How about side missions in city zones?
[QUOTE=Doctor_Zorka;2704653]Has this happened to you? You're running around in a zone, you encounter a door or cave entrance, etc. and you get the 'blue hand' cursor. You click it and a message pops up: "You cannot enter." QUOTE]
Well,. never for me, I go to my misisons ; )... But it would be very, very cool to have random side misisons.
I think it'd be a good way to spice up old purse snatchers. Although, street pounding went the way of the dinosaur ages ago. It'd probably be for the best just to finally shrug and reduce Outdoor defeat debt to the same amount as Indoor defeat debt.
And make shiny badges.
Maybe you could earn a merit for doing the good deed. Or something. Side missions tend to be the skipped part of safeguards since pugs tend to be too disorganized to complete them :/
I always wondered why they couldn't use some of the decent MA missions in the real world?
Perhaps the dev choice ones could be used as door missions or even as you mention side missions.
I think they are an excellent idea whenever I do a safeguard mission we really try to complete not only the main mission but the side ones as well.
In fact a few times I have (with my group) not only cleared all the missions but also all the vandal types and all the wandering mobs as well. A great sense of achievement when you scout around a safeguard mish and it is completely empty due to your efforts!

I think it'd be a good way to spice up old purse snatchers. Although, street pounding went the way of the dinosaur ages ago.
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It'd probably be for the best just to finally shrug and reduce Outdoor defeat debt to the same amount as Indoor defeat debt. |
I like this idea. It would be very cool if the people you save in level-appropriate zones turn into temporary, one-time, contacts that give a 15-30 minute timed mission. Only a small percentage of rescued persons would give a side mission (10% or less) and they wouldn't offer if the current team leader's mission queue is already full or you are on a TF. They would run away as normal after you finish talking to them. Being timed you wouldn't really need a way to drop them. Like radio/paper missions they would disappear on finish/fail with no need to return to the contact.
Less ideally since you couldn't turn it down, the rescued person could just give a key with some comment about a crime-in-progress prior to running away.
How about if they integrated it into something already pre-existing? Like say mission recipes that are redeemable in a police hq or supergroup kiosk. You put together the salvage, or evidence, needed to do the mission and ta-da new mission arc.
That way, you use a pre-existing set of things that lead to new story arcs. Granted, that means that there would be even more salvage needed to do the new misssions, but if you limit it to common and uncommon salvage, that'd be relatively quick to garner from AE ticket redemptions, and you'd always be collecting evidence to further investigations.
Okay, granted a whole new set of salvage called Evidence Salvage might be a better way to go, just so that you don't end up further buying out the pre-existing Invention salvage.
Has this happened to you? You're running around in a zone, you encounter a door or cave entrance, etc. and you get the 'blue hand' cursor. You click it and a message pops up: "You cannot enter." I always think, "Aw, nuts."
How about having the game randomly spawn a simple side-mission instead? Something similar to the side missions in Mayhem/Safeguard missions.
Maybe the chance of getting a side mission is 50%, or 25% or some such.
To give them a different flavor, the mission-completed bonus might be a random large inspiration, or, once in a while, a temp power or costume piece recipe.
Some really nice artwork has gone into many of these zones, it would be nice to have more of a game-related reason to wander around and enjoy the view. (IMHO)
Born in New York City.