AE and hybrid custom mobs


Aett_Thorn

 

Posted

I'm sure that most of us agree that the nerf to custom enemies in Architect arcs was a necessary one - the ability to tailor your enemies' abilities for minimum risk and maximum reward bordered on game-breaking. But we can also agree that, following the nerf, the only way to receive rewards on par with regular mobs is to crank up their abilities to the point where the risk dwarfs the regular one, eventually leading toward discouraging the use of custom mobs altogether, as many AE players will be driven away from arcs with severely unfavorable risk/reward ratios.

Thus, I propose what I believe may be the best of both worlds - when creating a custom critter, present the option to use the attributes of an in-game mob, rather than picking out specific powers. For example, let's say you want to create a custom mob named "Chrono Agent". You design the costume and once you do, you are presented with an option to use the powers and abilities of any in-game mob. So instead of selecting specific powers, you decide to use a say, a Tsoo Red Ink Man as the template for Chrono Agent's abilities. Everything about the Ink Man is transplanted onto Chrono - hit points, powers, level range, the works.

To all practical purposes, someone fighting Chrono Agents would be fighting say, Red Ink Men, but with appearances and biographies determined by the arc creator. Thus, because mobs created by the devs are {supposedly} balanced in the risk/reward department, there would be no reason not to grant rewards corresponding to the custom critter's template mob.

What does everyone think? Did I miss anything obvious?


 

Posted

Quote:
Originally Posted by Quinch View Post
I'm sure that most of us agree that the nerf to custom enemies in Architect arcs was a necessary one - the ability to tailor your enemies' abilities for minimum risk and maximum reward bordered on game-breaking. But we can also agree that, following the nerf, the only way to receive rewards on par with regular mobs is to crank up their abilities to the point where the risk dwarfs the regular one, eventually leading toward discouraging the use of custom mobs altogether, as many AE players will be driven away from arcs with severely unfavorable risk/reward ratios.

Thus, I propose what I believe may be the best of both worlds - when creating a custom critter, present the option to use the attributes of an in-game mob, rather than picking out specific powers. For example, let's say you want to create a custom mob named "Chrono Agent". You design the costume and once you do, you are presented with an option to use the powers and abilities of any in-game mob. So instead of selecting specific powers, you decide to use a say, a Tsoo Red Ink Man as the template for Chrono Agent's abilities. Everything about the Ink Man is transplanted onto Chrono - hit points, powers, level range, the works.

To all practical purposes, someone fighting Chrono Agents would be fighting say, Red Ink Men, but with appearances and biographies determined by the arc creator. Thus, because mobs created by the devs are {supposedly} balanced in the risk/reward department, there would be no reason not to grant rewards corresponding to the custom critter's template mob.

What does everyone think? Did I miss anything obvious?
Seems interesting, but I'd assume there'd be a natural limit on what you could do this with, like say you wouldn't be able to do this with Malta Titans and the like since their animations are made specifically for them.
It might also present other interesting opportunities, such as the actual ability to reuse existing mobs but change their text.


Click here to find all the All Things Art Threads!
Quote:
Originally Posted by Samuel_Tow View Post
City of Heroes is a game about freedom of expression and variety of experiences far more so than it is about representing any one theme, topic or genre.

 

Posted

Quote:
Originally Posted by AzureSkyCiel View Post
Seems interesting, but I'd assume there'd be a natural limit on what you could do this with, like say you wouldn't be able to do this with Malta Titans and the like since their animations are made specifically for them.
Right. One could argue that it would take too much effort on the devs' part to filter out humanoid and non-humanoid mobs, but I don't see the need - if there's a case of incompatible skeletons and animations, the powers would just fire without the appropriate animation.


 

Posted

Quote:
Originally Posted by Quinch View Post
I'm sure that most of us agree that the nerf to custom enemies in Architect arcs was a necessary one - the ability to tailor your enemies' abilities for minimum risk and maximum reward bordered on game-breaking. But we can also agree that, following the nerf, the only way to receive rewards on par with regular mobs is to crank up their abilities to the point where the risk dwarfs the regular one, eventually leading toward discouraging the use of custom mobs altogether, as many AE players will be driven away from arcs with severely unfavorable risk/reward ratios.

Thus, I propose what I believe may be the best of both worlds - when creating a custom critter, present the option to use the attributes of an in-game mob, rather than picking out specific powers. For example, let's say you want to create a custom mob named "Chrono Agent". You design the costume and once you do, you are presented with an option to use the powers and abilities of any in-game mob. So instead of selecting specific powers, you decide to use a say, a Tsoo Red Ink Man as the template for Chrono Agent's abilities. Everything about the Ink Man is transplanted onto Chrono - hit points, powers, level range, the works.

To all practical purposes, someone fighting Chrono Agents would be fighting say, Red Ink Men, but with appearances and biographies determined by the arc creator. Thus, because mobs created by the devs are {supposedly} balanced in the risk/reward department, there would be no reason not to grant rewards corresponding to the custom critter's template mob.

What does everyone think? Did I miss anything obvious?
/Signed
Very much so


Quote:
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.
Quote:
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

Quote:
Originally Posted by Quinch View Post
I'm sure that most of us agree that the nerf to custom enemies in Architect arcs was a necessary one - the ability to tailor your enemies' abilities for minimum risk and maximum reward bordered on game-breaking. But we can also agree that, following the nerf, the only way to receive rewards on par with regular mobs is to crank up their abilities to the point where the risk dwarfs the regular one, eventually leading toward discouraging the use of custom mobs altogether, as many AE players will be driven away from arcs with severely unfavorable risk/reward ratios.

Thus, I propose what I believe may be the best of both worlds - when creating a custom critter, present the option to use the attributes of an in-game mob, rather than picking out specific powers. For example, let's say you want to create a custom mob named "Chrono Agent". You design the costume and once you do, you are presented with an option to use the powers and abilities of any in-game mob. So instead of selecting specific powers, you decide to use a say, a Tsoo Red Ink Man as the template for Chrono Agent's abilities. Everything about the Ink Man is transplanted onto Chrono - hit points, powers, level range, the works.

To all practical purposes, someone fighting Chrono Agents would be fighting say, Red Ink Men, but with appearances and biographies determined by the arc creator. Thus, because mobs created by the devs are {supposedly} balanced in the risk/reward department, there would be no reason not to grant rewards corresponding to the custom critter's template mob.

What does everyone think? Did I miss anything obvious?
If the Devs did this, wouldn't it give the players the ability to create, say, a custom mob, then port in the powersets of the Green Hami Mito, and recreate that farm with a custom mob instead?

I think if they did it right, they would limit the mobs that you could choose, and it would be okay. Just wanted to point out that they couldn't just allow you to bring in any mob, since you could create whole custom groups with no attacks again, just with 'standard' powersets used by mobs in-game.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

Quote:
Originally Posted by Aett_Thorn View Post
I think if they did it right, they would limit the mobs that you could choose, and it would be okay. Just wanted to point out that they couldn't just allow you to bring in any mob, since you could create whole custom groups with no attacks again, just with 'standard' powersets used by mobs in-game.
Right, my oversight - not literally any in-game mob, current restrictions on usable mobs would still apply, such as comm officers, green mitos and so forth. If a mob can't be used in AE in its normal state, it shouldn't be usable in hybrid either.


 

Posted

Quote:
Originally Posted by IanTheM1 View Post
While we're at it, I'd love to see it the other way around too - give existing villains new powers. Either way, totally and absolutely /signed.
Hell yeah. Keep the current options there are as well.


 

Posted

Quote:
Originally Posted by IanTheM1 View Post
While we're at it, I'd love to see it the other way around too - give existing villains new powers. Either way, totally and absolutely /signed.
Yeah, it would really help if I could use some already existing models with other powers... I could use the Zigg Inmates for my arch that way.


"Looks can be deceiving" - Statesman (in Memoriam)