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Police Woman

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  1. Meet the Flying Fox! A flying rodent-inspired street vigilante battling the criminal underworld of Paragon City! Flying Fox's loyal butler gave her a list of possible leads, but in her usual brilliant way, she deduces that one of these leads is actually a distraction from the real danger, a Family ship smuggling weapons into Paragon City! Flying Fox is on the case! Left-Handed Leo was a known associate of the Puffin. This leads Flying Fox to search the Puffin's lair, where she finds another clue and gets ambushed by ... the Imperial Defense Force? Weird, but okay! The trail leads to a base on Striga Isle where Flying Fox rescues Full Birdman Junior, a hapless sidekick captured by the IDF. His writing is hilarious. The boy hostage tells me about some kind of portal device, which Flying Fox swiftly disables. By this point there are enough clues pointing to Praetoria that Flying Fox has no choice but to jury-rig another portal device to break into Praetoria and stop the smuggled weapons at the source. There, Flying Fox runs face-to-face with her evil twin! We are not so different, you and I Unfortunately for the evil twin, she has very low perception and Flying Fox starts the fight by sucker-punching her RIGHT in the face. Through some sort of evil cheat code, the evil twin gets back up after being defeated - then demonstrates her brilliant mental ability by running away as fast as she can. Until next time! Same Fox-time, same Fox-channel! After beating my evil twin, I discover she wasn't even the final boss ... the true powerhouse of the story arc is revealed: After defeating the last boss, Flying Fox sets some charges to blow up her evil twin's evil base, then goes home and gives the butler the night off, neatly wrapping up the case. Overall I thought this was amazing and fun. The story arc did a great job of setting the ambience for a Batman-ish adventure. As others have mentioned, it was a little weird to have so much of "my" dialog written for me, but doing this did help give the feeling of being a brilliant detective vigilante. I liked the name drops of alt-Batman-villains and the rivalry with Manticore. I liked how the hero learns from the story arc to give the butler some time off. I gave this story arc 5 stars. Some typos I noticed in the spoiler tag.
  2. Sooo, some observations: I had forgotten how fun it is to play through Mission Architect story arcs. I had gotten into a rut of playing the same canonical PvE content over and over, and mixing it up with some creative MA story arcs was a breath of fresh air. There's a ton of good story-focused content out there in AE, if you can find it. Playing a low level squishy character, I was very sensitive to enemy difficulty. Ambushes were particularly problematic for Arrow Girl. Please don't tie 3 ambushes to a low level boss! At default difficulty that boss is just a lieutenant that I can defeat with 2 attacks - resulting in 3 simultaneous ambushes. As a Praetorian character I could only get to AE via Pocket D (I think?) and on my server there are a lot of AE farmers there. So the AE area often looked really busy, but I don't think that many of the players were doing story-focused stuff. It feels a little sad that there are story arcs published years ago that still only have a handful of play-throughs. I am also kind of amazed that there are some AE authors that have 10 to 50 published story arcs. I guess we have a small but dedicated crowd. I worry a little that my critiques and ratings may be too harsh, but everyone who has responded has been pretty receptive to the feedback. It was fun enough that I'm thinking about my next project to play-through and review arcs ... probably with different characters, maybe with different formats.
  3. Arrow Girl's next adventure was Manhunt (arc #45987) by @Flying Carcass, a level 8-20 Villainous arc where a bank heist goes wrong. My contact is a shady character calling himself Mike Powers who has some unspecified criminal job he wants me to take. Once I agree to this mystery mission, he reveals that it's a fairly standard bank job, only the bank is full of heavy gold bars that need to be teleported out to the getaway van. Meanwhile I'm supposed to escape in a different getaway car. This sounds a little suspicious, but a bank robbery seems like a great opportunity to make a Dark Arrow Girl costume: Arrow Girl fought her way to the vault, defeated the hero protecting it, and attached the gadgets that teleport the gold bars to getaway vehicle #1. As she left the mission, though, we discover that getaway vehicle #2 never showed up, and the police are closing in! Oh no, the contact has screwed her over! Ducking into a nearby building, Arrow Girl beat up some homeless people and some overeager heroes and set off an explosion (using high explosives the Lost were stockpiling for .. reasons) to distract the police. This distracts the police long enough for Arrow Girl to look for a new getaway driver, which involved searching a large outdoor city map looking for one specific hostage. This mechanic is kind of annoying, and the mission itself really didn't make sense to me - what if my villain could fly, superspeed, teleport or stealth away? Then I wouldn't need a getaway driver. (In fairness, Arrow Girl can't do any of these things, because she leveled from 12 to 20 in AE so I didn't take a travel power. But she could still hotwire a car or something!) The streets are full of caped "hero" types, both named and otherwise. Some of the named heroes are kind of fun, and actually have some lines. Finally I track down the getaway driver and "escape"! Having escaped Paragon City, Arrow Girl tracked down her backstabbing contact and gave him a beatdown. And that's the end of the story! Overall I felt this story arc needed more writing; there's barely any text in the briefings, very few clues and each mission was pretty basic (about the same as a typical newspaper mission). It is tagged as "work in progress" so maybe the author intended to add more content later? The first mission briefing has the contact not tell you anything before you agree to do the mission, which feels bad because the plot forces your character to be dumb and walk into this obvious betrayal. I did like the various costumed heroes in mission 3, though I am not sure why a villain who could fly, teleport or stealth would need a getaway car, so the premise of the mission didn't really work for me. The contact is not really developed as a character other than "greedy guy who betrays you". Beating up the contact at the end seemed fine, but I think we should've ended up with the gold bars from the heist in the end, perhaps as an architect souvenir (I don't think the arc gave me one at all). I gave the arc 2 stars. Arrow Girl hit level 21, and finally exited AE and headed back into the real world. Thus ends my project to level up Arrow Girl from 12-20 in Mission Architect! Thanks to everyone who has been following!
  4. Sorry for the long gap - holidays have been eating up a lot of my time. Arrow Girl's next adventure was The Last Full Measure (arc #25396), part 3 of the Ordinary People epic by @cranebump. Following the events of the last arc, Blue Steel sends Arrow Girl to check out a Skullions warehouse where they're holding a lot of contraband tech. While there, Juan Jimenez joins up with her, along with an Operative Demare that is also investigating the theft of Arachnos tech and ... seems trustworthy? Curse your sudden but inevitable betrayal! Despite Demare not being a team player, we manage to confiscate a lot of Rikti tech and vibranium (!) that the Skullions were holding for delivery to Project Orion, a group mentioned in the last story arc. The Arachnos connection from Operative Demare's appearance leads Blue Steel to send Arrow Girl next to clear out an Arachnos base in the nearby sewers. In the sewers, Arrow Girl crosses paths with a mysterious agent of Project Orion. Defeating "Who?" gives me some Project Orion security badges, and clearing out the Arachnos boss scores me some encrypted Arachnos data, though it appears they carelessly left the filenames unencrypted. On the way to the next mission, Blue Steel warns me that "Powers Division" is coming to arrest us all, including Blue Steel and basically every police officer in Kings Row (Freitag, Becktrees, Jimenez and Dempsey are all mentioned)! This ... makes no sense to me. We haven't been doing anything illegal (just investigating Skullions and Arachnos) and it exceeds my sense of disbelief that anyone could trump up enough charges to convince the police to arrest multiple police officers, including the main PPD superhero. On top of that, Blue Steel wants to react to this by stealing and destroying evidence, which does not sound like something an honest cop would do. Nevertheless Arrow Girl goes in and fights the police to steal the evidence. The PPD themselves seem a little surprised by this turn of events. I know, right? Recovering the evidence I finally find out some names of Project Orion people: they all seem to have ties to the (now ruined) Galaxy City, and they have a complex plot that has, apparently, been driving events throughout the Ordinary People epic. This leads Arrow Girl to the Orion base, where she has to fight a rogues gallery of Project Orion bosses, all disgruntled former Galaxy City residents. While there, I discover they've taken Prince Kiros hostage..... or have they?? After narrowly escaping an ambush, the next mission sends Arrow Girl to.... SPAAACE!! It appears Project Orion's master plan is to drop a meteor on Paragon City ... for ... reasons ... revenge! Something like that! Eh, let's go with it, we're going to SPAAAACE! After clearing out some Project Orion lackeys, I round up all the Kings Row heroes (who joined me in SPAAACE) and defeated the big boss. But first, a villain monologue Arrow Girl catches too much aggro and gets defeated twice during this battle, but considering it's the epic finale and in SPAAACE, I'm OK with the difficulty - I probably should've let good old Acrobattle or Whipsmart's bots tank for us. -- Overall thoughts: I had a lot of fun, and the missions were well-crafted, but I thought the plot didn't make much sense. I liked the grand finale in SPAAACE and I liked that all the Kings Row heroes reappeared in the big fight at the end (yes, even Whipsmart). I gave it 4 stars. Arrow Girl ended at about level 20.85. Plot stuff within the following spoiler tag. Some typos I noticed within the next spoiler tag.
  5. Having reached level 20, New Heroes of Paragon (arc #42432) rose to the top of Arrow Girl's SFMA search. This is a level 20-20 hero arc by @Electricboots where you babysit some young heroes and is both a Developer's Choice and a Hall of Fame arc. So Arrow Girl gets sent to look after a group of kid heroes, who have lost a doll and have somehow run afoul of the Hellions. I rescue Loud Girl and start looking for her brother, Super Captain Man. But when I rescue him, something odd happens: My objective is "Bring Miss Loud to Super Captain Man", but ... they're right next to each other now? Completing this objective required me to walk the two of them back to Miss Loud's spawn point, not sure why ... some bugginess with the chained objectives, I assume. After rescuing the two kids and defeating the boss, we still haven't found the doll, so Super Captain Man asks me to rally the troops - running around Steel Canyon to tell the other New Heroes of Paragon to come to their secret base. It was kind of a pain to find the various New Heroes, who were scattered over a large map. However, there were lots of diversions that made it more fun. After rounding up the rest of the team, Arrow Girl got invited to their secret base. While there, we get attacked by a bunch of humanoid sewer rats who were actually ridiculously adorable. The supergroup meeting resolves that we need to uncurse the doll, and to do this we need to get a magic urn from a spoooky cave. It's a g-g-ghost!! The urn is guarded by some ancient being known as Shulkead, who had several tricks up its sleeve and was actually quite well written and fun. This wasn't even its final form After recovering the urn, we finally go on a mission to "uncurse" the magic doll. Arrow Girl has to round up some allies again and perform a complicated magic ritual. Well that's not a good sign. Performing the ritual involves clicking a series of glowies. Something frustrating happened on the last glowy, where it spawned the "final boss" of the story arc, but the New Heroes blocked the doorway so I couldn't reach the boss or even get line of sight; the room I was in wasn't big enough for me to lead my followers away from the doorway. As a result, the kids ended up defeating the final boss before I ever got to see it. Hey, down in front! (Not pictured: another ally pounding the heck out of the final g-g-ghost with a baseball bat) Overall I thought this was quite a fun story arc. The plot was straightforward, but the writing was good (assuming you don't mind taking the role of babysitting a bunch of kid heroes) and there was a lot of set dressing in every map that helped make each mission more interesting. The custom characters were well-done; I liked both the karate punks and the ratkins. The triggered objectives seemed a little buggy (I think freeing Miss Loud first in the first mission ended up breaking the chained objectives, along with the allies blocking the door in the last mission) but I don't think these are necessarily the arc's fault. The allies were pretty overpowered; they spawned as EBs for me, while named enemies were typically bosses or lieutenants, so the allies typically could win without me lifting a finger. I was torn between rating this 4 or 5 stars, ended up giving it 5 stars because of all the good parts. Arrow Girl finished the arc at level 20 and 6/10ths.
  6. Arrow Girl's next adventure was Bridge of Forever: (arc #36642), a level 19-20 Loyalist arc by @Darmian. On this arc, Chimera sends you to investigate the disappearances of several members of Powers Division. As it happens, Arrow Girl is a Praetorian character whose origin story involves working for Chimera, so .... of course I had to make a Chimera ninja themed costume for this arc. On the first mission Arrow Girl teams up with Officer Welks of the PPD to investigate the disappearances. The map starts entirely empty and we start off mostly clicking glowies to get clues, so there was very little fighting, but this actually conveyed the feeling of doing detective work very well. After we found a lot of clues, there was an obligatory ambush, which we defeated handily. After that, Chimera sent Arrow Girl to follow up leads by breaking into a variety of government buildings to steal evidence, generating friction with the other big-name Praetors. This all felt very true to the Praetorian dimension. At one point, while investigating the underground tunnels, I run into Mr. G, who claims to be there on Chimera's behalf to replace another ally who was a no-show. Sure! You look trustworthy! Mr. G helps Arrow Girl with her mission, clearing out ghouls and other sewer trash ... at least for a little while. When we're on the verge of rescuing one of the missing persons, Mr. G turns traitor. I guess I should've expected this. It's another day in Praetoria. After escaping Mr. G's treachery, Chimera sends Arrow Girl to break into one of Mr. G's cloning facilities to find out what he's really up to. And while there, Arrow Girl encounters... Arachnos?! All the clues have been pointing towards the missing supers being transported to another dimension for some nefarious reason, and now Arrow Girl has run across a cross-dimensional incursion from Primal Earth! Arrow Girl defeats the Arachnos boss and breaks their dimension-hopping hardware. Having discovered what happened to the missing people, rescued one, and stopped the Arachnos incursion, it's mission accomplished when she reports to Chimera, and the end of the arc. -- This arc really felt perfect for a level 19 Praetorian. I liked the way the investigations were set up, it really felt like we were doing detective work. There were a lot of chained objectives but they were on indoor maps and each objective seemed to lead deeper into the map, so there wasn't a ton of backtracking. Good use of Praetorian and Arachnos factions, none of them felt overpowered for my lowbie blaster. I liked the Praetorian lore and the obvious infighting between the various Praetorian factions. Chimera was kind of characterized as being a mean boss, but this is fully in character for a Praetor who regularly murders his subordinates when they get uppity. I would've liked an architect souvenir from this arc - it didn't look like it awarded one. I gave this arc 5 stars. Arrow Girl hit level 20 while playing through this arc, triggering Marchand to phone to tell her to go through the portal to Primal Earth - a perfect match for the story.
  7. The next arc in my search was tagged both "Ideal for Teams" and "Challenging" and intended for a Task Force-like experience, which didn't seem like a good idea for my solo blaster. So Arrow Girl's next adventure was Dream Paper (arc# 6645) by @Zasani (fka Glazius), a heroic arc where you're sent to stop the Lost from breaking and entering an apartment complex. I also played this arc on the live servers, but that was a long time ago so I remembered almost none of it. Alfonse Rubel, a delivery boy from Steel Canyon, tells me about a gang of Lost breaking into his apartment building. Entering the apartment complex, I rescue a number of tenants, including Grandma Yan. Explosive arrows are not "best practices" for hostage situations, but it worked out Curiously, the Lost seemed mainly interested in stealing packets of medicine from Grandma Yan. Alfonse sent the "medicine" off to a PPD lab, and the analysis came back with a lead to a warehouse full of Tsoo. The Tsoo were remarkably Zen about Arrow Girl breaking into their warehouse and demanding answers; it turns out the "medicine" wasn't anything illegal, just some herbal alternative medicine one of them had made for Granny Yan. Going back to Alfonse, he tells me the PPD lab he sent the paper packets to was under attack! Arrow Girl just cleared out another attack on the PPD in the last arc. Why do villains keep attacking the poor police department?! *shakes fist at sky* In the police lab, Arrow Girl rescued a number of rather woozy and confused police and Longbow saying that they had gotten "exposed" to some substance. Finally she tracked down a lab tech who actually knew what was going on. It turns out it's the paper used to wrap the packets of medicine, not the contents at all! There was something psychoactive about the paper that mesmerized all the police people who looked at it, and this had something to do with why the Lost wanted it so badly. The "dream paper" was getting regularly dropped off by a Troll paperboy, so Arrow Girl went off to track this Troll down. I eventually find him deep in a Troll cave. He looks a bit sick, and his friends are not happy that I'm there. Once I fight off the other Trolls, the paperboy tells me he's trying to get clean from Superadine (which is why he seems sick). He's trying to go legit and was delivering the paper as a favor for a Mr. Blaloch, but he willingly tells me where he's picking up the dream paper - another warehouse, of course. In the warehouse is a ton of paper-making paraphernalia which all needs to be destroyed, over the protests of the Lost that are operating the paper mill. I run across the Troll paperboy again and he offers to help out; having a big muscly ally proves very useful for Arrow Girl. The Lost keep babbling something about Scripture and the Prophet, and we finally stumble across the Prophet himself: The Prophet / Mr. Blaloch seems a little mixed up, alternating between villain dialog and being a confused old man, the two personalities struggling for control. Exposure to the dream paper and/or the Lost had given the Prophet psychic powers, but he's not too tough, and Arrow Girl and her troll sidekick manage to beat him. Afterwards, Mr. Blaloch recovers from being possessed by the dream paper and seems to have no memory of what happened - though there are several loose ends that hint at future investigations. (Though I don't believe a sequel was ever published.) Overall I thought this arc had an offbeat plot but was well written and well balanced for a low level arc; mostly standard enemies with a few custom characters for bosses and hostages. I liked the minor characters that were introduced: Grandma Yan, her Tsoo grandson, and the Troll paperboy. I would've liked Blaloch to get a little more development before we meet him in the last mission, that would've made his possession (and eventual recovery) hit harder. Alfonse does name drop Blaloch earlier on, but it wasn't enough to give me any kind of impression of the man. The clues were well-written, especially the ones that told a personal story about one of the characters. The idea of the dream paper itself was very creative, and it made total sense that we'd check into the drugs before suspecting something about the paper. I gave this arc 5 stars. Arrow Girl finished the arc 70% of the way through level 19.
  8. Arrow Girl's next adventure was [Ordinary People 2] Hope and Bullets (arc #31903) by @cranebump, the sequel to [Ordinary People 1] Standard Operating Procedure. The Powers That Be are trying to take Detective Freitag off the Skullions case, and Freitag has gone off investigating on his own, with the help of a police cadet, and gotten into trouble. Detective Becktrees calls me in to help. I quickly locate and rescue Freitag. Based on the dialog, Freitag wants to find Willie (the police cadet that he dragged into this), but ... I convince him not to? This doesn't make sense to me, but I go ahead and lead him out, then find the police cadet on my own. She wants to download some files from a nearby database, presumably filled with valuable evidence. We get jumped by an ambush (actually, a boss spawns right next to me) and narrowly escape. After rescuing Freitag and Willie, Becktrees puts me on a stakeout in a suspiciously quiet neighborhood of Kings Row. I don't fully buy this ("nothing at all is happening in this neighborhood! IT MUST BE A PLOT!!") but somehow this hunch pays off and Arrow Girl follows some trucks to a villain base operated by the "Gatling Gang", the actual name of the mysterious "Hats" faction that first appeared in Ordinary People 1. The Gatling base has some evil research scientists doing .... something nefarious. I wasn't quite sure what (I don't think it's fully explained here, so I suspect it's a hook for the sequel), but they were determined to keep Arrow Girl from finding out. Arrow Girl rescued and teamed up with an Arachnos operative (he apparently was also investigating the suspiciously quiet neighborhood) and beat up Steve Gatling, the local Gatling boss. There was a pretty big ambush (or maybe 2 ambushes) that showed up soon after fighting Steve Gatling, and tbh the ambushers were meaner than the boss, though Arrow Girl narrowly defeated them. An awkward moment. They had a lot of knockback! Having cleared the Gatling base, Becktrees and I were patting ourselves on the back when the Gatling Gang launched a firebomb attack and a physical invasion of the Paragon Police Department headquarters! And Willie was in there, trying to decode the Important Files from before! (Drama!) Arrow Girl charged into the burning building to rescue Willie and stop the villains! We're done when I say we're done, buddy! After clearing out the Gatling Gang invaders, we found that Willie has been captured and taken to a construction site, where the Gatling Gang is massing in large numbers and apparently about to move somewhere. Arrow Girl and some other backup Kings Row heroes are sent to the scene! Steve Gatling, the boss from before, is back and suffers a beatdown from Arrow Girl and Acrobattle, one of the NPC allies (and reappearing from Ordinary People 1). Defeating Steve caused his even meaner brother, Larry Gatling, to show up. Arrow Girl and Acrobattle tried to take him down. Larry Gatling spawned as an elite boss for me, and hit hard with excellent accuracy (able to hit Arrow Girl even through 2 lucks). Arrow Girl was defeated twice fighting Larry until I decided I'd better round up all the other optional allies in the mission. Oh... Whipsmart again. Um, yes, we need you and your cannon fod-- your wonderful robots With all this help, we're able to dogpile Larry and finish him off, though it was a close thing; we lost Acrobattle and Arrow Girl dropped to 20% health at one point. After we defeat Larry he gives us an ominous clue: Overall impressions I liked Willie's arc. The story did a good job of introducing her and making us care about what happens to her. I think it'd be a little more powerful if Freitag helped the player find Willie in mission 1 (after all, he got her into this jam) and if Freitag were one of the optional allies in mission 4 (so he can react to finding Willie). I found the game mechanics in mission 4 to be especially frustrating. Despite Becktrees telling me that "We've got to save Willie" in the mission briefing, finding Willie doesn't even show up in my initial objectives for the mission; instead I have to "Arrest Steve Gatling (again)" (reasonable) and "5 getaway vehicles to destroy" (not important to the story, and also having 5 things to find on a huge outdoor map is kind of a pain). The chained objectives of Defeat Steve -> Defeat Larry -> Find Willie were frustrating because they could spawn anywhere on the outdoor map, so I had to criss-cross the map repeatedly; I ended up literally clearing the entire map to finish this mission, which felt like too much. I think narratively it might be better if the chained objectives were reordered to either Find Willie -> Defeat Steve -> Defeat Larry, or Defeat Steve -> Find Willie -> Defeat Larry. The custom characters were a little difficult for my squishy character, but not unacceptably so. I started to dread the "Knife" minions, who could see me at long range and run through my glue patches to try and stab me. There was a custom faction of entirely "Assistant" minions that staffed the ambushes in mission 2 and guarded vehicles in mission 4; since they all had dual pistols, their attacks repeatedly stacked knockback on my character, which was frustrating. I'd suggest mixing in a couple minion types with varying attack types. The final boss, Larry Gatling, was pretty hard for Arrow Girl, but several optional allies were provided and they were a big help. Minor typos and continuity errors (not serious, but listing these in case you want to fix them): I gave this story arc 4 stars. Arrow Girl ended the arc 80% of the way through level 18 (...with some debt).
  9. Yeah, I think you're right that most people are playing their "main" or some other level 50 toon; that's one reason I thought it would be fun to try bringing a level-appropriate lowbie toon. It's made me much more sensitive to mission difficulty, that's for sure. My main character, a heavily IO'd level 50 blaster, would've beaten most of the enemies and ambushes that defeated Arrow Girl. As for what would've taken All That Glitters 2.1 to 5 stars for me: the game mechanics were fine, but I would've liked the writing to give me a stronger motivation for the earlier missions, and a better sense of accomplishment at the end of the arc. The arc starts with Burke telling me to go beat up Goldbrickers to find out what they're up to; I would've liked a reason why, some "probable cause" more than "They've villains". After finishing the arc, I had beaten up the boss, but it wasn't clear if I had accomplished anything. It would've been nice to clear my name with the police, stop Langston's expansion into Boomtown, helped out the oppressed workers, and/or have more personal stakes for getting revenge on the boss (he had never killed my partner, kicked a puppy, or anything like that). Ideally I should've solved whatever problem was presented as "the reason why we're doing this arc" in the earlier missions - a more definite climax to this episode (even if there are lots of loose threads leading to the sequels), rather than purely setting the stage for the next arc. I hope that helps!
  10. Arrow Girl's next adventure was All That Glitters 2.1: Boom Time in Boomtown (arc #34715), by @Ankylosaur. This is a level 15-20 Vigilante arc, the direct sequel to All That Glitters 1.3: Capitalism in Cap Au Diable, where I'm sent into Boomtown to dig up evidence of a Goldbricker plot. Matthew Burke is my contact, and he tells me that Langston Corp and the Goldbrickers are operating a seemingly legitimate operation in Boomtown, and won't I go beat up some of those Goldbrickers to find out what they're up to? This seems like a rather weak reason to go beat people up, but Arrow Girl is an agent of Wyvern now, so of course she's in! Hello, fellow Wyvern agents! The Boomtown map is filled with optional Easter egg encounters which was pretty fun. I somehow got on the Council's bad side? Maybe this happened in an earlier episode? This guy wasn't a required objective, but I couldn't resist shooting some arrows at him. It didn't go well. After messing with the side objectives a bit, I eventually get back onto the main plotline, which leads me to a construction site. Langston Corp replaced a bunch of their human workers with robots, so on site are Goldbrickers, robots, and also angry fired workers who are protesting and/or rioting. These workers were in a custom "Union" faction and ... I really didn't want to kill them, they had legitimate grievances - but they were flagged hostile. (The story arc does go to some effort to explain why they are hostile - but I still felt like my character didn't want to fight them.) So I tried to achieve the mission objective (rescuing 4 workers that were captured by the Goldbrickers) while avoiding aggro from the Union. Since this was a large map with broken terrain, this was pretty hard and I had to backtrack over the terrain a few times before I could find all the hostages. A couple of the hostages mention that "Demolition Dan", one of the union ringleaders, had been captured and taken away by company security (that is, Goldbrickers). So in my next mission I find and rescue Demolition Dan, when suddenly... Ohhh no, a SWAT team is here to arrest Demolition Dan, and I end up having to fight them to get Dan out of this jam. So now Arrow Girl is wanted by the police! Ack! Meanwhile, Matthew Burke has sent another Wyvern team to investigate another lead in an underground Langston Corp base. Since they had no player characters on their team, now they need a rescue. Well, anything for a fellow Agent of Wyvern! Wait, didn't I just see you in Cap? (All that Glitters 1.3) Hey! What's wrong with attacking a villain base armed only with a bow and arrow?! The Langston base is filled with mad scientists and corporate fatcats, and beating them all up completes the story arc, along with giving me clues for future story arcs. Bold words for a guy that's been tied into a pretzel Overall I enjoyed the story arc and the level of detail that was put into each mission. There were a number of custom characters and custom factions, but they fit the story and none seemed overpowering for my young blaster. I thought the adventure hook for the first mission was weak (Goldbrickers are acting legit, go beat some up!). It was awkward and frustrating dodging the hostile construction workers; I suppose I could've heartlessly plowed through them, but it didn't feel right. (Strangely, I didn't have a problem fighting the SWAT team; they were asking for it.) The final mission where I got to rescue the Wyvern agents that I'd previously met in arc 1.3 was nice, but I felt like the arc ended in a weird place, with nothing really resolved. At the end of the arc, my character is wanted by the law, but never really figured out what the Goldbrickers were up to, and while she beat up a lot of Goldbrickers and Langston suits, I don't have the impression that I stopped whatever it was they were doing. All of this is probably developed further in the sequels to this story arc, but personally I think each story arc should be able to stand on its own, with its own beginning and end. Even if I don't fix everything by the end of the story arc, it would be nice to give the player some sort of "win" at the end, like shutting down Langston Corp's expansion into Boomtown, or helping the workers who lost their jobs. I also noticed a few continuity and spelling errors (all of these were minor, I'm just listing them here in case you want to fix them): * In mission 5 a Rocketman says: .... "they they" should be just one "they" * Hornet says he hasn't seen me since Mercy Island, but I just saw him in the conclusion to arc 1.3 in Cap au Diable. * The souvenir says that Delia Huntley sent me on the investigation, but when I played through the arc, Matthew Burke was the contact (he names drop Delia Huntley, but she doesn't really appear). I gave the arc 4 stars. Arrow Girl ended the arc a third of the way through level 18.
  11. Meet Arrow Girl, agent of Wyvern! Arrow Girl's next adventure was Bricked Electronics (arc #6625), a heroic level 8-19 arc by @Zasani. (I also played this arc once on the live servers.) Mark Freeman, a hacker with mutant electronics sensing powers, finds something suspicious on a cell phone and sends Arrow Girl to investigate. The reasoning behind this is a little vague, but sure. Soon: The Goldbrickers are involved somehow! This leads me to raid a nearby warehouse where... there aren't any Goldbrickers. But there are some custom clockwork that have been refurbished by a local kid inventor! She figures I'm there to arrest her. Yeah, putting refurbished clockworks on the street is probably against the law somehow. But we come to an understanding, and she gives us a lead to the next location ... supposedly dumpster diving, but actually: The dump turns out to be occupied by a Council base where they're plotting some ... completely unrelated attack on the city?? Fortunately I manage to stop them from releasing the poison gas, which sends me back to the main plot with the Goldbrickers. After a couple more missions, I discover that the Goldbrickers were planning to rob a bank, and Arrow Girl manages to stop them. Overall, each mission was decently constructed with lots of clues detailing what's going on in that mission. Mark Freeman's dialog was well-written and referencing his mutant powers was a nice dip into the lore. The kid sidekick and her robots were fun. However, I felt the plotting was on the weak side. The initial incident "There's something weird about this phone" really didn't seem like something important enough that you'd call a hero to investigate, and I didn't feel like my character had a very strong motivation to follow up on the leads for the first 3 missions. Then we accidentally stumble across the Council plot to poison gas the city. This was interesting (if random), but it ends up being just a side quest. This felt weird because poison gassing the city is a much more serious threat than either the cell phone investigation or the bank job at the end of the arc. I gave this arc 4 stars. Arrow Girl ended up 3/4ths of the way through level 17.
  12. Arrow Girl's next adventure was All That Glitters 1.3: Capitalism in Cap Au Diable (arc #36056), a Vigilante level 12-20 story arc where you help Wyvern stop demons from overrunning Cap au Diable. This is the third story arc in a series. I considered going back to play All That Glitters 1.1 first, but the earlier story arcs are lower level and wouldn't fit the rules of engagement that I set; so I decided to go ahead and start with 1.3 and see how it went. Off to Cap au Diable to help with the demon invasion problem! There were a lot of civilians and protestors roaming the streets, which I thought was a nice touch. Ow ow hot hot hot! After clearing the streets, my Wyvern contact sends me to the power palnt to deal with Bat'Zul himself. Fortunately, Wyvern and the Legacy Chain provide me with backup. Rounding up the various allies and leading them around caused me to clear most of the map, but it ended up being worthwhile when I finally track down Bat'Zul perched near the top of a smokestack. Getting my allies up the catwalks to reach Bat'Zul was a bit like parallel parking, but once the fight started, Arrow Girl promptly fell off the catwalk and the allies ended up doing most of the work while I ran back up. Bat'zul revealed during the fight that Duke Mordrogar and the Hellions were behind releasing him, so Arrow Girl's next mission takes her into the interior of the power station to track down Mordrogar and rescue some power plant workers. This has got to be a workplace safety violation After defeating "Duke" Mordrogar, I find out the real mastermind behind this is "Duchess" Mordrogar, one of the literal Girlfriends from Hell. We have a final showdown with her in the fourth mission. The arc reaches a climax with the defeat of Duchess Mordrogar. The Hellion plot is stopped, and everyone is happy! But wait, there's a fifth mission! In the final mission, Arrow Girl joined up with some Wyvern agents and go after the Goldbrickers, the Langston Corporation and a bunch of evil scientists. Archery power!! To be honest the fourth mission felt like the "finale" mission, and the fifth mission felt more like a post-credits trailer for the next arc of the mega-epic. Several characters and references from arcs 1.1 and 1.2 appear, and there's an explanation for how this particular story arc furthers the narrative of the overall epic. The arc is clearly labeled as being the third in a series, though, so I can't blame it for that. The Langston Corp custom NPCs looked good and didn't seem overpowered; the extra Wyvern allies certainly helped. Defeating the various evil scientists and reading their notes finished the story arc - along with giving me copious plot hooks for later story arcs in the series. -- I liked the large amount of detail in each mission and the ties to canon like how the PTS is powered and reusing Duke Mordrogar. The map selection was perfect, using the Cap and PTS maps made it feel very immersive, and there were a lot of great visuals along the way. I liked having allies to help with the AVs, though maybe the allies were a little too powerful against Bat'Zul; at my difficulty level, I had 2 EB allies and 1 boss ally that helped with the EB Bat'Zul. I did think that mission 4 was a more natural ending to the story arc, but I kind of get why a fifth mission was necessary to tie-in to the rest of the mega-epic. Overall I really liked this story arc. I gave it 5 stars. Arrow Girl reached level 17, and this arc also inspired me to give her a "Wyvern" costume.
  13. This is what my search looks like: "Text: SFMA; my level" (where my level has ranged from 12 to 16 on this run, so far). Then I manually filter these search results further by skipping all the arcs that are "level 1-54" or otherwise have a level cap above 20, since most such arcs are poorly balanced for a level 16 character. I've been trying to work through these from top to bottom in the search results, so highly rated arcs with lots of ratings (well, 20ish, anyway) show up for me first. My search, despite being so simple, only comes up with 3 pages of results, which is actually a pretty manageable number of story arcs to look through. Hope that helps! Happy hunting!
  14. Yeah, Spirals: Part One was level 1-24 so strictly speaking was too high level for Arrow Girl's rules of engagement, but I didn't catch that at the time. The difficulty is probably fine. Arrow Girl's next adventure was [Ordinary People 1] Standard Operating Procedure, a level 15-20 heroic story arc by @cranebump where you get tasked to stop some mayhem occurring in Kings' Row, and this leads you into fighting a new street gang. Arrow Girl started off rescuing some hostages in a building in Kings Row. The rescued hostages don't help out, but they sure have opinions about how I'm doing things. Arrow Girl rescues another satisfied customer While clearing the building, Arrow Girl ran into the "Skullions", a new street gang that apparently split off from the Skulls and Hellions. They have a lot of custom characters but are mixed with regular Skulls and Hellions so don't seem too bad. A lead from the Skullions causes my contact, Detective Freitag, to send me to Prince Kiros Nandelu's estate. I'm excited to see Prince Kiros used in a story arc, but for some reason Freitag keeps talking about "Powers Division" on this arc, which seems weird to me ... as far as I know, "Powers Division" is strictly a Praetorian organization? Arrow Girl manages to rescue Prince Kiros, but it turns out the villains have made off with his precious Cullinan diamond! For the third mission, Freitag sends Arrow Girl to look for the missing diamond, along with another hero, Whipsmart, whose AI does not live up to his code name. Arrow Girl heals one of Whipsmart's robots who was left parked in a burn patch while the mastermind charges the street gangers with a beam rifle. We don't find the diamond, but we do find a clue leading us to Port Oakes (I think? the fourth mission says we're going to Port Oakes in one place and Mercy Island in another). There, Arrow Girl clears the docks and part of a ship, eventually defeating a Skullions boss. I don't know who this Pyranna chick is, but she clearly knows Arrow Girl After defeating Pyranna, we have to destroy the portal that she mentioned in dialog, which was guarded by the mysterious "Hats" faction that the story arc has been hinting at. After that, we finally find the diamond laying around on the ground. I feel like this could've been explained a little better; Freitag explicitly told me that finding the Cullinan diamond was my highest priority, but "Find the Cullinan diamond" didn't even become one of my objectives until near the end of the mission. Instead I had to Defeat Pyranna (a villain who had never been mentioned before showing up in the nav bar), which then set off a series of chained objectives. The teleporter objective was referenced in Pyranna's dialog, but it wasn't clear to me why the diamond just spawns as a clickable glowy after breaking the teleporter. I noticed the first three missions had plentiful clues explaining every step of the way, but the fourth mission didn't seem to have any clues until the very end. In the fourth mission I also noticed there was a "Link up with Acrobattle" objective that appeared in the nav bar when I entered the mission, but instantly completed within a few seconds (maybe because he had no guards?) - not sure if this was intentional. Finding the Cullinan diamond finished the story arc, but Freitag tells me about some loose ends (another missing jewel, and the continuing mystery of the "Hats" faction) as teasers for "part 2" of the epic. -- Overall I liked this story arc, and I liked the links to canon characters like Freitag and Nandelu. Freitag's voice in the mission briefings seemed just right. The Skullions gang seemed interesting and not too overpowered. I liked the snarky dialog from the rescued captives in the first mission. I was confused by the references to "Powers Division" and I think the fourth mission needs some work, it doesn't seem quite as well-polished as the earlier missions. I gave this arc 4 stars. Arrow Girl ended the arc 45% through level 16.
  15. Arrow Girl's next story arc was Spirals: Part One. (arc #55109), a Crusader-faction story arc by @Darmian where you're tasked with finding a mole that's been leaking info on the Resistance. Arrow Girl rescued a crotchety old Resistance leader who wasn't real thrilled to see her. Arrow Girl followed a lead into the Ministry of Information, where she encountered numerous Imperial bureaucrats and nearly got taken down by "friendly" fire from another group of Resistance fighters. Later, Arrow Girl teamed up with the Resistance and had a tough battle against Powers Division. One of her allies fell in battle and shouted encouragement with his dying breath. Arrow Girl shares a quiet moment of introspection with the other Resistance members before the final battle. Showdown with the Olympian guard. (I really liked this visual, with the giant abstract sculpture framing the shot.) This story arc was also a little hard for Arrow Girl as a level 15 blaster. There were a number of custom mobs, but they were mostly not too bad, except that it seemed like all the bosses and elite bosses would self-rez after death, which was pretty annoying. The custom mobs were mixed with standard mobs, and allies were provided in several missions which helped on the difficulty. However, numerous ambushes did make it rough for Arrow Girl, and she suffered 2 defeats from those. The missions themselves had very complex mechanics where objectives would trigger other objectives (and spawns of mobs) which would trigger yet more objectives. It's easy to make this kind of mission annoying due to the amount of backtracking required, but the missions were set up with a natural progression of initial objectives in the front, and later objectives in the middle/back of the map, with each objective clearly labeled. As a result, the complex daisy chain of objectives went off like a Swiss watch. The writing was terrific, with the contact and the allies doing a good job of portraying the amorality of the Crusader faction, and plentiful clues explaining the plot details and even providing info for team members who aren't the leader and can't read the mission briefings and debriefings. I loved the various connections to the in-game Praetorian lore. I was disappointed that there were so many loose ends at the end of the story arc, but then decided that since I had willingly started an arc with "Part 1" in the name, I shouldn't be judgy about that. So overall I thought the arc was a little high on difficulty for this level, but the writing and the mechanics outweighed that. I gave it 5 stars. Arrow Girl ended the arc at level 16 and picked up Glue Arrow. I'm hoping that dropping a slow patch as a pseudo-control might help her survivability against the tough groups of mobs I'm starting to encounter.
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