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Prime Elway

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  1. Wow, thanks so much! Glad you enjoyed my arc and congratulations to all the Honorable Mentions! Love to see all the creations!
  2. MURDER on 34th Street!!! Arc ID#: 45294 Arc Name: Murder on 34th Street Author: @Charlie Number of Missions: 3 Description: Santa Claus has been framed for a crime he did not commit. If you don't help prove his innocence, he'll be spending Christmas behind bars. This solo-friendly arc is good for level 30+ players, though higher-level players will find the final mission much easier. Two AVs (that will scale down to EBs). Enjoy unraveling the mystery and working with Santa's Lawyer to get him off! Photo of pet not included due to lack of pet... :(
  3. Heya, to answer your qs: 1) The only database I'm aware of is Paragon Wiki, which does have a page for the Unique Maps, but unfortunately it doesn't have specific detail amounts and it's pretty outdated at this point. So yeah, if anyone has properly laid out every map in a doc, I don't know about it. It'd be super useful though! 2) Map spawns are based on the amount of details they allow, and then mob size is obviously based on your difficulty setting (with x8 being the most). So there's no way to really traditionally go 'beyond' that. Some maps have incorrect spawn numbers and if you trial and error test the arc and actually see every spawnpoint, that might become apparent, but that's more chalked up to AE jankness than like a real workaround to get more enemies. There are some odd ways to add more critters (making custom enemies with MM powers so they spawn a bunch of critters off themselves or making an enemy group with just the WIll of the Earth enemy type, which spawns massive waves of Devouring Earth) but those are gimmicky. My advice if you want AS MANY ENEMIES as possible in a map is to just make sure you're using every detail allowed. That means you're using every single mob spawn. 3) I think additional publish slots are now offered as prizes for contests or AE Dev's Choice stuff. Alternatively, if you have an alternate account you can use their slots too since AE files are stored locally. Hope this helps!
  4. There are a massive amount of maps in content that are not in AE, particularly ones that arrived in later arcs like the SSAs and Night Ward unique missions. There have been some lovely additions by the volunteer dev team (such as the space island map, the road tunnel, and even porting in the Talons of Vengeance cave set), but choices are still quite limited compared to what you come across playing the game. For instance, there’s a mayhem/safeguard exterior component for every hero zone in the game, but no such equivalent exists in AE and as such you can’t have a mission set outside in Talos, Brickstown, Founder’s, Peregrine Island, or Kings Row. I don’t know the method for adding AE maps exactly — I’m aware that it isn’t exactly one-for-one transfer since specific spawn points have to be set for mission details — but yeah, I think making more maps available as things progress (which the original live devs neglected) is great. AE really is an amazing tool for a lot of people to continue playing the game, and while adding new ‘official’ arcs is great, we’re all pretty much just doing fanfiction at this point so enabling players is a win-win.
  5. Yes, so, as was covered above, in the case of mission details that only have 'groups' of enemies surrounding them (ally, captive, object, etc.), the single option is a poorly named selection that basically means the mission objective will appear alone with nothing around it, 'singular.' It doesn't mean a single enemy or boss will guard it. The workaround above would be your best bet to have a boss in the same map room as an object, but the Ally or Object objective would auto-complete and the boss objective would have to be what you actually need to complete the mission.
  6. Honestly, I just have a bit of a cult following.
  7. So excited to hear that @Ankylosaur! Glad they were useful and I can't wait to play through your arc.
  8. These are really incredible changes, absolutely floored by the easing of the accolade grind as well as the new arena map. Here are my suggestions for the accolade power names: H-Boosted Beefed Kill Potential Unjauntable The Naturalizer (I agree with M3Z's picks for Call to War and Special Technique for the alignment powers)
  9. So glad this guide continues to be useful for folks! Catching up on answering some questions (far belated, my bad!) Unfortunately this is not possible currently. That's just not the way AE was designed! You only get one character with the traditional dialogue talk tree and it's rather limited. When you set a boss detail (or any detail for that matter) there is an option to set the 'Surrounding Group' for the boss. Under standard enemy group selection (aka not custom groups) there is an option for empty, just like when choosing the enemy group for the mission as a whole. With that, you will spawn a singular boss. Thanks again, enjoy AE everybody, can't wait to play everyone's stuff!
  10. These are so fantastic! You have a talent and a gift!
  11. Bamboo Kat's Arena (Crey Super Sporting League) CREYBALL-10253 by @Charlie Welcome to the high stakes world of SUPERPOWERED sports (brought to you by Crey Industries!) Thanks to generous sponsorship by the Bamboo Kat's corporation, Paragon City's very own super sporting stadium has been completed and is open to the public. Crey assures all participants and fans that super sports are totally safe and no superhumans are in danger of being harmed during these events. The medical area next to the 'elimination zone' is just a precaution. This base is a stadium for super sports -- the aim of the game is to knock your opponents off the platform sumo wrestling style. Crey hopes to make this sport their next multi-billion dollar industry. There are in-base teleporters to both the 'elimination zone' as well as a private box to watch from. Please turn World Detail to max for no popping in!
  12. Unfortunately linking maps and branching storylines are not available in AE. You can workaround a little by using mission exit pop-ups to say the player proceeds further into a base or something like that. Otherwise, just be sure to let the GMs know you'd love to see more content and updates available for use in AE!
  13. CoH's pretty boring to a lot of people before they have all their powers. Or before they have IOs. Or before they have incarnates. Reinforcing an outdated, sloggy grind doesn't solve anything, especially since there's still tons of teams and task forces calling out for people which means there isn't really a problem. Beyond farming, AE allows players to make more interesting, invested content than what's in-game, take on more challenges than what appears in-game (with EB mobs, AV mobs, etc.), and just downright have more fun than what is available in-game. So, you know, that's why it exists. This game does sandbox customization really well and AE is a massive part of that.
  14. One reason you may not notice any 'major villains' is SGs/VGs tend to like to handle those things in-group now (i.e. have their own members play villains to oppose them or heroes). It's kind of easy for that rivalry to spiral out of control with people you don't know well: as a villain, it isn't particularly fun to lose over and over again -- and as a hero, failing to prevent a catastrophe or deaths can literally be character-breaking. So sometimes it's easier to just play that out with friends that you trust rather than building one big server-wide thing. There's also not a lot agreed upon. A lot of RPers here seem to abhor PVP to the highest degree and want it to have no place in conflict, but others prefer to build survivable characters that could thrive in an arena match. Some people like to RP more violent themes, others like to keep it lighter. Seems like bridging all those gaps can be a headache. Just one perspective though! #sinsquad#squadlyfe#blackwellbois#aimbotarmy
  15. Oh wait, Bentley Berkeley? I think I've heard of you -- Waypoint owes you an apology, he didn't realize you were the guy who posts in threads only to get summarily laughed at by everyone else in it. I can only assume you are a parody account of a CoH player.
  16. First just make sure you have unchecked the bubble at the top of the detail (on both the Ally boss and collectibles) that says ‘Required for Mission Completion.’ Problems like circular logic are ignored by AE when the details are not required for the mission to be completed. Bear in mind this means that if you are using multiple collectible object models (like weapon racks AND computers) as set dressing, you need to ensure every one has the bubble unchecked. You can tell what’s required and what’s not by the little star on the right side of the detail’s name bar (you want it to be gone). If you’ve already done that, sorry to be redundant! But I just tested this now and everything seems to work as it did before. Only other fix I can offer is to ensure you are not spawning the Ally boss off one of the collectibles. AE wouldn’t allow two things spawning off each other like that. The Ally boss itself HAS to appear on the map somewhere, so if your mission can’t squeeze that in, then I recommend maybe trying to link all your glowies to become active after one non-required glowie is clicked because it’ll be hard to spot and hopefully ignored. Anyway, hope something here helped! Good luck.
  17. Unfortunately, none of the baked in jails (i.e. in Council maps, Circle of Thorns maps, Arachnos maps) assign captives to the cells like in Zig Breakout. They mostly just serve as where the player respawns if they die and hosp in the mish. So you're not going to get any maps as 'directly' perfect as Zig Breakout for a jailbreak mission, but there's definitely a few options to look at that might work. Here's one off the top of my head: Longbow Sea Base - Outdoor map with an interior (so front/middle/back spawning works) from the first mission of the LRSF. It's basically an island Longbow base so could be quite fun to put captives in the back room and say they're being held there. And yes, Prisoners are unavailable in AE. They're pretty easy to recreate though, just put characters in orange leather jackets and pants and it looks like a jumpsuit. As far as I'm aware, there was never a 'Prison Guard' enemy group, just the Paragon Police Department, so you could definitely try to use them -- just be aware that high level PPD is weird alien cops and robots so you may want your arc to be low-to-mid level instead so you get SWAT or normal cops. Hope some of this helps! Sounds like a very cool idea for an arc.
  18. Thanks so much for the support! I'm glad you guys find this useful and all the tricks have held up over the years. Super happy to be able to provide a resource. I also reposted some remade enemy groups I did so feel free to use those in your missions over here: https://forums.homecomingservers.com/index.php/topic,6381.msg52598.html#msg52598 You're always one for the insider scoop, aren't you, Banana Man? JWTF is about halfway through its intensive development cycle, but I am shooting for a late-July/August release date for Part 1 to cap off Summer Blockbuster season with a bang.
  19. THE OUTCASTS https://i.imgur.com/bCsfmsK.jpg[/img] The Outcasts are the most expansively recreated enemy group I've done just because of how many different enemy types there were to begin with... and then how many random new ones I added. It seemed silly for the Outcasts to only have Earth/Ice/Elec/Fire mutants under their banner so I threw in some new weird ones. Outcasts also now have female enemies too! Minions - Outcast Initiate (these are powerless thugs that attack with bats/hammers but wear shirts with the Outcast symbols on them) - Outcast Charger (electricity) - Outcast Cooler (ice) - Outcast Crusher (stone) - Outcast Gust (storm summoning) - Outcast Shade (dark melee) - Outcast Torch (fire) - Outcast Vine (thorns) Lieutenants - Block (stone/assault rifle) - Brick (stone) - Bloom (plant) - Chiller (ice/assault rifle) - Freezer (ice) - Cyclone (storm/assault rifle) - Match (fire/assault rifle) - Scorcher (fire) - Volt (elec/assault rifle) - Shocker (elec) - Wraith (dark) Bosses - Lead Bloom (plant) - Lead Brick (stone + stone armor) - Lead Cyclone (storm + propel from grav control) - Lead Freezer (ice + ice armor) - Lead Scorcher (fire + fire armor) - Lead Shocker (elec + flight) - Lead Wraith (dark + dark armor) DOWNLOAD LINK: https://drive.google.com/open?id=1jjiriqru_fH0NtlArfBnkOymo8Brxhed
  20. THE WARRIORS https://i.imgur.com/Q2TFZMv.jpg[/img] The look and feel of the Warriors was actually super simple to recreate. They all have a very uniform appearance and even though it used the Issue 1 style, it was no problem to update in the costume creator. Their powers were also very simple as they just had a couple of attacks from every weapon set. Minions - Warrior Chopper (battle axe) - Warrior Slicer (broadsword) - Warrior Slammer (war mace) Lieutenants - Slasher (broadsword) - Hewer (battle axe) - Crusher (war mace) Bosses - Slasher Elite (broadsword) - Hewer Elite (battle axe) - Smasher Elite (war mace) - Athena's Chosen (newly designed boss with a broadsword/shield defense spin) DOWNLOAD LINK: https://drive.google.com/open?id=1H8opVvFT13_EmuQWB5ZJPeiB2o9FH9FS
  21. THE TROLLS https://i.imgur.com/sT7cwMP.jpg[/img] The Trolls took a bit of imagination to recreate as the proper Troll face is not available for use outside of the NPC editor. The demonic face colored green serves as a great stand-in though and a variety of cool different LTs and Bosses were added to this group to make them more exciting than they may have once been. All powers are once again copied from what was on Paragonwiki except in the case of new enemies. Minions - Trollkin Gunners (a variety of models using simple burst guns with a super-strength jab melee attack) - Trollkin Slugger (bat-based melee minion) - Trollkin Slammer (sledge-based melee minion) Lieutenants - Gardvord (super-strength/regeneration) - Grendel (super-strength/regeneration-no integration) - Jutal (super-strength/assault rifle for ranged attacks) - Supa Troll Bosses - Caliban (super strength/invuln) - Ogre (stone melee/stone armor) - Rager (super strength/hurl boulder from stone melee -- based off the Top Dog from the Destroyers faction for flavor) - Huldra (female troll boss with Titan Weapons/Invuln) DOWNLOAD LINK: https://drive.google.com/open?id=1wHfvVVTRQjy65-5JUhOnSGiYWijOXZOr
  22. THE HELLIONS https://i.imgur.com/m3dFbwH.jpg[/img] Unlike the Skulls, Hellions never got a make-over, so their costumes were still very Issue 1. That made them hard to remake one-for-one in AE, but I hope I did a good job. As a matter of preference, I removed the 'Girlfriend from Hell' enemy (as I never found it very funny) and instead added female Damned bosses. Minions - Blood Brothers (a variety of character models with bats, hatchets, revolvers, the works) Lieutenants - Fallen Gunner (burst assault rifle) - Fallen Arsonist (Fire Melee attacks) - Fallen Pyro (a new enemy that uses ignite and flamethrower from assault rifle. The character models have tanks on their back to imply they are wielding flamethrowers). Bosses - Damned (male/female fire blast, fire melee, and even the demon summoning whip attacks for some) Arch-Villains - Judas (custom Dark Control/Fire Manip Hellions AV) DOWNLOAD LINK: https://drive.google.com/open?id=19uZKCNRIuAelVmssGtTkU0XvXhcC47qD
  23. Reposting this as well in addition to my AE Guide over at this post: https://forums.homecomingservers.com/index.php/topic,6221.msg50834.html#msg50834 These are some of CoH's most classic low-level mobs remade from the ground up in AE so that they can be fought from any level range (1-54). Say goodbye to boring, played-out IDF and WarWorks and welcome back some great familiar groups. Every one of these Custom Villain Groups will have their .cvg file linked to the post for quick download and use in anyone's AEs (simply put the .cvg file into your City of Heroes > CustomVillainGroup folder). If you don't have that folder yet, make a quick custom villain group in game and it should pop up! FYI all files are on Google Drive because they exceed the limit to be attached to a forum post. *NOTE: Each of these groups is named 'The <EnemyGroup>' because making their name simply 'Skulls' or 'Hellions' causes the actual in-game mob to override and spawn instead. You can change the group name to something different if you don't like 'The' being at the front of the name. THE SKULLS https://i.imgur.com/YTAKsaU.jpg[/img] Since the Skulls were very recently revamped in-game, it was simple to remake their costumes one-for-one in AE. Their power selection mirrors what is listed on ParagonWiki, with the exception of adding an LT with dark-melee based attacks. Here's a breakdown of all the enemies that come with it: Minions - Gravedigger (several male/female models using hatchets, shovels, sledgehammers, and dual revolvers as weapons). Lieutenants - Death Head Gunners (burst assault rifle attacks) - Death Head Nihilists (dark melee) Bosses - Bone Daddy (dark blast/dark melee) Elite Bosses - Bone Lord (machete users) Arch-Villains - Lazarus (custom dark Melee/rad Emission Skulls AV free for use if you like the costume) - Femur (bone war mace) - Dire DOWNLOAD LINK: https://drive.google.com/open?id=1is588v3KjgsZwBM6GmRw_j7-nmIEClGt
  24. PART 5: CUSTOM CHARACTERS & THE ENEMY GROUP CREATOR! Alright, so we’ve gone over mission details and maps, it is time to cover enemies. The AE window has several tabs (Local Story Arc Files, Published Story Arcs, and then... Custom Characters and Enemy Groups). First, we’re gonna talk about custom characters. Custom Characters: Custom enemies are great, and because of their innate 1-54 level, they can easily be fit into any existing group. Want to make a unique Luddite boss? Go ahead! Just be sure to balance your characters accordingly. Let’s talk about that. Balancing custom minions and lieutenants is simple, as they innately are given less health and are much easier to kill. Giving LTs and Minions a defense secondary can improve their hardiness somewhat, but it honestly doesn’t make that drastic of a difference. I recommend giving LTs and Minions a few ranged powers and a few melee powers. That allows them to attack from afar or up close (and you can choose their preference in the first menu). If you give an LT or a Minion a powerful Debuffing move, be sure to put the character in a group with a lot of other enemies that DON’T have debuffs. Debuffs will stack MAJORLY from a group of the same enemy and absolutely destroy almost every team. This is an especially easy trap to fall into if you use only Rad Blast or Plant Control enemies. Once in a while, they're fine, but together they will absolutely floor defense. Balancing custom bosses, elite bosses, and archvillains can be more tricky, as those characters have heavy resistances that can be exacerbated by giving them defense powers. For instance, an EB or AV with Invuln can be very hard to kill because their natural resistance is amplified by the defense. A general rule of thumb is this: the lower your boss/EB/AV’s desired level, the less powers you should give him. You don’t have to go by the Normal/Extreme/Blah/Blah power selection, you can pick and choose every power you want your boss to have. Think it’s dumb just giving a boss jab and punch from super strength? Well, that’s the only powers Golden Palm has in the new Mercy arcs. Look at some of the powers given to in-game AVs and EBs. It actually isn’t that much, usually a few melee attacks and a couple ranged ones. Long story short, it can be tantalizing to build a boss like a character, giving it attacks and defense, but really, a boss will work much better using just attacks, and even then, less is more. Giving any custom enemy a ton of powers in the same set doesn’t even guarantee they’ll use those powers. For instance, I once made an arch-villain with all Fire Blast powers and all Super Reflexes powers. He didn’t even use practiced brawler or elude the entire fight. I went back and left him with just practiced brawler and elude. He used both in the next fight and actually wound up being a much harder enemy to fight because of it. Giving an enemy EVERYTHING doesn’t automatically make them amazing, because their puny AI brains might not know what to do with all the powers you give them. So think hard about what powers you really want your enemy to use, and which ones you were just throwing in “just because.” Before we move on and talk about enemy groups in general, I’m going to mention a few tricks to making custom enemies... Trick #1: One annoying thing about creating custom characters is that you can’t add tons of different character models for the same enemy. Make a bad guy named “Thug” that’s him, and that’s it. If you make another “Thug” it’ll save over your original. There’s a way to stop that though. At the bottom of the ID screen where you input a custom enemy’s bio, there’s a button that says edit save path. If you change that to Thug2, you will be left with two characters sharing the same name of Thug, and just have different files for them on your computer. You can have tons of different thugs now, all with different models and even different powers. Trick #2: If you make a custom character and give it the Dark Armor power “Cloak of Darkness,” they’ll become invisible, making their aura the only thing that is able to be seen. So, for example, if you were to give them the gaseous aura and do this, you could make an enemy called “Poisonous Gas” for players to fight. It’s a pretty cool way to vary enemies and create stuff that isn’t normally achievable through the costume creator. I've done this tons of times, and I think my favorite was making a Simulation-style mission with enemies like this that had the Pixels Aura. They were 'broken code' and it really sold the Matrix atmosphere. Enemy Group Creator: Just because you have a custom character doesn’t mean you can’t blend them in with standard enemies. Maybe you want to make a unique Arachnos LT and add it to existing Arachnos enemies. The enemy group creator allows you to do that and it can be GREAT for making your missions unique. Even without custom characters in the mix, you can add whatever standard characters you want. You could make an enemy group that ONLY has Arachnos Tarantulas or Mu enemies (though that’d be super-annoying). You could make a high-level Circle of Thorns arc that never employs their endless supply of stupid demons that they for some reason seem to have on speed-dial. Really take a look at some of the stuff that is available through enemy groups and bear in mind you can add whatever, you don't always need to build a full cohesive Minions, LT, Boss spread (especially if it's for a thing where most players are IO'd). Freakshow mob with JUST Sonic Freaks? Awesome! Mob of JUST Thorn Tree Vines? Do it! This can even be taken a step further and some enemies can even be altered. For instance, if you click the Circle of Thorns Archer in your new enemy group window and select the big “Edit Standard Character” on the bottom of the window you can change the color of his entire costume, write a new bio for him, and change his name. Lots of people are unaware this is even possible. Even for enemies you can’t alter (Like Storm Elementals), you can change their name to something that implies something totally different (such as Electrical Anomaly). If you want to make a really cool arc, you should definitely take advantage of this feature and mix and match enemy groups to best fit your story. If you create a custom enemy group and then add a detail and can’t seem to find that group in the selection window when working on your story arc, save and exit the architect window and then re-enter. Sometimes your new group won’t show up at first, but it will appear if you just exit and go back in. That problem should go away permanently if you log fully out of the game and back in, too. PART 6: COOL USES/SCENARIOS/HIGH-LEVEL STRATS BRO So to recap. We talked about story, we talked about the Architect’s UI and what information to put where, we talked about mission details and goals and how they should be used in favor of mobs, and we talked about custom enemies and enemy groups. It is time to show you just what types of cool things can be employed by blending all this knowledge together into a sweet smoothie. The Crime Scene Investigation Mission Pick a small map like one of the Pawn Shops. Make a custom enemy named Murder Victim and give him the oil aura colored red (it’ll look like a blood pool). Make a custom enemy group named Police and fill it with the lowest level PPD guys (Cops). In the mission, you can set two boss details. One will be the murder victim surrounded by your Police enemy group and the other will be a PPD captain surrounded by even more police. Give the Police the Donut animation, and the murder victim the “unconscious” animation and whalaa! You have created a crime scene! Now let’s make it a mission. Fill the map with the maximum amount of collectibles and attach clues to each. Perhaps the collectible holds a clue as to what happened to the victim, or perhaps it doesn’t. The mission won’t have any combat and it will boil down to glowie grabbing, but it’ll be damn cool to play and it’ll make people feel like a detective as they do it. Also people will be more likely to read your clues if they don't need to stop fighting to do it! The Celebration Mission Remember when I said you could make a falling action/resolution mission if you wanted? Well here we go. Say you’ve completed your arc in less than five missions and want to add one more to celebrate the hero or villain’s victory. Maybe try this. Get a map like the Atlas Park Fashion show and fill it with allies. Possibly dancing or celebrating in some way. Maybe add in a bunch of characters you saved during the arc and place them around congratulating the hero. It’ll be a cool little reward for completing your arc. Like the final SSA 1 mission where you go to the Vanguard base, except without the lame Animal House “where are they now” cutscene. The Boss Mob What if I told you that you could make enemy groups with all bosses? Because you can. Simply add only bosses to your group and bam, you can make a mob of bosses! Definitely a challenge for higher-level players. Your arc will scale down in rewards, but at a high level like 50, you’re probably only after incarnate rewards anyway. The Elite Boss Mob The boss mob not enough for you? Make an enemy group with only Elite Bosses and you’ll ramp up the difficulty even more. It’s a lot of fun to actually go toe to toe with a villain’s henchmen. The Arch Villain Mob You know how you fight the whole Freedom Phalanx at once at the end of the LRSF? Let's do that all the time. The Civilian “Mob” You know what the Loyalist enemy group is? It’s from an Ouro arc and they’re basically all generic-looking civilians. If you add them all to an enemy group and change their names to “Citizen” or something to that effect, you can have civilians hanging out in your missions. Great for outdoor maps or missions that take place in public areas. Can also be done with the 'Crazed' enemy group. The Depowered Mission Here’s an interesting idea. Fill your mission with high-level enemies then set the Mission Parameters to 1-1. The player will be level one and therefore be unable to fight the enemies in the mission. Perhaps you can have glowies within the mission spawn allied bosses, so the objective of the mission isn’t to fight everyone, but instead to survive and stealth around, trying to get allies to fight FOR you. The Overpowered Mission Fill your mission with low-level enemies then set the Mission Parameters to 50-54. Your player will skyrocket to level 50 and crush anything in his way. Much like in the final mission of the Vincent Ross arc where you take down an army of Legacy Chain, you can have the player feel the same level of power here. The Unbeatable Boss Mission Rise to the Challenge of the Willpower set is bugged on AVs when on a team of 8. It makes the boss unkillable. That doesn’t have to be a bad thing though. Make the team face a Rise to the Challenge boss, but instead of beating the boss, the objective is to click glowies in the room he’s in. A member of the team will have to scramble and click glowies while the others fend off an unstoppable boss who can’t die! The Trap Mission Add a glowie to the back of a mission and make it trigger the spawn of enemies throughout the map. Require the mission to be exited via the front door and the player will have to fight his way back out through whatever you set up. In some ways, you can treat the Front as the back in this mission and add a big bad boss there waiting for the player as he attempts to make his exit. Just be sure all your enemies are set to spawn off the same glowie! The Teamwiping Trap Mission Here’s a doozy. Go into the enemy group creator and get the Arachnos Cruise Missile enemy from Arachnos. Make that the only enemy in the group and save it as Trap. The Arachnos Cruise Missile is a floating mine that follows players around and explodes on them doing serious damage. Perhaps a villain has traps set up in his lair so that when nosy heroes come clicking his glowies, they trigger an ambush of these bad boys that try to wipe their entire team! Makes things tense, especially if you make one glowie actually required to complete the mission! Just be wary, adding ambushes allows nothing else to be triggered, remember? The Event Ambush Mission Take the celebration mission I mentioned above, only leave some room for more details. Add a glowie that needs to be clicked and have it spawn a bunch of enemies. The glorious event will be ruined and ransacked and it’ll be up to the player to stop it! If your event is taking place in an outdoor map, maybe even spawn a giant monster... Just because a Giant Monster is present doesn’t mean it needs to be required to be defeated either. The Kronos Titan can be blasting away civilians as the team instead accomplishes other objectives entirely. Make Your Own Incarnate Content Setting a Mission Parameters to 54-54 will make all enemies spawn at level 54, while the heroes stay at level 50. Like in Dark Astoria or Trials, players will be fighting enemies that are +4 their level. The All Adamastor, All The Time Mission Make an enemy group filled with Adamastor and make them surrounding an Adamastor. Why? Because why not. ---- Trust me, there’s many, many more things to do. You just have to be creative. These touches can really make an arc memorable, fun, and turn it into a welcome addition to game content! I hope this guide was helpful and provided some cool information about the Mission Architect. Thanks everybody!
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