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Everything posted by cranebump
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TerroirNoir's "Cable Channel of AE!" Reviews. Part 1.
cranebump replied to TerroirNoir's topic in Mission Architect
Okay, so Doc Buzzsaw. She is NOT supposed to hop in. But sometimes she does, sometimes she doesn’t. I’m pretty sure she’s set to just stand there. But since Hollow Pursuit is a recognized arc, I can’t fiddle with it anymore (I don’t think). -
It’d be just as good. Because, no matter his mien, Walter is always a crafty son of a bitch.:-)
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I’m a high school teacher of 25 years. I know nobody ever listens to me.
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The real star of that show was Walter.
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Six, we we need to reinvite your char?
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I usually cross paths with him when I'm on during my evening runs (once/week usually). But if you see him, refer him to this thread. He was a bit concerned that all the stuff with his name on it seemed to have went PFT! I think it was just shifted to the other side of the rack. In any case, I assured him he could use whatever's there, regardless. Related subject: Should we add additional Racks? Maybe just racks for Yellow and Orange Salvage? I usu have plenty of White pieces. If not, they're cheap enough on the market that I can sell dropped DOs and IOs to buy them.
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Yeah, after I sent you in game offline messages, @AboveTheChemist, I checked our records here and saw you did some spring cleaning and moving things around. Which leads me to believe everything is there, but just moved (because I saw you're proceeding with self-sufficiency). I should've checked this thread again, because, after doing so, I remembered that I'd read you doing some tidying up. If I had recalled that, I could've forwarded a better explanation to @Black.Talon. By the time I jumped from Excel to Torch to check it out myself, it was pretty clear everything was pretty much there. I wasn't aware the Vault was useless to us, so good note there. You're 100% right. Anything in storage in SG is shared. Have at it. There's plenty there for anyone wanting to craft. I also added additional rares to the Orange rack, and will continue to drop stuff in where I can (FYI: anything added by Acrobattle, Tracklash, Whipsmart, etc. is by me). For everyone: if you really DO want a private storage rack, there should be space for that in another, undeveloped section of the SG. We could call it "Personal Quarters, and folks could set up their own spaces there, if need be. Otherwise (again), it's all for one and one for all. Thanks for responding, and sorry about the mixup.
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Hey, folks, we got a bit of an issue involving salvage. Our good buddy @Black.Talon stored 70 pieces of primo salvage on the racks for future use. Now, I know we all have access to the racks, but seems it's all gone (the ones with his name on them, that is), so our pardner is left holding a big dinner bill. If anyone happened to grab all of that, it'd be cool to slip it back in there. I'm going to drop us a Vault storage in there to prevent future issues of this kind. Might also create a "Personal" area for people to keep their own stuff. We have a vault storage (I didn't even know!). So, in the future, make use of that for the stuff you REALLY want to save. In the meantime, if you happen to know where Omega Fury's salvage went, shoot me a PM. And check the racks! I added some stuff today (and will add more as I go). For the record: anything in storage is accessible for all members. I probably did not make that clear to everyone (apologies). If you got stuff you want to save just for you, please make use of personal storage. This time, though, it'd be cool to help our brutha out, if we can recover his stuff.
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Backburner it, kemosabe. I've got a long way to go myself to finish it.:-)
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Inspired by @TerroirNoir's run through Ordinary People (and later, Leviathan), I've decided to revisit and modify my original Mobius storyline, as a way to knit the other two arcs together (once and for all!) [or is it? {yes it is...maybe}].:-) To that end: Design Notes: Looks pretty solid, textually. Didn't find any major issues (someone else will mayhap?). Arc makes use of Begin Mish clues to push the narrative. You'll get more outa this if you don't mind reading them. If you played the old Much Madness, this is similar, mission-wise. But I streamlined the contact screen by concentrating on trad single contact verbiage, versus the back-n-forth dialogue I had between other characters "off screen." Also: tweaked some NPC verbiage. Added a few minor pieces of window dressing to "explain" the bad guys' modus operandi. Slightly increased Westbrush's role (as a precursor to maybe using him down the road as a "friendly antagonist." Hint of things to come here and there, as well. Still using those damned snake eggs to represent other things, though.:-) NOTE: Not to spoil anything, but (a) if you can't get really vertical, you'll want a jetpack before you go in (thanks to Skyway overpass map in mish #1); and (b) I found Break Frees very helpful. Enjoy! Crane
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Already mentioned this to Darm online but I’m dragging Mobius out of storage and reworking it to capstone OP and Leviathan. Should be an interesting challenge. Thanks for the inspiration, TN!
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It’s an undertaking, certainly. 🙂
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TerroirNoir's "Cable Channel of AE!" Reviews. Part 1.
cranebump replied to TerroirNoir's topic in Mission Architect
TN is right. There’s something really terrifying about being followed around like that. But fighting janitors? That was priceless.:-) -
TerroirNoir's "Cable Channel of AE!" Reviews. Part 1.
cranebump replied to TerroirNoir's topic in Mission Architect
Erm…uh…love to stay and chat, but this is Darm’s space! Cya! (Sprints out back door). -
TerroirNoir's "Cable Channel of AE!" Reviews. Part 1.
cranebump replied to TerroirNoir's topic in Mission Architect
Um, we talking about Cadet Willie? -
TerroirNoir's "Cable Channel of AE!" Reviews. Part 1.
cranebump replied to TerroirNoir's topic in Mission Architect
I see you got to dance with blue spectrum. I remember that moment well. He is not particularly fun, is he?:-) -
Damn. If this were a Do it all, poorly thread, I'd have so many entries.:-)
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Things you enjoy that other people seem to not enjoy
cranebump replied to Yomo Kimyata's topic in General Discussion
Ditto.:-) -
Things you enjoy that other people seem to not enjoy
cranebump replied to Yomo Kimyata's topic in General Discussion
I like running all the side mishes in every safeguard/mayhem. -
TerroirNoir's "Cable Channel of AE!" Reviews. Part 1.
cranebump replied to TerroirNoir's topic in Mission Architect
Nothing like that. I love archery. I just decided to talk shit about him. Don’t know why. As Darm said, issues.;-) -
TerroirNoir's "Cable Channel of AE!" Reviews. Part 1.
cranebump replied to TerroirNoir's topic in Mission Architect
Vanity, vanity—Acro and Whippy are both based on my own chars (though Whips as an MM is not the same AT as any of my own versions—and I’m not quite as obnoxious as he is…not quite).:-) ps: you suck, Halox!:-) -
TerroirNoir's "Cable Channel of AE!" Reviews. Part 1.
cranebump replied to TerroirNoir's topic in Mission Architect
I can attest to this. Or rather Acrobattle’s ass can. -
TerroirNoir's "Cable Channel of AE!" Reviews. Part 1.
cranebump replied to TerroirNoir's topic in Mission Architect
The Meteors! Running joke between @Darmian (or just my joke, because I'm the only one who laughs) is how much HvH sucks, the lame-o.:-) (P.S. If you haven't met him yet, you will [hint: THWIP!]). -
Changing enemy groups halfway through a mission?
cranebump replied to Dusty Longshot's topic in Mission Architect
I think Skulls cap at 20. Anky's right. They will not level up. And, unless I'm way off, the PC will shift to the min mish level, which, for Crey is, what, 30? So you end up with outleveled Skulls in the mish's first half, because the PC will assume, at minimum, the floor of the highest enemy's level range (unless you set the mish to cap at 20, then have higher level stuff in it [which would have to be a boss+group?]). Been awhile since I scripted, but I thought this was how it worked. In any case, the simplest fix is to use enemies that have some overlap. If you have custom Skulls that do, great. If you're using default enemies, reconsider your first group. Switch to one that has the same levels as Crey (Cot? Council?). Especially if it is not narratively essential that the first group has to be Skulls. You'll know whether they are based on enemy motives. For example, the Skulls are into: (1) the Superadine trade, (2) finding victims to "make their bones" (literally, with the masks), and (3) taking territory from/beating the crap out of the Hellions. How do these motives overlap with Crey (which has an entirely different set of concerns). The initial thought I have, based on your mish skeleton, is that Skulls are working for the Crey in exchange for (money, Superadine, weapons, [fill in the blank]). PC hero gets involved, Crey suddenly appear (because there was an exchange/payment about to take place?). This reads like Skulls (low level) hired to do some dirty work for Crey (higher level). So my main question on this would be: Why isn't Crey doing this themselves? If there's no good reason for them not to proceed alone, then I don't need a second group. Problem solved. If I have a good answer to the main question, then my second question is this: Assuming Crey's very good reason for not getting directly involved, why did they hire this particular group (the low level one) to do it (the kidnappings) for them? Of course, I'm making assumptions about your story here. Given the current parameters, it sounds like maybe kidnappings for Crey test subjects. Since it requires a low level flunky/patsy in case things go wrong, the new experiment requires deniability. BUT...the kidnapped must be special, because the Crey show up to stop the Hero from escaping with them (or, they just happened to arrive at that time). Okay, so I'm spitballing, but the point is this: you can always come up with a reason for any group to work with any other. When it comes to AE, I feel like it's a good rule of thumb to use what it gives me, rather than to force it to do what I want. Crey seems to be Group A. Okay, then: (A) what Group B can I use to work with them, level-wise and (B) Why this group? In this way, the technical aspect is solved for me, and I can just press forward creating my missions. tl;dr: Selecting a group that overlaps levels with Crey (on the low end, say, 27-32 or something) is the simplest and easiest fix for potential issues. But consider the question: why isn't Crey doing this kidnapping themselves? You may not need a 2nd group to tell the same story. -
TerroirNoir's "Cable Channel of AE!" Reviews. Part 1.
cranebump replied to TerroirNoir's topic in Mission Architect
Yep. Timers and ambushes. My apologies. I think the douche baggery was strong in me on that one:-) As far as the hostages go I set it on Random so you get some very weird stuff in there. I probably should’ve paid more attention to that since the nature of the hostages are clues in and of themselves right? derrrrrrrrr