Mission Architect Update
that's a lot of requests. A laundry list of requests usually means it gets ignored, or they choose what they want.
Try choosing 2 easyish requests that would make the most difference.
I think the number 1 request but probably a lot of work is better placement. As simple as having 4 spots in each map which are fixed placements. Something set to one of those always appears there.
I think the second big thing is more maps, especially custom and unique maps. What we really need are small maps. There are tons of huge maps which make for long and dull missions. We need unique but small maps for the different environments. City streets, croatoa forest. Croatoa farm, small park with trees.
It appears to be a challenge to even play 1 arc 1 day a week on a regular and previously committed to schedule [ reference ] so I wouldn't expect much if any effort toward MA anytime soon regardless of how significant or well thought out any suggested improvements might be..
These are a bit excessive, but there's one I can agree one. Well, two. More custom powers and the in-mission conversation feature from I17.
http://www.virtueverse.net/wiki/Shadow_Mokadara
the powersets i believe the devs said tend to lag approx 1 issue behind when being introduced to the AE
they already have the tech to have an ally betray you when reaching a certain objective (they dont have it opposite where an enemy will all the sudden ally with you)
the mission maps i think follow the same trend as the powersets and lag behind
constant ambushs were already nerfed once to where we can only use up to 6 ambushs, and they got nerfed again when they severely reduced the rewards of the ambushs past the first one (on a personal note if i was playing your arc and i had to fight off like 10 waves of baddies which gave 0 reward i would almost instantly 1 star the arc and move on)
the only thing i agree with you on is greater control of objective placement, everything else on the list i didnt mention above is prolly not doable with the current system or would require a complete revamp of the system and prolly not in the devs best interest to do so as there are numerous other issues with the AE that should be looked at first (such as the search function and rating system)
Ambushes are used to prevent farming. However you can have a constant ambush if it's linked to a destructible object or boss. One for 3/4 health, one for 1/2, one for 1/4, and one for defeat. Just make sure you have one more objective left after the defeat or your last wave will be ignored .
http://www.virtueverse.net/wiki/Shadow_Mokadara
More custom powers and the in-mission conversation feature from I17.
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I wish it was also maybe possible to have it so that when an Ally betrays you, which is possible now, it was possible to make the next objective to defeat said 'Ally.'
to TO THE END!
Villains are those who dedicate their lives to causing mayhem. Villians are people from the planet Villia!
With i23 and the enemy groups added including the war walkers it does add some variety. However, I do remember there being different power combinations in the beginning until they stopped it (e.g. could have an AR/DS blaster).
I do wish that object placement were better; would be great to have villains in the same spot or heroes in the same spot.
Arc: 378122 "Tales of the Terran Space Marines -The Apocalypse Initiative" 5stars!
http://www.youtube.com/watch?v=6Rgl4...687B0FC89F142C
Arc: 481545 "Twilight of the Gods - The Praetorian conflict"8000+ hits!
http://www.youtube.com/watch?v=XxJ6S...848B21E2350DCC
*This thread is not the place to argue over the state of Mission Architect. Please move those conversations elsewhere.*
A lot about CoH has changed since the Architect has come into play. With i23 coming out soon, there will be many new enemy groups to choose from as well as a few maps. While I appreciate the sentiment, it's really not enough.
I propose that the Architect be updated in these ways:
More power sets for custom characters (the new ones like titan weapons or beam rifle, as well as some of the non-set powers like throw rock, but the latter probably wouldn't happen for balance issues)
Longer clues/souvenirs
Enemies that are friendly at first and at some point turn on you, and vice versa
A "tear-gas" objective that kills every enemy on the map
Constant ambush waves for a period of time, such as in Who Will Die 1 (it could be used to have an escort brought to an object and then the player has to defend it from waves over the course of a few minutes, for example)
Many more unique/outdoor maps (WWD is a good source, but SFs/TFs and iTrials would also be nice)
Mission branching (likely would up the data cost quite a bit, so probably not)
Captions
Cutscenes (probably not do-able, but they'd be nice anyway)
Musical cues
Now, given that not all captions, cutscenes, or cues occur in direct relation to objectives but location, this segues into my next proposal:
Greater freedom of placement
For example, we could designate specific locations to initiate captions and the like, rather than on objective completion. The option to have them on objective completion would still need to be added, though. I would like to be able to have the mission contact tell me about all the Ghouls below me as I cross a bridge over a section of tunnels, not as I click on a glowie after I've crossed it.
I know that we can't have objects and bosses in specific locations because of the potential for farming, but to be honest, farming's there anyway. Regardless, placing objectives manually would probably just increase that, so to allow for manual objective placement, I suggest
RP Mode (name subject to change, obviously).
A lot of roleplayers use the Architect to make their stories more solid and enjoyable (not that text-RP isn't fun, but with a lot of people it can drag on for hours like Monopoly. Many know this already). RP Mode would be a mission parameter that would let architects place everything in the mission that they want. Devs would never allow this, so as a compromise there would have to be no experience gained from it. This is only an option, so roleplayers are still free to make normal missions but with less ability to direct players. It's a mission parameter so that the other missions in the arc can allow for experience gains and not have the penalty spread across the whole arc and make players believe they are wasting their time. I think that many roleplayers and storytellers would adore this option.
I know a lot of these changes would require a lot of pain on the part of the developers. I don't need these updates now (as much as I would like that), just to know that they are thought of. Essentially, I would like to be able to have the level of control that official mission creators have. The Mission Architect is a great tool; I just want it to be better.