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Vic Raiden
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Everything posted by Vic Raiden
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I'd be all for any kind of faction-specific base styles. Arachnos, Longbow, 5th Column, Circle of Thorns, you name it.
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Deka Barbatos has embraced her demonic nature, growing into the lustful, beastly Infernal Duchess Decima. While still following her desire for good, she is now far more vain and seductive, in need of love and attention - particularly to her body - from everyone around her. And woe be to one Decima expresses "special liking" for, as he will become her plaything, doomed to endure her depraved plays of pain, lust and pleasure until he's drained of all power - or until she gets bored, whichever comes first.
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Been goofing around in the Mission Architect, resulting in these wallpaper-grade views of Grandville's main gate and courtyard.
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I made an alternate, beastly costume for one of my toons, and found myself disappointed by how relatively lacking the Monstrous lower body options are. Here's the two things I'd like to see added most to remedy that: More legwear options that aren't tight-fit on the model. I'd love to be able to give my toon a skirt without having to cheat by using the Black Knight or Gundlinger 3 belt. It's not just a matter of skirts or kilts, either: what about baggy or otherwise loose pants? Pattern options for the monstrous feet. Right now, it's all just 'No Selection Available', which doesn't allow for much. I'd like to be able to apply some tattoos or jewelry or wraps or toeless socks to the lower legs. Feel free to discuss!
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I'd very much like it if we could pair monstrous legs with just about any kind of legwear *other* than tight-fitting pants or bare fur/scales. Skirts and kilts are what first comes to mind. And while we're at it, the option to add patterns over monstrous feet. Anklets, stirrups, bandages, tattoos, the works.
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tutorial An Overly Long Post Talking About Lore, Canon, and Headcanon (TM)
Vic Raiden replied to McSpazz's topic in Roleplaying
Thanks. I'll see what I can do. -
tutorial An Overly Long Post Talking About Lore, Canon, and Headcanon (TM)
Vic Raiden replied to McSpazz's topic in Roleplaying
If I may ask... What advice do you have on spreading the knowledge of my organization? I can hardly find any fellow redsiders anywhere, so just telling them stories is going to be hard. But I guess uploading my custom enemy group to the forums for fellow players to use however they see fit could help. -
tutorial An Overly Long Post Talking About Lore, Canon, and Headcanon (TM)
Vic Raiden replied to McSpazz's topic in Roleplaying
To further it, I'm working on an AE arc where the players can get to infiltrate one of his fortresses and bust his evil plan. Unlikely that Shade himself would be present in the base, though, he'd rather leave it to one of his top generals. -
tutorial An Overly Long Post Talking About Lore, Canon, and Headcanon (TM)
Vic Raiden replied to McSpazz's topic in Roleplaying
Here I can say that Axel Shade, the villain in question, has indeed been laying low because he considers wanton terrorism practiced by so many other villains to be a waste of resources unless it can serve a higher goal. He's just building up forces for his grand plan. Sure, he could have been outsourcing some of his technology to factions like Nemesis or the Council, but again, he doesn't really think wreaking havoc in the city is worth it yet. I went for Breakout as that character's tutorial, so I can handwave it as him having lost access to much of his organization after he was busted and put in the Zig. -
tutorial An Overly Long Post Talking About Lore, Canon, and Headcanon (TM)
Vic Raiden replied to McSpazz's topic in Roleplaying
This was an interesting read. With all of it in consideration, I have a question to ask. I have a redside toon who would normally be the leader of a large organized evil organization comparable to Arachnos or the Council in terms of resources. Minions and other relevant assets would be confined to AE material for obvious reasons, but what I want to know is how to roleplay such an "evil overlord" character without violating points 5 (respect to canon material) and 9 (respect to others' headcanons) too hard? -
I'd be up for more 5th Column/Council content: wall pieces, banners, maybe even the Giant Mech Man. And while we're at it, just faction-specific banners in general. And maybe even faction-specific base room styles.
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That's a very sweet ship right here.
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Aye. Actually, the method does work, even on Arachnos balcony pieces... just not in the direction I want them to. And I think I now know why: the editor cares about their lower halves more than the upper ones. And come to think of it, I could actually work with that, I just need to change my approach a bit: make the hull out of the walkable surfaces instead of the undersides. Thanks for helping me, even if indirectly!
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Thanks for the advice! Gonna try it the next time I'm in my base. EDIT: I tried doing that, but the items keep anchoring themselves to the decoy room, meaning all my work gets undone when I delete it.
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Poll: Base Editor Changes We'd Like to See
Vic Raiden replied to Dacy's topic in Suggestions & Feedback
One thing I'd appreciate above all else is increasing the tolerance for building outside the base boundaries. As it stands, it's pretty annoyingly hard to build a spaceship when outer hull pieces refuse to align the way I want them to, not to mention it's nigh-impossible to place anything even remotely resembling wings. -
I'm surprised nobody has yet brought up that one room with several layers of water pools from the Fifth Column/Council set. I found it confusing to navigate due to the lighting making it harder to find the stairs leading either up or down, plus it's horrible for glowie hunting. As for entire maps, I don't really like how the Arachnos bases are laid out. I don't even mind the aesthetics or the reactor room, but the fact that it's all just cramped hallways, with proper rooms only appearing as dead ends and containing nonsensical ledges with no stairs or ramps leading up to them.
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What additions to the AE would we like to see? (Within reason!)
Vic Raiden replied to Darmian's topic in Mission Architect
Yeah, that's what I meant. Making modular maps using the library of preset rooms would be enough for me to be happy. -
What additions to the AE would we like to see? (Within reason!)
Vic Raiden replied to Darmian's topic in Mission Architect
This, so much this. It annoys me to no end how the spawn positions of everything are randomized. Case on point: I wanted to add some fighters to the Longbow Sea Base map as set dressing, so I set their spawn area to front... but then instead of appearing in the airstrip area as I expected, they started to pop up literally all over the base, including inside the command bunker. Another time, I wanted to place an interactable computer in a certain room in a Fifth Column base, and were quite displeased that I had to look for it in several different places between test runs. Because of that and many other things, I second the wish for more control over spawn locations for NPCs and objects. One other thing I'd personally appreciate is letting the players build their own mission maps. Not asking for anything to the extent of SG base building, but seeing as most instanced maps really are a mish-mash of preset rooms and hallways from a list, I believe allowing the players to take advantage of that would greatly increase mission variety. Even better if we could combine multiple different tilesets per map. -
The AE building in Mercy was likewise removed, presumably for the same reason. Except instead of a different utility building, it was replaced with a smoldering ruin still guarded by Arachnos security drones.
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Thing is, using front companies and providing support to other factions don't really belong to Stahlheim's usual modus operandi. They're not above doing either of that when necessary, though. That said, I do love the idea. Makes for a good way to introduce a new force to the canon setting.
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Axel Shade, my villain-side main, doing his best "glorious leader" impression. As soon as I saw this balcony in the first Bane Spider Ruben mission, I knew I couldn't resist the urge to take a shot like this.
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So! I decided to give the Mission Architect a try and make an arc. Nothing very sophisticated, just infiltrating a very large base belonging to the Stahlheim Empire - a technology-oriented dictatorship bent on world domination who serve as one of my personal lore's main antagonistic factions - and shutting down the superweapon project that's being developed there. At present, I have more or less decided on the first part, using the Longbow island base map. And I know I want to use the Council giant robot hangar for the finale. But I've got a bit of a writer's block in regards to the rest of the arc. Hence, I am asking you for advice: What sorts of locations should I include in an underground facility, and what maps should they be represented with? How could I make the intro mission more unique than just "go inside and kill the boss"? The idea here is that the boss would drop a keycard giving the player access to deeper parts of the base.
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Personally, I'd be a for opening the ruined Galaxy City up as a high-level hazard zone. The map's already there, or at least part of it is, as seen in the final missions of Twinshot's and Dr. Graves' respective second arcs. All it'd take is add something going on, likely involving a large-scale battle against the Shivans not unlike what we got in the RWZ... and maybe some Incarnate arc, but I can't say much on that topic.
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Just look out for an AE building, enter it, take the elevator in the foyer and click on one of the terminals in the main room. There you'll see a menu which lets you either browse arcs or create your own.
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Architect Entertainment - Content Ideas
Vic Raiden replied to Arcanum's topic in Suggestions & Feedback
I don't really have any ideas that weren't brought up here before, but I'm gonna list my top five wishes anyway. An option to create custom maps. I don't necessarily mean anything to the extent of SG base building, I'd be entirely content with a selection of premade rooms and corridors to fit together. More control over placement of details like bosses, destructible objects or even Giant Monsters. More power sets to choose from for custom enemies, hopefully including pool powers or just an optional tertiary powerset. The ability to customize enemies' power effects in the same way as for player characters. More clothing options for custom NPCs, especially from enemy-exclusive costumes.