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Chris24601

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Everything posted by Chris24601

  1. Instead of a car, I’d suggest a Vehicle Support pool out of it. 1) Motorcycle. The pose for riding one already exists thanks to the Thugs MM. there’s also a section of the slide in where the bike is at an angle while the rider has his leg on the ground. For attack animations the bike drops off once they start (use the last bits of the MM summon) and then gets re-summoned once combat movement suppression ends. Functionally, it’s superspeed right down to the improved jump after building up some speed. 2) Chopper Pickup. A zone teleport where a Helo appears overhead, a rope drops, and you use the Spec Ops summon animation in reverse to go up off screen. Once the new zone has loaded a rope drops and you use the Spec Ops summon animation normally to arrive. 3) Ambulance/EMTs: Self-rez that also teleports you back to the map entrance (instead of back at a hospital). 4) Turbo-boost (must have motorcycle): toggle that adds significant +jump to the motorcycle power. 5) SWAT Support: drops a SWAT Van in any outdoor location that functions as an inspiration and possibly temp-power vendor for a short time. All of those should be doable via existing assets and would cover the “I don’t have innate travel powers” hole with a few extra options to round out the set.
  2. You misunderstand. I mentioned it as a NEW option (i.e. not from the radio or newspaper), particularly if our devs don’t want to mess with the existing radio/newspaper code. Set it up as a “Portal Corp Volunteers App” or “Archanos Dimensional Testing Opportunities” uplink (i.e. a contact). This would be a way to implement something like what the OP suggested without having to touch the Radio Mission spaghetti code directly if that would be impractical.
  3. One thought I had about level 40+ radio missions would be adding a “Portal Corp Radio” category that sends you to explore various worlds where you could run into many of the one-off mob groups like Council Earth or Psychic Clockwork or Warrior Earth, and so forth… in addition to ones so close they match the existing groups. Redside has a few Portals that could function as their mission doors for Arachnos missions seeking opportunities to exploit from other dimensions. If the spaghetti code of the existing Radio/Paper missions is too delicate to futz with directly, maybe a semi-clone with new options enabled in it would be a safer way to build.
  4. That’s part of what would need to be balanced out… enough damage and hit points, and tweaking the buffs that can target themselves (or debuffs to enemy attacks) to provide sufficient mitigation relative to the attacks coming in to avoid face planting in whatever the dev’s define as reasonable content. As a baseline I would expect base melee damage and hit points to be ahead of either the Defender or Corruptor ranged damage (depending on if Melee is primary or secondary) due to the increased risk in close combat relative to range. That said, it’s also worth noting that without some type of mitigation (immobilize, stun, etc.) in their blast set, range is only a temporary advantage over being in melee and Defenders/Corruptors are perfectly capable of soloing, so it IS a solvable problem for some set of numbers that aren’t too much above those of the Defender and Corruptor.
  5. For me, the only AT concept that seem like they’re actually “missing” vs. just “expressed with different priorities than you’d prefer” (ex. the defender support/blast and corruptor blast/support or tanker armor/melee and scrapper melee/armor) and wouldn’t require a LOT of powerset working would be the Melee/Support option. Melee/Control is already fairly doable with the Dominator. It doesn’t get the full raft of powers thar a Melee set gets, but it gets a fair number in its assault set. Just don’t take one of the ranged powers and it’s there. This is a “already doable but with different primary/secondary priorities” AT. By contrast, a Melee/Minions set has the opposite problem that the Minions set is where the MM’s ranged attacks are actually found. So you either need to swap those out with three melee attacks and give a different secondary (probably still support since MM minions actually need that support to really thrive) or you have to replace those three attacks with three support powers that are specific to each power set so the AT can get a full melee set. The first is a fair amount of work and rejiggering just for a three power difference between it and a standard MM. I think some Pool sets with various weapons would be easier to implement for that concept than a whole new AT. The second would probably see a lot of grumbling since you’d have to thematically match the support to each Minion set and that might not match the concept very well. Say Bots gets three picks derived from Force Field (to match the Defender bots), but many would probably prefer it be pulled from Traps or insert your preferred pool paring here… and you only get three so there’s probably some real holes in that support. Again, a lot of work and probably a lot of people not happy with the paored limited support choices. It’s basically a No Win for the devs to even try. Melee/Support (or Support/Melee depending on what the AT’s concept favors) though requires little actual redesign of the respective sets (both set categories run mostly independently of the other category in each AT that has melee or support) with the only tricky bits being coming up with an interesting AT mechanic and balancing the numbers appropriately. It also is NOT something we really have elsewhere in the game (outside of custom AE mobs) because, to date, melee has exclusively been paired with armor sets (and sorta with control as part of Dom Assault set) and the risks of melee vs. being able to stay at range is a different playstyle. That makes it far more plausible an activity for a small volunteer dev team to tackle and different enough to be worth tackling. As to a potential AT gimmick; I would suggest something akin to the Brute’s Fury Bar (or Blaster’s boosts) but instead of boosting their damage as it grows with each hit, it boosts the strength of their buffs/debuffs, creating a playstyle where the AT must keep up its melee attacks to boost the power of its buffs/debuffs which again makes it play very different from the other support sets which are pretty “steady state” and operate virtually independently of the other power set in their AT. That is the bar for me and making another AT… does it offer a new play experience compared to what is presently available (while remaining feasible to implement for the devs)? Melee+Support I feel has that potential that other options either don’t without a much more extensive inherent or could, but would require far more work to implement than is reasonable.
  6. As a compromise between no control and MM-tier control, I would suggest pets come with two exclusive toggles (meaning you can only have one of the two active at a time like Dual Pistols ammo or Bio-Armor). Make the default state Defensive Follow (pets only attack what attacks you or them), with one toggle for passive follow (pet ceases attacking and moves to your side) and the other for aggressive (pets attacks anything in its perception range and returns to following you only if nothing remains in its perception range). This leaves MM “Attack My Target” and “Move to this specific place”, plus their advanced commands (arguably the most useful commands overall and their version of Defensive Follow has added bonuses to themselves while MM just get base command) as commands exclusive to the MM while giving just enough control to non-MM that their pets aren’t actually detrimental to them.
  7. Honestly, the valid part of this suggestion is the second one. I’ve noticed a lot my missions lately are basically “duping” spawns… ex. an entire floor of nothing but Nemesis snipers with a Lancer minion. A room where every spawn is a Galaxy, warwolf, and marksman. I think there could well be a glitch in how mobs are selected that’s slipped in somewhere in the spaghetti code and it might be worth at least giving a cursory look at it or the RNG it calls upon. It could be that I’m just in the middle of a very repetitive section of the random seed (it can and does happen) and it’ll go away eventually once the RNG checks roll past that section. But if it’s not, it’s something I would appreciate being looked at.
  8. I approve, but only if using it causes a poof of smoke and Null appearing standing on your head for the duration the window is open.
  9. Aether is often associated with the realm of the spirit or mind so I’d say base it off the various psionic power sets.
  10. Actually, this got me thinking… what if they were specifically updated versions of the Praetorian villain groups? Basically make it an extension of the New Praetorians and Mr. G arcs. What does the UPA do after Scott’s death? They still have their underlying goals and need a base of operations. They choose Kallisti Wharf. Praetorian Wu Yin, absent the memories of his daughter, would put his focus into rebuilding The Syndicate (perhaps picking up assets from Crey after the Countess is exposed and arrested). Not every Destroyer is going to have an easy time detoxing and an underground Fixadine racket could get started. Likewise, the Awakened could come out at night on the “villain side” of Kallisti Wharf, while the Carnival of Light would be targetable by villains coming there. Maybe do something with the Dregs, Pilgrims and Lost/Ghouls as well. If you’re not playing goldside much, these would all be relatively fresh villain groups for players to experience and wouldn’t need much tweaking to play in the 40-54 range since the goldside critters always punched a bit above their weight to begin with. Throw in Arachnos and the PPD and you’d have a good selection of enemy groups for both sides and a set up for adding some related story arcs to the zone.
  11. To summarize; the sum total of the objection is “I can’t imagine it, therefore no one else is allowed to have it, even if they can imagine it.” Do I have that correct?
  12. Pedantic much? I already stated “wrist launchers” and “similar.” You know what that effectively looks like? No discernible weapon in your hand. You just point your arm at something and bullets, grenades, flame, etc. comes out because it’s built into some contraption on your forearm or into a cybernetic hand. Or are you demanding that there be one preset “not in the hand” option that must be visible while in a combat stance? Because that’s just so needlessly nitpicky as to basically be a suggestion intended to shut down others’ suggestion because of your arbitrary standards.
  13. Conversely, could we get “no gun” animations for the dual pistols, assault and beam rifles? I’m fond of wrist launchers and similar for powered armor type PCs.
  14. Personally, given it’s cross faction access and complete lack of hostile mobs, I’d think Kallisti Wharf would be an ideal locale for placing all manner of new story arc contacts and door missions.
  15. My personal fix for “The Coming Storm” would be to recontextualize it as not a single event with a singular Big Bad, but as a series of crises striking in close succession. The Praetorian War would be the opening of the Storm. Praetorian Hamidon trying to merge with its Primal counterpart might be another. A fresh push by Rularuu could be a third. The Battalion (who from a deep lore dive should strongly resemble the Rikti… as the Rikti had to adapt from being humans to their present form as part of defeating their dimension’s Battalion and their tech and forms were about adapting to Battalion terraforming) in this scenario would be just one of the many threats in this storm wracked age. The main advantage is each threat can be built one at a time and largely from existing tech capabilities. It’s only the aggregate as endgame content (all at once in the “level=time” setup) that creates the perspective of a massive storm of threats all coming to a head at once.
  16. All I want is to be able to keep my ACCUHUD on my hi-tech while also having a real* aura effect for their incarnate-tier costume. * Seriously, it’s a slightly animated costume part like the new Clockwork hand. It could easily be a head detail.
  17. Question for the Lore Purists and needing forms for extra damage/tankiness… Can Requiem, Arakhn, and Romulus (all Nictus; identical to Warshades in all but philosophy) inflict and take damage like an archvillain while remaining in human form? If so (and it is), then your interpretation of the lore about needing the forms for firepower or resilience is just wrong.
  18. Actually, back during Live during one of the updates until it was patched there was a glitch where a Kheldian would lose their form appearance, but kept all their stats. The dwarf glitched to look absolutely normal and used the equivalent human animations. The nova glitched to the hover pose (couldn’t land or anything) and the eye beams shot from your eyes (without an animation) and the other blasts came out of your chest. The point of mentioning this is that it proves there’s nothing locked to the actual form model. The default nova animations don’t work with human shapes, but powers can now have alternate animations completely with different effects (see the darkness noir options). As power customization options* the only real issue is time needed to make it happen… that old glitch proves it’s possible at the technical level. * This is a point all the “just don’t take forms” people seem to ignore. No one wants to take YOUR form models away. Others just want to not have to look at them in order to not be effectively nerfed. ** Also, since human form Khelds are things that exist in lore, a Kheldian who uses dwarf/nova powers in human form doesn’t break anything about the lore.
  19. It doesn’t even take work. Bang out the three arc chain starting with Habashy in Atlas and you get 9 merits in maybe 15-20 minutes… 27 converters x 65k average sale price (about 60k each after commission) is about 1.6 million influence. That’s enough to refresh your SO’s every 5 levels up through at least level 26-ish… and that’s with no other drops or merit rewards. The only thing easier would be for the merit vendor to just do a direct merit to influence conversion (which I am totally against because the converter market is the key to keeping all the good set-IOs stocked on the auction house at reasonable prices… offering direct merit to inf conversion would just raise the price of everything on the AH).
  20. One reason for the paucity of content is, obviously, it was added in issue 1 way back in 2004 and, for the time when WoW was just launching itself, it’s got quite a lot content… lots of large open world mobs, endless repeatable missions (including ones that originally rewarded large inspirations, rather than mediums today; a big deal pre-IO sets) and a number of lengthy task forces. It was certainly better developed than the old Rikti Crash Site. Also of note is that, before Fitness became inherent, I remember the geysers working extremely accurately if you followed the gravity geyser tutorial’s instructions to turn off all your travel powers (including sprint) and did NOT have Hurdle from the Fitness pool (all the numbers for speed and height of the geysers were relative to the base numbers for jump speed and height and would drop you right on target if you had those… no one has the base numbers now due to inherent Fitness which is why they’re so inaccurate today). This also suggests that fixing said accuracy might be fixable as a kludge via a “temp” toggle power that sets your run and jump speeds and jump height to the default values (call it a GTS… Gravitational Turbulence Stabilizer) even if it’s otherwise impossible to just set the jump values to ignore buffs. Anyway, the zones are definitely showing it two decades these days, but given the closeout of issue 27 with Piecemeal’s personal story setting up the Battalion (and the new gravity mechanic), I don’t think it’s beyond salvaging/revamping… particularly if you’re looking to continue the story of the Oncoming Storm. The most obvious update would be to replace the generic UN military presence with the UN military force specifically created to deal with trans dimensional threats; the already cross-faction Vanguard. Subsequent issues have introduced Nemesis’ secret Shadow Shard base and the Rularuu-Shin cultists into the mix. There’s also supposed to be debris and survivors from Primal Earth (or mirror copies of them anyway) from when the Shard was created to imprison Rularuu that could also create more visual variety in the zones along with fodder for mission content. TL;DR - Make the zone into a Vanguard-coordinated co-op zone (which is already accessible from the RWZ if you’re of the proper alignment). Possibly an Incarnate Zone as only Dark Astoria and parts of Cimerora really work like that (and only the DA arcs offer Incarnate rewards outside of Vet levels/Trials). - Fix the geysers either by fixing the way it interacts with the player jump values or via a temp toggle power (GTS) that suppresses player movement buffs to the base values while active. - Add mission content based on seeking out Incarnate power (heroes for prepping against the Oncoming Storm, villains for their own ends). Possible new enemies would be high-level Rularuu-Shin (perhaps adding them to Rularuu proper for more variety in their forces) and giving more purpose to the Shadow reflections as harbingers of the Battalion (just like during the now-optional Incarnate unlock mission) seeking to stop you. - Incorporate city debris (with human survivors) and a Nemesis base (and maybe a Circle stronghold) into the zones for a little more visual variety.
  21. In addition to the usual “more maps/powers” things which are a given, I would request the ability to add “radio chatter” aka the dialogue boxes with someone outside of the mission communicating with. That first took off with the doppelgänger missions and quickly became one of the most effective way to convey information to players in a number of situations. But it’s not something AE can add. I suspect it would have to be a mission objective element (since it is generally triggered by moving into an area or completing some task), but I’d sacrifice a few objectives just to be able to add some clear narration to certain missions.
  22. This is pretty self-explanatory. Even with the slight bump in level bands Homecoming added, you still have to turn off your XP bar to run more than one faction’s arc set (i.e. Warden, Crusader, Loyalty or Power) and possibly even during that single arc if you end up with any significant patrol XP in the process without out-leveling the ending moral choice. True story; I ran as a Warden, got a full boat of patrol XP due to Altitis and when I came back that was enough to ding me up to 11 before I got Dr. Arvin’s moral choice mission… which, because it’s a separate arc, meant I had out leveled and could only come back after leaving Praetoria to unlock Oroboros. The same happens in Imperial. You come in with a quarter of one bar of XP into level 10, run just the Warden arcs and if I had had any patrol XP going in I would have out-leveled Seer 1381’s moral choice too. I really started to notice the issue after the change to the exploration badges adding proportional patrol XP rather than fixed (and tiny after you have a few levels under you) regular XP and how many exploration badges in Praetoria you can run into without even trying. So, I’d like to suggest the level bands be expanded enough that a single-faction run through won’t need to disable earning XP just to actually finish out a single arc. Say… Nova 1-12, Imperial 8-18, Neutropolis 14-24 (keep the exit missions at 20 for those who do get it without out leveling things) would probably do it. You’d still need to turn off XP to run multiple arcs, but this suggestion is more to smooth things out for normal players than making completionist runs the standard. It also means you don’t have to adjust First/Night Ward levels since First Ward already runs up through level 29. Anyway, that’s my suggestion.
  23. So, I’ve been thinking of how to reframe Redside into something that makes more sense with a minimum of effort and retconning and I think I’ve hit on something along the lines of the Tina McIntyre and Maria Jenkins arcs that could work. The gist of the concept? Through something akin to the Death of Statesman (i.e. the arc that retroactively removed Statesman and Sister Pyche even from the early game; everything Blueside now essentially happens AFTER WWD?)…Longbow “wins.” By “wins” I mean Arachnos is successfully pushed out of the majority of the Rogue Isles*. For Mercy Island this means reverting to the old map layout. Fort Cerebus is the last stronghold of Arachnos outside of Grandville and used as the launching point for their insidious plan to retake the isles (and the world) - Project Destiny. New villains scooped from the streets of Paragon or liberated from the Zig are dumped there and told to “prove themselves worthy” of being contacted by Arachnos in the future. Now new characters have to fight through to the elevated walled city now guarded by RIP with Longbow advisors trying to keep order (and stretched thin so there’s plenty of opportunities for new villains to start their careers). Replace the texture maps of any Arachnos flags/signs with a new “Free Etoile Isles” one and maybe the Arachnos wall textures with something a little less shiny and a bit battered. At Port Oakes replace any Arachnos patrols with RIP and ditto for the signage. Any Arachnos contacts are now out of sight instead of the middle of streets. The ghost fortress still has the same contact, but with a little dialogue tweaking they’re dealing with the rogue ghost Arachnos not as an authority, but as an operative trying to complicate RIP/Longbow’s attempts at uncovering Arachnos’ many experiments regarding the ghosts there. In Cap Au Diablie, Doc Aeon is overthrown (and has withdrawn to a hidden lair somewhere on the island… I’d personally make it one of the doors on the Architect Entertainment building) and Marshall Brass is now working with RIP to clean up all the potential ‘landmines’ left behind (including pretty much the same missions as before). The BaneSpider Reuben mission becomes one of figuring out HOW Longbow turned all the Cap villains against Arachnos and ends with you freeing the villains and destroying the Longbow base… handing Longbow its first big setback in a long time. As you can see, a LOT of the needed changes are more contextual than requiring entirely new missions. Sharkhead and Nerva require little actual adjustment… for Nerva leave Arachnos doing it’s experiments out in the jungles and swap out the small amounts of Arachnos on both for RIP** and repeat the pattern of swapping out the texture map for any Arachnos flags and walls. The only place I might do a serious revamp to is the Arachnos base on Saint Martial (with the large one on Sharkhead as a stretch goal) or, at least, relocating the arrival ferry to closer to the Golden Giza and main strip of the island. The final physical change for all the islands would be to remove Grandville from the Ferry Lines and make it accessible only via the Black Helicopter line (with a beefed up troop presence around the flyer indicating it’s basically only there long enough to pick up villains and ferry them elsewhere… for serious bonus points make the flyer invisible and clicking the nearby Arachnos agent causes it to “decloak” as part of the animation before you jump aboard it) and the Submarine line. Park a sub several flyers on the dock where the Ferry used to be. The story holding everything together becomes the Rogue Isles are a fragile and corrupt government. Arachnos seeks to regain control over the Isles and has relaunched Project Destiny to try and overwhelm the isles with crime and to seek powerful operatives to fill their ranks after their loss to Longbow. You make your way through the Isles committing whatever crimes you care to and staying ahead of the local authorities and the supergroups (Longbow, Wyvern, Legacy Chain) backing them (plus all the other criminals working from the shadows) until you have done enough for Arachnos to reach out to you on behalf of the Patrons. You then learn of Recluse’s true plans and must prove yourself even stronger… marking you as an even greater villain (or more clever rogue) than even Recluse. In terms of genuine new content; open up Red and Blue to all alignments, add some hero missions to the Rogue Isles and villain missions to Paragon City (establish a villain hub in the Paragon sewer network akin to the Resistance bases in Praetoria). Then fill in Kallisti Wharf with level 40-50 hero and villain content for a place for those who want to avoid Arachnos to find mission content. * for ease of art/story assets Arachnos maintains control of Grandville as its “Volcano Base” that only elite (high level) villains are invited to visit. ** To require less revamping of general models, higher level RIP should use re-purposes Arachnos gear (bits of body armor and weapons akin to Grant Creston in First Ward using bits of IDF armor) just repainted because that’s what’s most readily available.
  24. Personally, I’d move Matthew Habashy to just off Ms. Liberty to the left facing her so the mission icon over him is clearly visible as you’re headed up the stairs (default human behavior if you’re placed at the bottom of a flight of stairs that are clearly dominating your field of vision is to climb them because the view will be better). Alternately, I would move the Start location to inside City Hall (in the alcove by the merit vending machine facing out) with Matt at the top of the stairs heading down to the Origin contacts and Ms. Liberty in the center of the rotunda. If I was going really wild I’d redesign city hall to remove the doors (or rather have them sitting open so you could walk in and out without needing to click anywhere). I’d also put the START vendor and a basic Freedom Corps vendor near the Supergroup registrar and give that FC vendor a dialogue box (like START has) that has them explain Freedom Corps, enhancements and inspirations (in the context of FC being Hero Support) in more detail. That way when you first appear you have the trainer dead ahead, your first mission contacts just past them in the confined area of the building, to your left along the wall would be the merit vendor, basic vendor, START vendor and supergroup registration and to your right lies the open world.
  25. Thank you. Genuinely. It was driving me nuts. So observer status currently includes the Holy See, Palestine, Taiwan and similar that are either very small or contested. That makes sense. It’d still be nice to have something about Longbow’s invasion of a country having some sort of backing by another nation(s) and not just some hero with a private army unilaterally deciding it’s a good idea to try and overthrow a country. I think part of the problem is it feels like it’s a “dog catches car… now what?” sort of situation. Just what is Longbow hoping to replace Arachnos with once they’ve completed their military campaign to completely excise Arachnos from control? Free elections among a population that is utterly dominated by super villains and criminal organizations? An oligarchy of Cage and Crey and AeonTech? Reforming RIP into a legitimate police force? Or are they going to do the US standard of occupying it indefinitely while propping up a friendly government they picked, suffer ongoing attacks from local resistance until it gets too expensive in money and lives and they abandon it and any allies they had to a power vacuum where the successor is as bad or worse than the one they overthrew? It may have made sense when it was written in 2005-6 when Ms. Liberty was an overly idealistic teenager (and the audience bought into America as the unabashed good guys bringing democracy to the world at the end of a gun) But if it’s 2024* then Longbow’s efforts aee a near two decades long operation led by someone now pushing 40 and the audience for the story has long since grown sick of American military interventionism and its disastrous consequences for the people they’re ostensibly trying to save. Regarding the being more a theme park than something that actually functions I think the LiveDevs arguably made things worse during the Praetorian Invasion event when they broke the illusion by having Lord Recluse pronounce “Protect the Shrimping Industry! Do you think we survive on an endless cycle of crime!?!” And now you’re left with that either being a non-canon joke by a dev poking fun at how stupid the Rogue Isles are as a concept -or- it’s a serious statement and… and that’s almost worse because now you have to justify why Arachnos tolerates ANY crime within its borders (outside of say a Hunger Games-ish arena for potential recruits to prove themselves) given it now actually has a real economy it needs to support to keep its military arms going. Redside is a mess that isn’t coherent and exists only because back in the day Jack decided to make the CoV setting into something based on Doom’s Latveria (which in the Marvel Universe has ZERO crime because Doom crushes anyone who attempts it) instead of being Gotham to Paragon’s Metropolis. I think it could mostly be fixable with some text changes and revamp of the RIP into a real (if Gotham-tier corrupt) police force (shifting certain contacts that are more “law and order” focused like Marshal Brass into the RIP… Brass is totally the Commissioner Gordon type trying to keep the corrupt cronyism of his bosses from blowing up the city) and then reframing Arachnos as just the top villain organization with their fingers in everything (i.e. puppetmasters who fixed the elections to keep Doc Aeon in power instead of just appointing him as Governor) and Grandville as essentially Arachnos’ Volcano Lair that only high level villains are allowed to visit. Now you reframe Longbow as still a private army, but one hired by some of the few legitimate authorities of the Isles who know the RIP are completely outmatched in the war on crime. They’re not there to take over, they’re there to keep things stable for the legitimate government. You’re still broken out by Arachnos and dumped on Mercy Island (restore the original arrangement where you start in the wastes and have to work your way up to the city) because they’re actually looking for recruits/the Destined One, but now they’re more hands off until you get strong enough to be recruited by an Arachnos Patron though various underlings like Kalinda and existing Arachnos contacts can still make use of your abilities in the meantime… just not as an authority of the island; the actual authorities (RIP and Longbow and even Wyvern and the Legacy Chain in some places) are universally out to get you. Basically, make the Rogue Isles into Gotham and Arachnos into the premiere villain group (akin to the Council or Nemesis, but bigger) and slowly rewrite the contacts from people treating you like lackeys to people offering you opportunities for profit** until you’re strong enough for Arachnos to reach out to you again (in the meantime you check in with the Arbiters to level up who evaluate you on your progress to be worthy of joining the organization). * even if it’s decided that it’s officially still 2013 in the verse it’s still been nearly a decade and Ms. Liberty has long since stopped being a teenager… which is to say it’s stopped looking like an ill-conceived teenager’s plan and looks a lot like doubling down on stupid out of pride with no clear exit strategy nor plan for what to do if they actually won. ** A decent Redside perk I could see adding would be single-use summon powers for some of the contacts you’ve finished the story arc of. You did them a solid, so now they’ll do one favor for you in return. Yes, it’s unfair compared to hero rewards (where you’re helping out of altruism), but Redside is all about seizing the opportunities you care about… so it makes sense the rewards would be more tangible.
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