to do for outdoor maps (theoretically). Where you enter is the Front. The furthest point from that is the Back. The bit in between is the Middle. Hardly rocket science.


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Originally Posted by Zwillinger View Post
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

Posted

Front, Middle, and Back tend (as I recall) to refer to room groupings. Which is why outdoor maps are essentially unaffected by the settings - it's all one big "room."


 

Posted

It is a pity that the placement points are as inaccessible as they are. My only scenario to date has a "this maguffin appers when you free hostage X who tells you about it" stage. Due to the vagaries of the placement system that could be in space the players have already explored. I kludged around it with some text, but that assumes the players read the text :-)


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

 

Posted

Quote:
Originally Posted by Techbot Alpha View Post
It would also be nice to know WHERE Front, Middle and Back are. Shade them in on the map, for pity sake. And it shouldnt be hard to do for outdoor maps (theoretically). Where you enter is the Front. The furthest point from that is the Back. The bit in between is the Middle. Hardly rocket science.
Last I checked, that's exactly how it worked. Both in the map on the Architect screen and on your map when you enter the mission. Spawn points are marked in Green for front, White for middle and Red for back, and are denoted by a whole FOREST of different icons that I just don't remember off-hand. There's a tooltip that explains them in the Architect window, at any rate.

This has helped somewhat, in that I can tell how many spots the "Back" room has, so that I can put a boss and enough patrols in "Back" to saturate it, but if that spans more than one room... SOL.


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 BBhumeBB View Post
It is a pity that the placement points are as inaccessible as they are. My only scenario to date has a "this maguffin appers when you free hostage X who tells you about it" stage. Due to the vagaries of the placement system that could be in space the players have already explored. I kludged around it with some text, but that assumes the players read the text :-)
I had that problem, and I just had to say "Huh? How could you have missed THAT on your way in?" It's a bit of a cheat, because it WASN'T THERE on my way in, but hey - it works


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.