Kidnap Missions


CBeet

 

Posted

Does anyone else have a dreadful anxiousness about avoiding kidnap missions?

I do, because escorting a person out is just not fun on so many levels.

1. Why would you just start running for the door without tying the person up or something? Really? Some person that clearly doesn't want to be captured is just going to follow you right out?

Solution: Once the mobs are cleared, allow the player to click one of a number of options such as "tie up" "Knock out and carry" "Drag by the foot" "Hold hands and skip to my lou" what have you. Then.. make that captive bound to whatever character is nearest by something such as a rope. Not only that but it would be immensely fun to drag some of these annoying captives around at the end of a rope while they ragdoll behind you. If you use any travel powers you drop the captive, so that way you'd still have to travel slowly but you wouldn't have to wait 5 minutes for a terrible pathing AI to get up a long ramp or row of stairs, you'd just drag them up.

Bottom line of this suggestion is, make kidnapping missions more fun and please do something that makes it -feel- like we're actually kidnapping somebody rather than playing follow the leader.


 

Posted

There's nothing that will let you "bind" - much less "carry" another PC or NPC. It's one of the engine limitations that also prevents a "Grappling" type powerset.

And no, kidnaps don't make me worry particularly.


 

Posted

Quote:
Originally Posted by Memphis_Bill View Post
There's nothing that will let you "bind" - much less "carry" another PC or NPC. It's one of the engine limitations that also prevents a "Grappling" type powerset.
Well I didn't mean literally carry =P

But, I'm fresh out of ideas other than that... anybody else have ideas on captive path issues? (aside the obvious of fixing the pathing issues)


 

Posted

Quote:
Originally Posted by Memphis_Bill View Post
If it were possible to have them "follow" in front of you... but who knows where they'd run off to.
Now there's an idea, have them run alone ahead of you, and if they run into any "enemies" they stop until the enemies are defeated.


 

Posted

Quote:
Originally Posted by Memphis_Bill View Post
There's nothing that will let you "bind" - much less "carry" another PC or NPC. It's one of the engine limitations that also prevents a "Grappling" type powerset.

And no, kidnaps don't make me worry particularly.
I beg to differ.

Something similar to Gnome Toss could be used, but would be ridiculous as the Hostage would resize to fit the person "Carrying them" on their back (for Piggybacking)

Apply a temp-power which auto-drops a pet when you cross the despawn point at the entrance and voila.

-Rachel-


 

Posted

Quote:
Originally Posted by Steampunkette View Post
I beg to differ.

Something similar to Gnome Toss could be used, but would be ridiculous as the Hostage would resize to fit the person "Carrying them" on their back (for Piggybacking)

Apply a temp-power which auto-drops a pet when you cross the despawn point at the entrance and voila.

-Rachel-
And while they're at it, add a new inherant which lets you give another player a piggyback at the expense of a run speed penalty.


I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
Union EU player! Pip pip, tally ho, top hats and tea etc etc

 

Posted

Getting a tether to not look bad would be a lot of work. What happens when you go down an elevator with your victim on a leash, never mind round a corner?

The easy solution would be to teleport them out.

We've got hospital teleporters that pretty much every single character uses. Have a standard prison teleport system used for hostages. Its not much of a stretch to have your villain with a similar setup to their base or the local u-Storage or whatever.

The PPD "Police Line: Do Not Cross" hologram bands and the Seer teleportation FX would make a good start for this.



And yes please to the piggyback option! Its every dual boxers dream!


 

Posted

I want to have a Blaster sit on the shoulder of my Granite Tank!

Newbie needs to get from South Steel to North quickly to costume change? No fear! Piggy back + travel power!

Squishy being annoying? Forcefully piggy back them and drop them in the middle of a large group of purples!

Okay it should have a prompt.

On a more serious note, in order to animate picking up the kidnap victim and carry them over your shoulder or under-arm, dragged behind you, tied to your back ect ect.. It would require a whole bunch of new animations so fighting with them doesn't look dodgy, unless it goes like Walk and suppresses all powers except for, say, travel powers and applies a new animation then.. Sure, it could work. Fight your way through the mission, pick up the hostage then fly out with them over your shoulder but making you unable to fight/defend yourself..

It would be one step towards having that Blaster on my shoulder, so yeah, there's ONE possibility, but it's still a lot of work.


I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
Union EU player! Pip pip, tally ho, top hats and tea etc etc

 

Posted

Quote:
Originally Posted by SenseiBlur View Post
Well I didn't mean literally carry =P

But, I'm fresh out of ideas other than that... anybody else have ideas on captive path issues? (aside the obvious of fixing the pathing issues)
Can I just stick a gun to their head and say... "Follow me and stop acting like the task of walking down a set of stairs is a brand new concept to you... or I swear I'll blow your brain out!" I'd be perfectly happy if they'd just keep up and not get lost every time I make a complicated manuever like.. TURNS CORNER.

I Don't dread kidnap, or even rescue, missions but if I have other choices (like radio/newspaper mission offer) I will avoid them whenever possible simply because they are annoying (at times). I can understand a kidnap vidtim being reluctant to folllow me ..then again I just battled my way through a couple of floors filled with enemies trying to protect them and all those baddies are gone. Is it really a good idea to tick me off by pretending you don't know how to round a corner successfully? LOL

About the only time this really bugs me is on Mayhem missions.. when I am racing against a clock a kidnap victim taking forever to get to the front door drives me a little crazy and makes me wonder if the time I gained for completing the side was even worth the effort.


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