Mission Architect Updates


Bubble_Wrap

 

Posted

With the imminent updating of the AE with new enemy groups, I would like to see the following added so we can make even better missions

1. New Factions

In addition to 'Enemy', 'Ally' and 'Rogue', I would like to have 'Neutral' and 'Civilian'.
- Neutral mobs would have yellow borders, be friendly to Enemy and Ally factions, but hostile to Rogue factions. If attacked by a player, they turn hostile in the same way as yellow-bordered Praetorian mobs.
- Civilian mobs would have no border, no name overhead, be unselectable, untargetable, unaffected by any powers and friendly to all factions. Their purpose would be to add background detail to maps which aren't required to be full of enemies.

Kill All objectives would not require the killing of mobs in either of these factions. Neutral mobs *could* be set as required boss objectives, civilian mobs cannot be set as required objectives at all, and would (if possible) not display any objective text.

2. Mass Betrayal / Surrender

A new objective: Change Allegience.
- Option: NAME, the name of the objective (internal use only)
- Option: TRIGGER, a standard objective trigger (such as On Mission Start, When Objective X Complete etc)
- Option: BECOME, the faction (ally, enemy or rogue) to change to

When triggered, all the default background mobs (those spawned by the Enemy Group setting for the map, rather than boss/ally/etc objectives) will change to the specified faction. It can be used to have a map where everyone is ordered to surrender, or suddenly turns hostile mid-mission.

3. Friendly Base Enemy Group

The option to specify that the Enemy Group for the map will spawn as allies instead of enemies. This is mainly intended to work with changing allegience, above, but would be useful for story missions on its own.

4. New Maps!

There have been some very high quality maps in recent content, and I would love to have access to more of them in the mission architect. The various flooded offices from First Ward / Dark Astoria, the Survivor Compound and Seer Network Building from First Ward, offices with the textures from the Tibet mission in Dark Astoria, the flooded Grendel's Gulch from Who Will Die 1, and many many others would all be really appreciated. If its possible, the maps from the various trials would be nice too, so we can have stories set in the TPN, or around all three reactors, and so on, but I'm guessing these might have special design considerations for the trials that might make them harder to port over. But I can dream There are some gorgeous new maps on beta too, but asking for them before it hits live is probably a bit cheeky

Also, though there isn't one that I know of, a map centred on the fallen seed in First Ward would be awesome. I love that island

5. Updated Glowy List

Praetoria added some new glowies (like the static box), and I'm sure others have appeared since in subsequent new content. It would be great to have these put into the list in the AE so we can use them.


 

Posted

Imminent? I'm hoping you know something I don't considering there haven't been any AE updates in an eternity. Most of the newer power sets aren't even in it yet and, from what I've heard, the dev who was responsible for AE was reassigned.


 

Posted

Hmm, that's not the word Posi used in the ustream. I do believe it was eventually™.


The development team and this community deserved better than this from NC Soft. Best wishes on your search.

 

Posted

http://boards.cityofheroes.com/showthread.php?t=287470 (VIPs only, I'm afraid) And I use 'imminent' in the release schedule sense, its like 'soon' but with more letters

Also, I forgot one!

6. Cancel Objectives

A new option for objectives, 'Objective Cancelled When ...' which takes a standard objective trigger. When the condition is met, the objective is removed. If set to required, it would be unflagged, as would all objectives chaining from it, and no objective completion clues would be issued. Objectives chaining from the cancelled objective would not fire.

This would allow different methods of completing a mission, such as arming a bomb, or rescuing a civilian, each of which cancel the other, so if one objective is completed, the other dissapears. Chained objectives would then allow, for instance, an ally to betray if one path is chosen over the other.

Objective Cancelled would also be a trigger condition for other objectives, if possible.


 

Posted

Quote:
Originally Posted by Bubble_Wrap View Post
http://boards.cityofheroes.com/showthread.php?t=287470 (VIPs only, I'm afraid) And I use 'imminent' in the release schedule sense, its like 'soon' but with more letters

Also, I forgot one!

6. Cancel Objectives

A new option for objectives, 'Objective Cancelled When ...' which takes a standard objective trigger. When the condition is met, the objective is removed. If set to required, it would be unflagged, as would all objectives chaining from it, and no objective completion clues would be issued. Objectives chaining from the cancelled objective would not fire.

This would allow different methods of completing a mission, such as arming a bomb, or rescuing a civilian, each of which cancel the other, so if one objective is completed, the other dissapears. Chained objectives would then allow, for instance, an ally to betray if one path is chosen over the other.

Objective Cancelled would also be a trigger condition for other objectives, if possible.
I would love it if they gave us some type of expression based editor like FRED from Freespace 2. To this day I have not seen a more robust and easy to use game editor than that one.


The development team and this community deserved better than this from NC Soft. Best wishes on your search.