Mission Architect Ideas
(I'm a little new, so if any of these repeat, I apologize)
~Access to the 'Hellion' Fire enemy. I'd love to have a 'Fire Fighting' mission. (Or, include an 'ambush' of fire, triggered with a collection item, and you have a fire bomb!)
~A optional "Ghost Mode" when testing a level. I don't know if this would work like a stalker or make you completely invisible/intangible, but sometimes it's a pain fighting every single minion in the level, when all you want to do sometimes is see the layout of where stuff spawns.
~The ability to attack henchmen groups around Collection items, just like you can with Destructible (that may be harder, I understand.)
~A way to make Destructibles 'fade in' (like collectables) or simple be able to turn off the glow for Destructs & Collections... personally, I like adding them in for visual flavor, when destroying them has absolutely nothing to do with the mission.
almost all of this can be done already by making custom mobs. enjoy fellas.
~A optional "Ghost Mode" when testing a level. I don't know if this would work like a stalker or make you completely invisible/intangible, but sometimes it's a pain fighting every single minion in the level, when all you want to do sometimes is see the layout of where stuff spawns.
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My idea, which I just noted the need for: Grouped objectives. What I mean is, the ability to have multiple objectives count as a single one. Instead of having to clunkily have, say, Collect Magic Box, Collect Magic Urn, and Collect Magic Stone as separate objectives, they could be folded into the much nicer "Collect 3 Magical Artifacts" instead. (I'm fairly certain you can fake this, but it's a pain, and only really works on linear maps and with certain numbers of entities.)
Alternatively, my suggestion would be to allow the player to customize every spawned instance within one objective. (IE, separate sub-tabs for Hostage 1 through 3, all under a single "Rescue the Hostages"/Amount: 3 tab.)
I'm not sure which one would be strictly better. Probably the former, if it would let you group completely different objectives.
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When in test mode and in a mission, click the "Architect Options" button. Enjoy.
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Likewise, I'd love to see the opposite, too. For example, I had 5 bottles in a mish, each which spawned an ambush when collected... but of course, if I linked an ambush to 5 bottles, it'd be triggered when all 5 are collection. It'd be nice to have it triggered at different points (ex. when 1st is collected, when each is collected, etc. ) You can do it individually, but it's a hassle, and can't control it that easily.
I would like:
An Underling class for customs introduced. Underlings currently are the only mob type I know of that can move between elevators. They tend to give out reduced xp/inf as it stands so perhaps this won't be a popular request.
There is one group of Underlings in the standard mobs already - Loyalists. And Rikti monkeys are selectable as Underlings too. Swarms are not, afaik, selectable as a mob type as they come under the class of Summons. I could easily be wrong.
A community competition to come up with a temp power, originally designed by a player but deemed to be balance-able enough to work as something which can either be present as a proper temp power in the winning arc (with the yellow 'You have gained a temporary power' text) OR from an AE rep.
Single Hero/AV/Boss spawns (i.e. with no surrounding critters) - a limit on how many of these are available would need to be introduced to discourage power levelling and excessive low-risk farming rewards.
Single Hero/AV/Boss ambushes (i.e. with no surrounding critters) - again, limits would need to be placed
The return of destructible objects which do damage. I understand the reasoning behind it (to prevent whole outdoor maps filled to the brim with explosives and high XP giving mobs) BUT without the explosions I think there's a lack of tactics needed to take them down. If I was wailing, for instance, on a barrel of dynamite, I'd expect it to blow up and cause some damage. And so what if it makes sense to get past an objective that has mobs and an explosive object by using ranged powers? In the Hollows, certainly, there's a good reason to learn how to do this. And fighting Warhulks later on.
Things I would like to change about the suggestions so far:
I say no to Teleport. Sorcerers, Rikti Headman Gunners, Porters and Gunslingers have access to this power but I do not believe it would be possible to have decent AI attached to custom critters in the same way. Also, I think it could bork certain objectives (especially Boss runs on low health) if the boss teleported away instantly failing the mission.
I'd like to suggest then that the option to have downed enemies 'teleport' away (either like Positron in Tina MacIntyre's arc or Captain Castillo in the Faultline arc) - by use of a drop down special 'when defeated / at 10% health play this fx' section. And to start I'd like to see it on boss objectives only (this would include anything deemed a boss by the player, of course, but would prevent whole mobs 'teleporting away when defeated' and should avoid mass graphic card burnout! )
Superspeed - short of picking a secondary like Quickness or Lightning Reflexes - I'd like to see in the travel powers section as 'Increased Speed' - mobs in question are capable of running at much higher levels than standard but this does NOT mean increased recharge on powers.
Susbsequently I'd quite like to have a 'Zombie Shuffle' option on travel powers for customs. And a 'Slow/Robot' travel option. Otherwise everything ends up running at the same speed. These are minor points, however.
Super Leap seems reasonable to me. Some Tsoo bosses have it already as standard (although on office maps EVERY mob seems to have it... or at least Hurdle and Combat Jumping)
I'd say no to the Epics/Ancilliaries. What I'd rather see is a 'Resistance' power that has a points system and can be given to critters to tweak their resistances to certain things. Of course that is a big ask but then this is a suggestions thread and not a 'this will happen for definite'.
I am not a coding/numbers/balance guy.
My idea, which I just noted the need for: Grouped objectives. What I mean is, the ability to have multiple objectives count as a single one. Instead of having to clunkily have, say, Collect Magic Box, Collect Magic Urn, and Collect Magic Stone as separate objectives, they could be folded into the much nicer "Collect 3 Magical Artifacts" instead. (I'm fairly certain you can fake this, but it's a pain, and only really works on linear maps and with certain numbers of entities.)
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There's even an entire forum for those you know. http://boards.cityofheroes.com/forumdisplay.php?f=583
Not that I'd expect people to look for it in the Player Help section. But then again "Suggestions" are "For Fun" as well, so... *shrugs*
Never surrender! Never give up!
Help keep Paragon City alive with the unofficial City of Heroes Tabletop Role Playing Game!
Never surrender! Never give up!
Help keep Paragon City alive with the unofficial City of Heroes Tabletop Role Playing Game!
What do you mean, 'string them together' ? They'll display as "2 magical artifacts" in the compass even if they're named "chest" and "tome". That not what you want?
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It will show an objective of "3 Magic Artifacts to collect" then "2 Magic Artifacts to collect" and then the single text of whichever one is last.
You must use exactly the same plural text for all three though, or it will split them up. I suggest using Copy/Paste to make sure no typos slip in.
@Roderick
I would love to see us be able to cuztomize and make our own giant monsters in our arcs. I realize these would have to be outdoors but so be it! Would love to design my own toon the size of Jack of Irons (does he still drum for Pearl Jam? Anyway...). Just hoping that is a future feature!
These are my ideas for future M.A. upgrades:
Custom Characters Travel Powers: A way to choose more travel powers besides the flight or reflexes options. Like Super Speed, TP and Super Lead.
Custom Characters Powers: Open the Epic Pools and maybe the normal ones too.
Custom Powers Timing- So I made an AV and I want him to use Elude/Overload/Unstoppable/What Ever when he gets to X% of his life.
NPC Level Range: I would like an option to make a lower level NPC into a higher one. For example, converting a lvl 30-40 NPC into a 45-52 one.
AV Level & Rank- Made different versions of the same AV. Like for example, we have a Lord Recluse EB, AV, AV lvl 54, etc. Every AV should have a lvl 54 equivalent in my opinion.
Equipment for Maps: Something similar with the base offense/defense items. So letÂ’s say that I made a mish and the AV has some devices protecting/boosting him (Like Lord Recluse in the Statesman TF).
Custom Maps- Building your own maps, similar to base construction. (This has been suggested before).
Flying Patrol- This is for NPC that can fly. The other day I chose the Longbow Flyers for patrolling and when I entered the map they were flying on the floor. HOW RIDICULOUS!
Giant Monsters/AV- It would be nice to have in the M.A. all the AV and Giant Monsters of the entire game. Except for Hamidon, Lusca and the Ghost Ship.
This is all I can think off right now. If anyone has more ideas please fell free to share it.