Whew, finally got the time to put the polish on it and get it published. Sorry about the delay for those who have been looking forward to this.
As a result of feedback and personal decision. I 'tweaked' this, and the Bonefire arc with remodeled Contacts, and some of the NPC citizens, using the character creator. The asthetics were a bonus, but I realized that hostages and allies using NPC models can be quite limited in their 'emote' pose capability, particularly citizens.
So without further ado, I present The Clockwork Captive: FREEDOM Style
Arc name 002(A)-The Clockwork Captive: FREEDOM Style
Arc I.D. 544909
After getting Carla Brunelli's card from Manticore at the conclusion of Bonefire, what starts out as a simple cleanup job turns into a race to save the life of one of Steel Canyon's citizens!
My next arc will be a followup to this one re-writing the arc "The Mind of a King" where you continue where you left off with Carla to help investigate the mysterious robots that are the Clockwork.
I hope you enjoy
EDIT:Okay, one thing I've noticed working on these arcs there's two things that bug me a little, and try and work around when I'm writing them.
One, there's a LOT of bean spilling right as you walk in the door. It's like every Captive, Boss, and Ally toss out every line as if you had approached them, which really disrupts the flow I try and get (the first mission with the patrols in the Clockwork Captive work out pretty nicely though most of the time). So I tend to design around that script flaw.
The other is NPC AI. I plan on setting every ally NPC to Defensive unless I have a really good reason otherwise. Nobody wants a General Z (most of the time) running around and aggroing everything. Unfortunately, in the AE, that means they're kind of slow to react and not so willing to fight a lot of times.
I'm sure these are probably 'old hat' complaints to a lot of the AE community, but I just wanted to toss these out here as reasons for some of my design decisions.
"I play characters. I have to have a very strong visual appearance, backstory, name, etc. to get involved with a character, otherwise I simply won't play it very long. I'm not an RPer by any stretch of the imagination, but character concept is very important for me."- Back Alley Brawler
I couldn't agree more.
Whew, finally got the time to put the polish on it and get it published. Sorry about the delay for those who have been looking forward to this.
![Big Grin](images/smilies/biggrin.gif)
As a result of feedback and personal decision. I 'tweaked' this, and the Bonefire arc with remodeled Contacts, and some of the NPC citizens, using the character creator. The asthetics were a bonus, but I realized that hostages and allies using NPC models can be quite limited in their 'emote' pose capability, particularly citizens.
So without further ado, I present The Clockwork Captive: FREEDOM Style
Arc name 002(A)-The Clockwork Captive: FREEDOM Style
Arc I.D. 544909
After getting Carla Brunelli's card from Manticore at the conclusion of Bonefire, what starts out as a simple cleanup job turns into a race to save the life of one of Steel Canyon's citizens!
My next arc will be a followup to this one re-writing the arc "The Mind of a King" where you continue where you left off with Carla to help investigate the mysterious robots that are the Clockwork.
I hope you enjoy
EDIT:Okay, one thing I've noticed working on these arcs there's two things that bug me a little, and try and work around when I'm writing them.
One, there's a LOT of bean spilling right as you walk in the door. It's like every Captive, Boss, and Ally toss out every line as if you had approached them, which really disrupts the flow I try and get (the first mission with the patrols in the Clockwork Captive work out pretty nicely though most of the time). So I tend to design around that script flaw.
The other is NPC AI. I plan on setting every ally NPC to Defensive unless I have a really good reason otherwise. Nobody wants a General Z (most of the time) running around and aggroing everything. Unfortunately, in the AE, that means they're kind of slow to react and not so willing to fight a lot of times.
I'm sure these are probably 'old hat' complaints to a lot of the AE community, but I just wanted to toss these out here as reasons for some of my design decisions.
"I play characters. I have to have a very strong visual appearance, backstory, name, etc. to get involved with a character, otherwise I simply won't play it very long. I'm not an RPer by any stretch of the imagination, but character concept is very important for me."- Back Alley Brawler
I couldn't agree more.