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If you want the player to defeat the big bad guy while de-powered, instead of a head-to-head fight while depowered consider having the player either outwit the bad guy (e.g. the bad guy overreaches by absorbing too much power and dies of hubris), or have the player somehow win due to the power of friendship (allies or common people show up to help). I think those would be the most tropey ways for a super-person to handle being depowered, though it might be tricky to represent in Mission Architect. Still, thought I'd throw it out there in case it sparks any ideas.
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Poster Girl (a level 49 energy/SS tanker) versus Despoticus! Neat ideas in this arc, and I love the Superman homage idea, but the plot could pull these ideas together better. The enemy group reusing standard mobs was fun, I especially like how you played with their size. Some story arc suggestions (these are all purely my opinion; feel free to use what you like, ignore anything you don't like): Some typos/suggestions:
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All That Glitters Series - Vigilante - [1 - 54]
Police Woman replied to Ankylosaur's topic in Mission Architect
I had a fun time playing All That Glitters 1.1: Missing in Mercy (arc id 34842). I thought it was a great intro villain arc, and I really liked how the dispossessed Praetorians were used, along with the many canon red-side contacts that you got to interact with. The way the various NPCs were chained together to "introduce" you to the next NPC was nicely done. I did think the arc ended in a weird place, and I would've liked a more climactic final mission. Also, found some typos, in case you want to make updates: -
Story Structure: Arc-based or mission based?
Police Woman replied to Forager's topic in Mission Architect
If I label something SFMA (story focused mission arc), I basically mean that it isn't a farm, and there should be a story with some sort of plot. There should be enough writing to make me think I'm doing a "real" mission and not some half-finished test. I don't usually make each mission a complete story - using the TV show analogy, each mission is one "act" of the show. I will usually follow something like the Three Act Structure where the first mission introduces characters and setting, the second mission develops further and gets more exciting, and the third mission is some sort of climax. You're allowed 5 missions per arc, but IMHO you don't have to use all 5. If you do, try to make sure there's a reason for the extra missions and there's enough content to fill them. That said, I don't always follow that formula exactly. I have one story arc where the whole "story" (such as it is..) is contained in a single mission, and another story arc where every mission corresponds to one of the traditional Task Force Commander task forces so is arguably a complete story, just with a framing story linking those missions into an arc. I personally like a story to be contained within a single arc, with a clear beginning, middle and end. As a player, I'd like the plot to be wrapped up, the bad guys arrested and the problem solved, by the end of any story arc. As a result I haven't made any multi-arc epics (so far...) but some authors really enjoy making those. Your mileage may vary! -
I had fun beating up tons of Nazis! I thought the middle of the arc dragged a little bit pacing-wise, missions 2 and 3 both seemed to be "find the thingy... Nope, we lied, it's in the NEXT mission!" You might consider cutting one of those missions to make the story tighter, or else rewriting one of them to be different than "find the sarcophagus ... oops, sorry, it's not here!" to avoid being repetitive. You may also want to change the default "Accept" message to custom text, something that supports the story, like "I cleared the outside of the ship, I'm going in!" I had fun fighting all the custom bosses, but found the final encounter with the Nachzehrer to be pretty hard. It IS the final boss so maybe that's OK. However, the third time it spawns, it used both Unstoppable and Siphon Life, so it healed a LOT and dragged out the fight to be very long and annoying. I was able to solo it on a heavily IO'd level 50 brute, not sure how squishies will fare. Sounds like you know it's hard and intend it that way though! Overall I had fun. And now, screenshots of ... Action Girl versus the 5th Column! (Spoilers for the arc) Some minor typos:
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Community Challenge: Histories Winners!
Police Woman replied to TorrentYed's topic in Mission Architect
Thanks much for running this contest and playing through my story arc! The history and LGBT themes were really fun - I learned a lot about 17th century Rhode Island while doing research for this story arc. -
Community Challenge Contest: Histories!
Police Woman replied to TorrentYed's topic in Mission Architect
Thanks for organizing this contest! For your consideration, I'd like to submit: Arc ID: 68284 Arc Title: The Unexpected Witch Author Global: @PW Discord Handle (If relevant): yaj2 Number of Missions: 3 Level Range: 25-34 Description: In colonial America, Abigail McCollum asks you to find her missing nephew, who has gotten lost in the magical woods outside of old Salamanca. -
I vaguely remember seeing something similar when a patch invalidated some of the custom NPC groups or custom characters that I used to have, due to powersets changing or something, resulting in the story arc becoming broken without any obvious change on my part. You might try re-checking any custom characters you have to make sure they are still working, or removing custom characters from your arc until it becomes testable.
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The Unexpected Witch (arc #68284, looking for feedback)
Police Woman replied to Police Woman's topic in Mission Architect
Thanks for the play-through! I'm sorry you had to restart the last mission. I can't fix soft spots in the terrain, but I've now removed Fran's ability to fly, in hopes of reducing the chance that they get stuck - I think the "walking" logic seems to do a better job of staying above ground on uneven terrain. Thanks again! -
The Unexpected Witch (arc #68284) In colonial America, Abigail McCollum asks you to find her missing nephew, who has gotten lost in the magical woods outside of old Salamanca. This is a first-playable draft of a story arc that I plan to submit to the LGBT+ Histories contest. I like getting player feedback and often make changes based on input, so any feedback on the story, the gameplay and/or the writing would be welcome! I'm planning to submit to the contest on Wed 6/25/2025, but I'll be sure to incorporate any suggestions or corrections that I get before then.
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Focused Feedback: New Aether/Reward Additions
Police Woman replied to The Curator's topic in [Open Beta] Focused Feedback
Yeah, there are some in game, but as mentioned above I think they are usually NPC hostages. They look something like this: -
Focused Feedback: New Aether/Reward Additions
Police Woman replied to The Curator's topic in [Open Beta] Focused Feedback
Is there any chance of adding one of the female PPD officers as a costume option? (For admittedly selfish reasons.) -
Custom critters in very low level AE's
Police Woman replied to Blackshear's topic in Mission Architect
I write a lot of low level arcs and I agree that custom characters are often too hard for characters under level 20 - especially when the arc has factions that are entirely custom characters. But custom characters are a big part of the fun of Mission Architect, so I try to use a few to give a story arc more flavor. For a low level arc I'll try to make the custom character's powers fairly weak; avoid giving them two attack sets, or defensive powers giving high perception. I also try to use a mix of custom characters and low level standard characters to make missions more balanced. A technique I like to use is to make a custom character that's member of a standard enemy group, then treat the custom character as a "boss" objective, like this: This spawns exactly 4 "Vahzilok Bride" enemies (and despite being a "Boss" objective they are still only "minion" difficulty); they're optional objectives, so the player doesn't have to track down every single one, but there's enough that the player will definitely see them. They are surrounded by regular Vahzilok so the player character doesn't get overwhelmed by the custom characters. This can also let you give your NPC fewer powers that award less than 100% xp without it being too noticeable, since the standard mobs will still award full xp. Another trick I use is to construct a "custom group" out of mostly recolored/renamed standard NPCs, like this: These Corrupted LARPers are actually a mix of Luddites, Warriors and Circle of Thorns. Since they are canon NPCs, they are already balanced against their respective level ranges, and award full xp. The major downside is that most NPCs are very recognizable as belonging to a particular faction, so it may be hard to get the exact look that you want by doing this. Hope that helps, and happy architecting! -
The Efficiency Council (arc id 67008)
Police Woman replied to Police Woman's topic in Mission Architect
So I really liked @ZamuelNow's suggestion to link the mediporter mission with Roy Cooling's arc, and I made some changes to incorporate that idea. Changes based on feedback: Thanks for the play-through and the ideas! -
Choosing a Boss Fight Foe Question
Police Woman replied to Clave Dark 5's topic in Mission Architect
I've noticed this too. It does not seem like you can select a renamed/recolored standard character from a custom group as a boss. On my "Efficiency Council" arc, when I wanted to reuse a Council boss I had to select a "Council" Vortex Cor Leonis Archon as a boss and apply the customizations directly to that objective (renaming the boss and its group).