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Everything posted by cranebump
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True. The Shax is the shizzle.:-)
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Or, the LA Lakers? (Pure villains if there ever were some):-)
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I keep waiting for "Dull Blades," the powerset that allows you to become a Rust Monster.
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When Elude runs out in MLTF in the middle of fighting Wretch, you become a microwave burrito.
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Under the Radar Reviews (by El Crane-o): "Espionage 101"
cranebump replied to cranebump's topic in Mission Architect
By the way, see my typos up there? Toldja.:-) -
Under the Radar Reviews (by El Crane-o): "Espionage 101"
cranebump replied to cranebump's topic in Mission Architect
Why I picked it: The Title, and the fact it had no bosses. What I ran it with: Acrobattle! (Lvl 50 incarnate, and my "main" [if I actually have one]). Powersets: Staff/Ninjutsu/Leaping/Body Mastery This choice will affect my views of the arc, as you'll see, below. 1: And the contact is a furry...wagging tale...I am uncomfortable.:-) Spymaster Kartanian has noticed that I have issues with how Arachnos runs things. Well, duh. I’m not in charge (“SCREW THE SPIDERS!, er, yes, I agree”). Warns of timed mission So I have 45 minutes to find a Multiphasic Scanner, and scan my own blood (I think). Righty-o. Standard (crey) lab map PPD Awakened everywhere. Plow through them, then run the test. FInish up at 38 mins. And that was reading the clues. Plenty of time. End Clue gives you a little mish summary (like!). Also reveals that the testing machine put the instructions in my mind. Unfortunately, it didn’t also put a good Moscow Mule recipe, but I’ll leave. So, Kart the Kat looks through my results. I am (thankfully) lacking spores, nanites, transponders or any other bad stuff (though I do have 1/38th Alf DNA). (kidding) He’s happy with this. I have helped him with a new client. BUT WHAT ABOUT MEEEEEEEE, KARTY MCKARTSTER? 2: Checking into Council base. Grabbing codes. No timer (awwwwww….[not]). Grab encryption key, get the supply codes. And if I’m a Kheld, hold on to my butt (I am not, thankfully. Don’t want to end up on Seafood Combo #2 at Greasy McNeal’s Splendorium). Entry clue has objectives being close together. If they turn out that way, indicates the designer has tested well. Oh, Council caves. Must I always run into your walls? Uses soem distractor Glowies. Commander and terminal are together, as advertised (well done). Corporal Sonnek (wolf) commands. Well, till I smash his face with a stick. Exit: After getting these codes (and noting some NPC discussion about Striga), I am told I have a feeling Kart is “going to do something sneaky.” Indeed, mon frere? Wouldn’t have guessed:-) P.S. Ran into Void Seekers, so the warning to Kheld was apt, too. 3: Kart sez he wants to “test me.” See if I can get in, get out, no fuss, no muss. Oh, and plant bombs. At this point, I’m thinking, “Okay, so when’s the betrayal.” Or: “You’re going to point me at something once I ‘pass.’ Who or what will that be? Off to bomb-diddy-bomb-bomb. Mish particulars: 1 hour. Zone=IP. Arachnos shipment (oh, good, because they’re sooo understanding). So first customs, the Veauxhall Consortium. High class thugs/family types. Gather a clue, plus NPX VH dialogue reveals they’re double crossing the Spiders. I am blowing up a ship with them on it, though, so...bit of a flaw in de plan? Found the bombs. Small dynamite packages. Hard to spot, and not given a nav point after finding 3 of 4. (not a design issue--AE wants me to clear map, but I ain't doin it) Also destroyed “Out of place” supplies, gathering clues. VH perps were patrols wandering between Spider mobs. You get a faulty aggro, and it could get dicey quick. But I’ve got Ninjutsu secondary so I stealthed, as Kart wanted me to. The VH perps summoned thugs and had guns. Okay, so the VH had another plan for the ship, which my plan foiled. Whoever is behind everything is happy, though, because it messed up VH’s plans (and Arachnos). Someone is messing with everybody. Can’t help but think Kart’s “client” might just be Kart, but we’ll see. 4: Okay, so reason for the test all comes out (but not spoiling it). Also makes the previous mission make sense, and everything else. Last mish is a rescue, with some complications. Have to neutralize some nanites so my rescuee doesn’t get ‘sploded. I am raiding the Veauxhall, and extracting a Veauxhall (no spoilers here, though, as to why). Entry clue refers to place as “ritzy” (and yet, they’re still employing those same office architects).:-) Rescue goes without hitch. Bit of a gang fight ambush. Had to lead down multiple levels, though, so feels like a simple “free the hostage” would be just fine. ******************************* SUMMARY: Positives: *Did not find a single typo. Clean and clear *Mechanically solid. No weird spawns of glowies. Judicious use of patrols, ambush. The designer took time and care, and obviously tested the arc. 5/5 on that. *By the end, the story answers player questions elicited by previous missions (like, why I am doing a blood test?). *Introduced custom organization, Veauxhall, which is something of a Family/Hellions offshoot (kinda). Like they took the best of the Hells and gave them better gear, training, nice haircuts and a suit.:-) The customs have a complete writeup. *No Bosses, or AVs or anything, but this was advertised in the mission description. Which leads me to my one recommendation: Tweaks: *Mechanically, the Escort would be better as a simple Rescue, esp. considering what happens just after. The perp walk is a bit lengthy on that map. I don't think the mish loses anything with this change. *THE BIG TAKEAWAY: Because it lacks Bosses, AV’s, etc., this arc works best if placed solidly in a character’s early career (especially considering the big reveal at the end). It would work fine in the 20s, and could even work well in the 10-19 range. This would make the bad guys more challenging, bosses or not. It is also well-suited to its clearly stated audience, “Robin Hood” type villains (or Rogues--my character’s a vigilante). Finally, there are several additional arcs in the “Espionage” series. Therefore, linking them by level progression would allow forward progress for the character, ramp up the challenges=, and allow the story to deepen as you go. I feel like this is the designer's intent, but maybe they didn't want to level-limit so as to gather a larger audience. I do feel the lower lvl range is where this arc belongs, though. Overall: 4/5 It’s solid, solid, solid. Obviously part of a larger story, so retroactively could be a 5, if placed in (what I feel is) its correct context of low-level, early-career play. It is clearly presented, edited, playtested, has some twistiness, and is unusual in that is "bossless." Again, SOLID. Play this arc if: You want to add some historical spice to a new toon’s personal journey (suggest playing this with a character in the 15-20 range). Don’t play if: you want traditional bosses. It doesn’t have any. I’d also avoid playing it with any toon higher than lvl 20, not because it’s not well done (it is), but because of reasons already explained, above. -
Thought I'd provide some semi-regular reviews of some of the SFMA goodness we have out there. We all know about the Dev's Choice selections (aka "Anky's personal trophy shelf.:-) But there are plenty of other stories out there hovering WAY under the radar. Assuming I can sustain any pace at all (I get to play once/week, on average), I would like to highlight some of these other arcs. Before that, though, a bit of explanation on my process: (1) I Take notes on doc while I play. This is mainly so I can remember what the hell happened (I am old).:-) The notes include observations, reactions, jokes (lame and otherwise), and sometimes tweaks and fixes (carriage return, Darmian).:-) I am including them with my review. These things can sometimes be lengthy (ask Darmian):-). So, if you just want the skinny, scroll on down to the SUMMARY at the bottom. (2) I'm not super hard to please. I like all sorts of stories. That said, my focus is on: Writing (the mechanics): mainly, is it clean and clear. Man, do I always have typos in my own stuff. So, those don't bother me much, unless they're pervasive (which indicates a lack of replay/editing/effort). So I won't get too much in the weeds on that. The clarity part, though? Yeah, that's a big one. Confusing the audience is a no-no. So I will point out where I fall short of understanding where you're going (note that this could also happen because I missed something). I'll try to provide corrections, provided I catch anything major. AE "Competence": I don't know what else to call it, but basically, use of the engine in such a way that doesn't cause undue player frustration. I know AE has its funkiness. You can run a mish 10 times, then on the 11th, something spawns in a weird place, and suddenly, players are running in circles (guilty here, more than once). Since I also script (and tend to work faster than I should), I get it when this happens. So, what I'm looking at here is pervasive evidence of a lack playtesting. Basically, you can tell when someone knows what they're doing (or knows enough). Again, this is pervasive evidence. Hiccups here and there are expected. Again, I've committed every sin I'm looking for, so I feel like I can tell when it's just "Well, that's AE," and "this person didn't bother to run this more than once or twice." That is my hope at least. Finally, STORY: I'm there to experience the world you've created. You do your job well, the audience will go wherever you want to lead them. As far as a touchstone, my basic questions here are, "Did I enjoy it?" and "How does this compare to the average mission in the game itself?" Strong characters. Humor. That inevitable twist. The "ah-ha!" moments you create. That's the stuff I dig. With that in mind, here's the first attempt at this (below). Hope it's helpful, or at least entertaining. Vaya Con Frijoles, Crane
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Yeah, I've been working this premise for several arcs, which I'm hoping to round to a finish here soon. I have to work in the Menders, for one thing. (need more slots!)
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I think the Frostfire map is there. Other than that, wouldn’t know. My Christmas theme element is using Visit from St. Nick as a narrative feature.
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Arc ID: 34507 Arc Name: A visit from Stanley (and his good friend, Jack) Author: cranebump3 Number of Missions: 3 Description:It’s the night before Xmas, and under skies dark, you're searching for baddies all through Perez Park. When who should appear in your way on that night? A youngster named Stan, who’s in a great plight. Please look for: 3 destructible objects. The phrase about no pineapple on pizza Other errors I ain't found. Thanks in advance, E
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Submitted for your approval: Arc ID: 34507 Arc Name: A visit from Stanley (and his good friend, Jack) Author: cranebump3 Number of Missions: 3 Description: It’s the night before Xmas, and under skies dark, you're searching for baddies all through Perez Park. When who should appear in your way on that night? A youngster named Stan, who’s in a great plight.
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I think the consequences or the original demise remain if "reemerged" States is an unlockable contact in late game, and becomes a gateway to new stories. I'm hoping HC doesn't get locked into Battalion as the next move, mainly because (a) the name is stupid, for an overarching, existential threat, and (2) there's not going to be much in the way of surprises, if they use what we already know (i.e., Battalion and the connection with Khelds). Bear in mind, I'm not saying we'd have to bring States back (though I wouldn't mind). I just think the Dev conflation barrier is now non-existent, and I think it can be done without messing with the original consequences, if it is tacked on to what comes after. For the record, I didn't have any issues with the WWD storyline. Was what it was. Did think Wade was a bit of a weird choice, though.
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This is an interesting idea, and I'd be for it. I am assuming, though, that these new heroes would not stand in for the old icons (except maybe as trainers?). On that: (1) None of the past stable of iconic heroes belongs to a current HC dev, right? So, isn't the "political" aspect of dev/hero conflation effectively non-existent, since a new player isn't going to connect States with JE? (2) New players aren't going to make any connections with old Devs, anyway, so bringing back Statesman officially should be a non-issue, right? (3) On the other hand, if the game runs fine with him dead, and we have that SSA where we watch him die, then why bother doing anything with him? (though, tbh, I much prefer Statesman to Ms. Liberty). Speaking of: (4) If Statesman were to reemerge, wouldn't a good place for him be in PI, in place of Castle? And, once placed, maybe create a new, high-level TF using him?
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Hoodwink? Namnibor? Ooohhh... there’s the next toon: Hoodwink Namnibor! (AT/pwr set suggestions?) 🙂
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I will definitely have an entry. Just have to shake a leg and get it created. Great idea, by the way.
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I’ve already done some AE scripting featuring King’s Row NPCs (and some from Atlas). I’d jump at the chance to work stories in the actual Row.
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The Best Tank in the Game is a Bio Armor Stalker
cranebump replied to jackalcoh's topic in General Discussion
I say yin. Yin yin yin. "Oh, yeah? Well, you're wrong, 'cuz it's yang. Yang yang yang." YIN! YANG! YIN! YANG! "Hi there. You're BOTH right." ... YIN! (etc., etc.,, etc.) -
Is there a way to create unguarded allies or hostages?
cranebump replied to Draggynn's topic in Mission Architect
For allies set to Empty and Single. That seems to work for me. -
Dempsey's Hard 8 [available for testing] Arc ID: 34151
cranebump replied to cranebump's topic in Mission Architect
Testing arc back up. Excuse the typos.:-) -
This is a great, great arc. One of the most creative uses of the editor I've seen.
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Dempsey's Hard 8 [available for testing] Arc ID: 34151
cranebump replied to cranebump's topic in Mission Architect
Looks like Mish #4 may have a glitch not allowing for completion. Am pulling to fix. Will republish when I do. -
Dempsey's Hard 8 [available for testing] Arc ID: 34151
cranebump posted a topic in Mission Architect
Dempsey's Hard 8 Arc ID: 34151 Lvls 26-32, Heroic recommended. [SFMA] With dangerous chronal activity "gone dark" in Paragon City, yet spiking in the Rogue Isles, Prime Wards' new director Paula Dempsey assigns you a team of low-level scum-promised-a-pardon to perform a "simple reconnaissance mission." Unfortunately, managing this "bag of cats" proves tricky. Bones are there. Just need to get some good testing/feedback. Thanks in advance! -
Last battle is a real doozy.
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