I-17 has more maps and other things!
Wow looks awesome, I can't wait.
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Giant Monsters: You can now add giant monsters to some outdoor maps. |
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"And I say now these kittens, they do not get trained/As we did in the days when Victoria reigned!" -- T. S. Eliot, "Gus, the Theatre Cat"
Giant Monsters: You can now add giant monsters to some outdoor maps.
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i honestly dont see why you would put a GM into an AE map since they give poor rewards (no merits in AE), and are incredibly hard to kill without a team, and putting them as allies wouldnt do any good either if they can 1 shot everything.
it is hilarious though to make a map FULL of giant monsters just for the heck of it, but in all practical sense, GMs are fairly moot in AE (unless you count the DE monsters which CAN drop EoE inspirations)
I really hope we will have animated taild for our baddies. While I am here are they doubling file size with Rogue or I17? Had to gut my last arc to make it playable
Enjoy your day please.
GMs should be in AE because it can be fun!
Sheesh, more options are a good thing people. Just avoid arcs with them if those arcs don't make them optional.
A game is not supposed to be some kind of... place where people enjoy themselves!
I really hope we will have animated taild for our baddies. While I am here are they doubling file size with Rogue or I17? Had to gut my last arc to make it playable
OOps, seems I posted this twice. Sorry.
Enjoy your day please.
-STEELE =)
Allied to all sides so that no matter what, I'll come out on top!
Oh, and Crimson demands you play this arc-> Twisted Knives (MA Arc #397769)
Dangit, I just realized that we aren't getting specialized bosses within ambushes. I guess my joy is shortlived.
The only time I'd use a giant monster in an outdoor map would be as an optional "kill-me-if-you-are-a-badass" objective that would normally have to be avoided. Of course this depends on spawn points, but from what I remember, most outdoor maps don't really have easy chokepoints, so non-stealthers could avoid them (maybe even without a travel power).
What really interests me is this:
You can now handpick the powers for custom enemies and still receive experience for them (within game balance limits). |
-- Z.
Will it become viable again? |
Current Blog Post: "Why I am an Atheist..."
"And I say now these kittens, they do not get trained/As we did in the days when Victoria reigned!" -- T. S. Eliot, "Gus, the Theatre Cat"
I'd rather they just incorporated predictable spawns into outdoor maps.
Experience: You can now handpick the powers for custom enemies and still receive experience for them (within game balance limits). |
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I am very happy for any improvements or additions to MA so these are appreciated. The function I would most like to see would be the ability to pick exact spawn points.
WN
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or one of my other arcs including two 2010 Player's Choice Winners and an2009 Official AE Awards Nominee for Best Original Story
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You can already have custom bosses as an ambush. Or is that not what you meant?
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I also agree with uberschveinen and Wrong_Number that better spawn point control is needed. Even if it's just tweaking and fixing the one's already available.
I think it might be fun to have a mission where the goal is to click some glowies, but you need to sneak past some Giant Monsters to do it.
I think it's great that they are still improving AE. But I can't help but think of the evil new missions that could be created now. Like a huge map where you need to get to the very end in order to trigger an objective at the very front who needs to be escorted to the very back... and then you have to walk all the way out the front door to exit, for no reason. Of course, chained objectives can already be annoying beyond endurance pretty easily now.
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I think it might be fun to have a mission where the goal is to click some glowies, but you need to sneak past some Giant Monsters to do it.
I think it's great that they are still improving AE. But I can't help but think of the evil new missions that could be created now. Like a huge map where you need to get to the very end in order to trigger an objective at the very front who needs to be escorted to the very back... and then you have to walk all the way out the front door to exit, for no reason. Of course, chained objectives can already be annoying beyond endurance pretty easily now. |
Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!
Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!
More stuff for MA in I-17
Mission Architect Improvements
Experience: You can now handpick the powers for custom enemies and still receive experience for them (within game balance limits).
New Maps: We have added approximately 20 new unique maps.
Giant Monsters: You can now add giant monsters to some outdoor maps.
Exit Mission on Complete: You can now specify that players have to leave the mission manually on completion.
Escort Missions: "Lead to place" technology allows you more control over escort objectives.