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cranebump

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Everything posted by cranebump

  1. Sorta like they handled it in CoL.
  2. It’s a game with cyborgs, sorcerers, and people standing around draped in flames. And you’re worried about verisimilitude? (I think that went out the window the first time I used Super Leap and “steered” my way between multiple buildings).
  3. Dinictus, I’m hiring you to market all my arcs. NAME YOUR PRICE!:-)
  4. Swinging! (As in Spidey style). i’m also totally on board with the whips and chains… So to speak 🙂
  5. HA! That's funny. I think that ought to be the SG motto though. That said, I'm not sure I have a good name to replace it: The Aught-4's, maybe? Either way, you set it up, I'll join. Just announce the details and I'll be there!
  6. Sheesh...I've been selling off low level DO's. From here on out, I'll just hang on to them. Wasn't planning on any crafting at all so not doing jack with the Recipes either way. Maybe sell them, then email what I get to my account for other uses. Doing this reminds me of when I signed on. I was lucky enough to have Pocket D transporter and Jump Pack from the get go (as part of a promotion). Didn't realize how much I depended on that early on till now. Also thinking about renaming Acrobattle to Cranebump, since I have zero toons named after my global (I deleted the one I made which, ironically, was MA/SR). Costume update! (but I'll need to earn a slot...):-( Feel like we need a home shard and an SG for teaming in Classic mode.
  7. First, DON'T STOP SCRIPTING! This is just the beginning!:-) Okay, now that that's done... Well, Kyksie don't lie, y'all, so, if the question is, Should I develop this? the answer is, absolutely. Because what you've got here is neither fish nor fowl. It's not an SFMA arc, nor does it have the germ of an idea for one, because we have no sense of who we're dealing with, or their agenda (or any hint of either). So, if it's a story mish you want, it'd be best to know what the story is before diving in. Even a basic plot outline that develops as you design would be beneficial. Now, if this is supposed to be a farm, it's got issues, as well. No mobs. I'm assuming this is not the goal, however, since you said, "Story I should develop." So, let's start with this: *Who is the contact? *Why are they contacting the hero? (or rather, why do they say they're contacting the hero?) *Who is the target? (beyond just a name) *Why does the contact want the target eliminated? Or rather, what do they say is their reason? (on that: this is tagged as a villain/rogue arc I assume?) *What's the character's motivation for going along with the plan? (outside the fact we're just playing missions in a video game; here's where Hero arcs have an advantage, because Heroes do Hero things, and need less incentive; you're asking for a murder--better give a good reason). *What does the character NOT know about the contact/target/mission, etc.? (This answer is for you, because you're likely going to reveal some sort of nefarious twist or something later, right?) That's just the very basic stuff you should know before you even start SFMA scripting. Know your scenario, at the very least. Judging by Kyksie's report, there's no current way to figure out if you've done the grunt work, because your single mish has a sparse framework that is missing very basic elements (like NPC descriptions and no clues). This doesn't honor your attempt, nor does it honor the player's time (which means the arc is on a quick route to true oblivion). BUT... This is a first stab at it, right? So, figure it out--what's the story? The questions, above, are simply a starting point for Mish #1. Now, Mish #2's guiding question is: *Now that the character has killed the target, what happens? All subsequent missions use a similar stem--"Now that the character has ______________, what happens next (within the confines of the scenario you've created)?" It's really basic GMing, the kind you'd do at the table (if you play TTRPGs), but with limited options due to the video game script format. Is basic storytelling. PLOT IS ESSENTIAL. It should have some internal (or at least explainable) consistency. Anyway, I'll check out the arc so I can get a look at the map. Sometimes the map will tell me things about the story. In any case, I want to see what's actually there, so I can provide better feedback, if needed. Again, DON'T STOP SCRIPTING! This is just the beginning!:-) Thanks, Crane
  8. I should have some extended play time Friday, so I can give some feedback. Now is it expert feedback? I'll never tell.:-)
  9. I think our Classic Re-enactor motto should be MFGA--"Make Fear Great Again.":-)
  10. My classic toon is on Torch. Most of my characters are on Excel, however. I wouldn't have issues transferring, if teaming were involved. Right now, I'm only level 9.
  11. Enough to put it in my “bliggity blog!”:-)
  12. Momma taught me to be folksy and humble, Kemosabe.:-) But...I think I’ve got some decent work on that list in my sig. And the outstanding stuff I see from others really motivates me to do better (cause, you know...those damned typos—I still need some passes on the early stuff). Anyhow, I’d be more than honored to help out with content creation. I would need more slots though! (Yes, I’m begging...again...).
  13. Chiming in here. Not sure the word "stigma" applies so much as "skewed expectations." AE is just LOADED with farms, to the point where the story arcs can be drowned out. However, it's just a simple matter of typing "SFMA" to locate a treasure trove of work. From my rather small sampling of the mass of what's out there, I've found most efforts to be competently executed (and by that I mean, they can stand in for the average older missions right now). There are also plenty that are a cut above. Anklysaur's work is consistently strong. Darmian's Dark Deeds arc is as good as any extended story in the game right now. Peacock's The Reports of My Death Are Entirely Accurate is one of the most creative stories I've ever played, AE or otherwise. The 3 Arcs I've reviewed for Under the Radar Reviews are all good enough to function as in game missions (with Miss Jersey's being particularly fun, IMHO). So, yeah--there are some amazing storytellers out there. You find a way to make use of their talents -- for free, I might add -- that's just a grand bargain.
  14. No problem. My AE arcs already have an explanation for all of that (the Mobius Strip), and an organization that deals with its issues (Wards Prime). MEND AWAY! You're welcome for that shameless plug.🙂
  15. We have plenty of zones, and lots of content. Much of it simply gets skipped. What I’d like to see, though, as far as content adds: *re-do some of the old TFs (particularly Synapse and Cit). Consider having 2-3 parts for each contact, expanding the level ranges to fill gaps. Since each TF is multi-part, the number of mishes could be reduced (a la Yin, Posi). *Consider additional signature arcs (that are perhaps tied to origin? Might be interesting for some stories to be unlockable only by certain kinds of backgrounds). Or include an SSA with the Weekly TF/SF. This content seems to get bypassed, and it’s merit-rich. *Develop Kallisti. Plenty of room for new content there.
  16. Okay, so here goes with the “classic” run as Acrobattle. Powersets: MA/ SR (feel my brawl!) I did mess with some of the animations, because Acro ain’t that kicky. Into the Outbreak! And I ammmm… Oh, soooo slow...thudthudthudthud… Run around to various cops. Used a big red Insp to take out 4 contaminated. Und now--THIS GUY! Okay, so I enter the new mish and, believe me THIS scares me: Little dark there, but it’s FOUR yellows. Me with exactly 2 attack powers (and I started with the most basic one from MA). A long time of hitting and kicking later… (and one HUGE green insp), we finish up the mish. LEVEL 2! YEEEEEEHARRRRR! Off to Atlas I go! I’m newly minted! Level 2: After training, I go to Susan Davies (my assigned contact). Now, these days, I usually scamper around and get all the exploration badges in Atlas. Nope. Gonna have to earn a jump pack for that. That statue is TALL… On my way to touch base with Laurance Mansfield. I spend some time actually street sweeping. Suddenly, I care about the citizens here…:-) I decide the missing reporter is not this Todd dude, but Acro’s girlfriend in his backstory, Taya. This is how they met. (awwwwwwww….) Anyway off to the whorehouse! I mean warehouse! This one introduces Council. Beat up some groups, including an orange LT. End up having to rest. NOTE: Dependence on INSPs! And since this is pre-combine them, I have to take what I get. Challenge! Level to 3 in the last room, so sweeping up Blues. “Taya” gives me a clue (and her digits, I decide). 🙂 Level 3: The arc continues. I get another Council warehouse to clear out. Take out a boss and all the cronies, as directed. At this point, I’m seriously thinking of giving sprint a second slot. Lack of speed is an issue for someone who’s supposed to be quick. I know Acro gets Quickness at 20, but that’s a long way off at this point. Anyway, food for thought. Davies sends me to see Jose my BRO-gan. At this point, I check the “rules” for classic play and realize I’ve cheated by slotting the freebies.Ohhhh, well…Anyway, mish complete. Running (if you can call it that) back to Davies. Level 4: Davies gives me a chance to patrol, so hell yeah, I do it. I also pick up mishes from Nandelu and Mr. Davies, so my queue is full. Polish off Security Chief thing to finish Susan’s arc, then off to next and I get: As Acro don’t take no jibe (or jive), I git down to bidness. Level 5: Wrapped up the Davies arc. Introduced to Rachel Torres who wants me to head to KR. Not yet, mon ami. It’s at this point I realize there are no safeguard mishes...right? NOTE: In checking my map, I can see how I have an ever-widening circle going on. The mishes tend to fan out from the City Center. Pretty cool, actually. Level 6: At this point, Nandelu introduces me to Juan Jimenez in KR. Seeing as how I have to see the security chief now, looks like I’m moving to KR. My Atlas run appears to be finished. King’s Row (Start=level 7) I level up after a street sweeping mish. Pick up Samuel Pierce as a contact. I have Jimenez and Rachel Torres’s arc going concurrently. Lots of police backup available, thankfully. I am still a bit...slow. Running that is. Time for Rapid Travel! And by that I mean intentional hospitaling. It’s a long way back from High Park. Picked up Sanders contact. Still working on Torres/Jimenez. Have to visit Pierce. Hope he’s on the way. Purple Clocks SUUUUCK! (except for that one that sent me to the hospital...MY CHOICE, DAMNIT!) Have a mish to stop Boneshaker. I sing his name to Zep’s “Heartbreaker” (to include the riff: dunnndunndunn-dadundunnn”). It is here I find that it takes a Skull a long time to get up from a Crane Kick. Why am I kicking lab equipment? Can’t I just knock it over or something? Rage issues…(it also takes a minute to get up from an ass full of buckshot...I find…) Holy microclimate, Batman. The ponds aren’t frozen over in KR! No sliding…(sigh). Session wraps up at L9. On that: Perez Park is a PAIN for travel. I ended up hopping up on the boundary wall then scampering across the trees. The Vazhilok mishes I picked up prior to that were rough (no toxic def/dr). Then defeating 20 skulls in PP. I ended up hitting and running, then drawing them towards the police drones. They either engaged or scattered, so I could pick off stragglers, or dive behind the drones and let them cull them. Presence of Death Dolls made that a tough one. TOUGH. Also had kill 10 CoT in PP. Ran into one (ONE) Madness Mage. Mezzed the whole time. Died a few times in there. Conclusions (so far). Only thing I miss a LOT is travel. I am waiting until 14, per the “rules” for that. Will feel like a real achievement to get it. Not doing safeguards costs the jump pack and jet packs. These things were in play when I started (with the Good v. Evil version). So...if the idea is to feel a sense of real challenge, mission accomplished. Woulda liked some teams for the PP stuff, but I did not advertise. Felt like cheating. ‘Til next time, Crane
  17. Oops! Sure did. Let’s see if I can fix it.
  18. Posted wrong thread.
  19. Cruising through KR running in "classic" mode. Random Skull sez: "I have a drinking problem. Problem is, I can't get a drink around here.":-)
  20. Okay, I'm game. Will play an "old school" version of my main, Acrobattle. I'll go with MA/SR. This echoes the first character powersets I ever used (which I soon discarded--didn't know what the hell I was doing). Also toning down the FX some, just 'cuz. Playing on a shard with no characters of mine anywhere to be found, so even feels like a new account. Here goes nuthin'...:-)
  21. Intended to drop in the old descending AC chart at first, but this one won out.:-) (I'm a Dungeon World GM these days, and FATE).
  22. Will this do?:-)
  23. Why I picked it: WW2 Theme, unusual level range, “Paragon Society” (I’m a fan of the JSA), only 9 reviews (Under the Radar!) What I ran it with: Gunbone (L29 Defender) Powersets: Dark Misama/Dual Pistols/Badassery Mish 1: Okay, time to deal with the fargin’ pseudo-Nazis. First off, the contact, The Firecracker Kid: Holy irony, Batman. Your “kid” days are passed. But no matter. What’s the skinny? So, I guess it's “I'm glad you tromped on my lawn...a**hole…” (“Faceyspace?” Seriously, “Kid,” take it easy). *Mish 1=Stop a break in. Locate a case that I am not to open UNDER PENALTY OF DEATH (yeah, it was in all caps, and red, that one). *Start out defending a statue from 5th column (one of whom screams, “For the Fatherland!”). Yeah, we know who we’re dealing with here...people from Pennsylvania…(kidding...mostly...actually met a dude with a Hitler ‘stache from there irl...no kidding…) *“Superior breeding” indeed. Knock out the perps, find the safe. *Clue=some burnt film here. The Column got to the case first and vandalized it. NAZI BASTARDS! (er, I mean...Goodness Gracious!) Back to Kid F *Mish kudos: great map! I’m totally unsure which one it is, but now I have to use it sometime. And then there’s this nugget upon my return: Kid F...the F is for “Jackass.” Mish 2: Okay, first off, I don’t get coffee at the coffee shop anymore. And if I did, who cares if it’s cocoa foam? (and a double?...with sprinkles...) (Enjoying the old man’s crusty persona, btw) Look’s like son of KF’s ol’ running dog, “Red White Boom.” This “Sherman” might be there. Hmmm...could he possibly be, I dunno, a TANK?:-) 5th column base map (boooo caves, but it’s 5C, so, whaddaya gonna do?). Main Task=”Secure Stolen Info” ON IT! (after I have my cocoa foam fru-fru java) Several minutes of skulking/shooting about and I find Shermie. Obviously on the ‘roids… The two of us take out Commander Hecker. Or rather, I get a few shots in before Shermie pounds them with an overhead SLAM! (Yeah, he’s got some chops there). Kudos: Changing the text color of the clues to match each mission (green for 1, orange for 2). EXCELLENT idea! (stealing) So, on to 3: After I offer the “no worries,” Kid F calls me a “Nancy,” but sends me in anyway. Warning on screen about “Elite Boss.” Wonder if it’s actually Shermie? In we go… 3: Investigate destroyed lab Using one of the FL dig labs in Agent G arc. I just ran this recently, so familiar. Experiments turn out to be cloning tubes. Clues found: DNA in cloning tube I destroyed, then a crate with Shermie’s costume and cape in it (uh oh…) Boss battle with Hecker not too hard. I have multiple Fear powers, plus placate. He spent a lot of time trembling. He did inform me of Shermie’s apparent demise, however. Took out a control console to finish mish. Hard drive indicates next location. So, Cloning Tube, and missing tanker=I probably have to fight some version of Sherman. Mish 4: Well, well, nice twist here about Sherm’s origin (no reveals, but unexpected). Off we go! Save Sherman and Arrest Base Commander Located Sherm. Just in time, evidently: Interesting (optional) clue of pic of old Paragon Society. It has holes from darts in it.:-) (nice touch) Okay a bit worried here, as Sherman is spouting off German phrases as we fight. And of COURSE, Sherm turns on me. Doing fine till I got hit and held. Didn’t help that I pulled a stray group to help him. Got sent to hospital. Stocked up on insps and went back in. Just noticed, I don’t have to beat Sherman. The last objective's a glowie. So I grab that and disregard another ass whoopin’. Mish 5: Okay, so with device, Sherman is saved! Forgot to mention: custom enemies appeared. Boss named Blitzkrieg for one. Okay, so unsurprisingly (now), 5th column is rebooting their cloning thing to create an army of supermensches. Pretty straightforward objective: Then again: 🙂 Find Sherm guarded by some customs. Here’s my favorite: Heh...nice… Once I get Sherm on my side, we lay waste to everything. He went a bit crazy in the final room. I had the big boss slowed and debuffed, but Sherm KB’ed him out of the targeted Debuff, then aggroed the pets and the subsequent ambush (DOH!). Ended up using all those insps I bought after my arse-kicking from Sherm earlier, and took down Uber Alles. We save the day and trash that beeyotch lab. So, summary: Positives: *Excellent map choices and spawns. No running back and forth (indicates testing was done). *Great NPCs (esp. Firecracker, who really makes the arc). *Challenge level for my lvl 29 was on the mark, except for Sherman (whom I wasn’t supposed to beat, anyway). *Excellent pacing. No plot holes. Nice twist with Sherman’s backstory. *Strong editing (didn’t see any mistakes) *Novel use of color-coded clues! *HUMOR! Tweaks: *Nothing major at all. Overall: 5/5. Allusions to the the Golden Age. Kid F the curmudgeon. Sherman’s drive to “prove” himself. The mishes are straightforward, the ethos is black and white. And, like the old school comics I recall from back in the day, it’s just freakin’ fun. It’s something of a well-used trope* (super clones). But, so what? We've all seen every plot in the book anyway (I know I steal my ideas). So, well-known don't matter, as long as it's a tale done well. This one is. It’s freshened up by merging the golden past with the present, using crusty, funny ol' of Kid F as your contact, and, finally, the key role of Sherman, and that nice little twist. All in all, the characters make it work. A great, fun arc. Play this if: You’re a fan of the JSA, or something of that nature (or, you just want to beat up Nazis). Don’t play if: You don’t like geezers throwing out good-natured insults using millennial stereotypes. Honestly, the "insults" say more about Kid F than anything else. That’s it for the nonce. Happy Holidays, all! Crane
  24. Between Darmian’s megaarc (which features an award-winning segment), and what’s posted in my sig, below, there’s nearly 100 missions, each part of larger storylines.
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