Trouble with Mission settings


Biospark

 

Posted

Hello Folks,

Making a new arc and going with alot more options and customization than I have in the past but running into two quandries.

First, I have a collection as my main mission objective, but after the team collects the glowie I want to spawn an ambush. The problem is that the Collection has to be set as a mission complete since it is a single collection. Everything works, but the mission complete and exit button appear at the same time as the ambush spawns, allowing the party to leave the mission without facing the ambush. I could add more objectives and chain them, but was hoping there was a simple way to do this.

Second, Is there a simple way to make the boss versions of my custom group NOT appear when you have difficulty set to "No Bosses". They are appearing as Lts instead of bosses, but I would rather they ONLY spawn as bosses depending on the person's settings running the mission. Related to this: If I pull the bosses out and set them to their own custom group, do I penalize the mission as far as ticket rewards for having 2 custom groups (1 lacking Bosses, and the other lacking Minions/Lts) ?

Thanks in advance for any assistance.

P.S. If anyone knows a good map that is very "watery" I would appreciate that as well. Closest I found was a couple outdoor maps which are more "forest" than water.


BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF

 

Posted

Quote:
Originally Posted by Biospark View Post
First, I have a collection as my main mission objective, but after the team collects the glowie I want to spawn an ambush. The problem is that the Collection has to be set as a mission complete since it is a single collection. Everything works, but the mission complete and exit button appear at the same time as the ambush spawns, allowing the party to leave the mission without facing the ambush. I could add more objectives and chain them, but was hoping there was a simple way to do this.
Go to page one of the mission and set it to require the team to manually exit the map. This will prevent the actual exit button from popping up though some people could cheat and use an O-portal to exit.

Quote:
Second, Is there a simple way to make the boss versions of my custom group NOT appear when you have difficulty set to "No Bosses". They are appearing as Lts instead of bosses, but I would rather they ONLY spawn as bosses depending on the person's settings running the mission. Related to this: If I pull the bosses out and set them to their own custom group, do I penalize the mission as far as ticket rewards for having 2 custom groups (1 lacking Bosses, and the other lacking Minions/Lts) ?
Completely removing bosses will lower the xp for the whole group. However, if you have a regular boss and a different "main" boss you could set one to Do Not Autospawn in the custom group settings.

Quote:
P.S. If anyone knows a good map that is very "watery" I would appreciate that as well. Closest I found was a couple outdoor maps which are more "forest" than water.
Either Nerva -> Primeva, Cave of the Shaper, City Map 02 (Ruined), or Green Fog. Word of warning, Primeva and City Map 02 (Ruined) are outdoors so you have no spawn control.


 

Posted

Thanks Zamuel,

I appreciate the feedback.

What I am probably going to do is modify the mission objectives a little.
Currently, I switched the collection item to a destructable object (Idea being that the team needs to break into the vault for what they seek) and triggered the ambush on 3/4 health.

The team can still leave once the object is destroyed, but at least the ambush is moving towards them prior to mission complete. I may require them to exit as well, then only a portal will get them away from the ambush.


BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF