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Kyksie

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  1. Cripes, just make a parody character. It's been established that parodies do not violate copyright, so legally you're in the clear. Pick a random name, give him a staff, a trenchcoat, and a shaft of rebar sticking out of his side, and you're good to go. "The name's Ragin' Gumbo, mon ami. Remember it."
  2. IIRC, Bricked Electronics was on the live server, it got some good reviews there too.
  3. I guess they deserve a bit of respect... out of the half dozen 'spiritual successors', they're the only one with an actual product so far. Personally when I first saw Ship of Heroes Kickstarter I though it was a half-baked take-the-money-and-run scam.
  4. The arc said "Team required: recommend 4 players minum", so I brought along one of my Masterminds, which is like bringing six people along, only they won't aggro other groups before you're ready. Except beasts. They do that. This is a character concept that I'd been thinking of for a while. The "hero" is really another remote controlled robot: the actual person is relaxing at home; comfortable and in no danger at all. Bot/time seemed like the best choice for a powerset; thematically, I'm observing this timeline from the vantage point of another. The contact is "Operator" who seems like a sort of black-ops type, who needs someone to carry out a quick datasteal. Oddly, she says she needs someone with stealth capabilities but also it's okay if i decide to leave no witnesses. The mission has a five minute time limit, which would normally be a big no-no, but we're told about the timer before we hit accept, and the map is very small. This leads to a series of adventures where we discover that the baddies have stolen SCP-8501; Rachel looks it up on the SCP database and discovers that it's a truck that kills incels, marking it a grave threat to the CoH population, so Rachel and her team of intrepid robots venture boldly into the office and pummel the Council leader. Well, at least the robots do. Rachel herself is sprawled across her couch the whole time, drinking Bawls and watching What We Do in The Shadows on the other monitor. Operation: Sigil is a well written arc, with a plausible plot, good dialog and plenty of clues and backstory. One mission is a kill-all, but I'm willing to forgive it because the map isn't too big and it goes along with the plot. There are a fair amount of spelling errors (Archon Klaus: "How can I loose like this!") but it's nowhere near as bad as some arcs I've played. Also, the contact's dialog is a bit off; she presents as a military type, but she says "I got something" and "I'm gonna take the SCP back to my world" at the end. And oh yeah, don't make the player walk back to the mission exit unless there's an actual reason for it.
  5. Very well written despite a few spelling errors. I'll post a full review later on.
  6. I don't see the the mission can't still have you exit at the regular place.
  7. What if the Mission Teleporter and Team Transport sent you directly into the mission?
  8. The first map is the huge outdoor Croatoa fairyland map, wherein we are tasking with finding the king and two villiagers; the former has a glowy aura making him easy to spot, the latter did not. I find the king and one hostage, spend ten minutes looking for the other, then give up and log into Champions. (haha I'm kidding, no one plays that. at all.)
  9. This is a really well done arc, with an extremely intricate and involved plot. Apparently the Council have obtained some Nictus shards, but these are being mass produced, and when combined with Sharkhead Isle coral are used to make golems that are sort of like Devouring Earth but not really, and nictus essences squirt out at times. Also Arakhan and Requiem are involved, as is Malta, who are trying to get FDA to approve the shards as nutritional supplements to treat restless leg syndrome. I think that's it. The story is told partly through dialog, but mostly via a series of long and well written clues, which the player is reminded to read at the end of each and every mission. In one mission we encounter Rixis The Science Guy as an EB. After pummeling him for two minutes I notice that he isn't attacking, so I glance up at the nav bar ans notice that he dosn't need to be defeated, so I stop whacking him. However, he continues to follow me around, and his debuff aura interrupts me as I click glowies, so I make with the clobbering. I was able to beat him with my fully incarnated Brute, but low-offense soloers will be unable to overcome his regen. The AV version is no doubt beatable only by a full team. The final mission, taking place in the RWZ Vanguard base, offers you an amazing FOUR options as to how to complete the arc; kidnap Incandescent, expose Arakhan, plant porn on Dark Watcher's terminal, or do nothing and keep the shards for yourself to sell as super-powered weight loss aids. Something like that. However, Incandescent aggroed as soon as I turned the corner, thus making the choice for me. Still, giving the player four choices is a brilliant idea.
  10. I've found out that it's good to log into your arcs after every major update to see f they still work. I found out now that two of mine somehow forget who the mission contact was and replaced it with a Mek Man.
  11. This isn't a beta issue, it happened to me yesterday on the main server.
  12. The custom group works, they have nice snazzy costumes and unique powerset, although some have a generic bio. When you do publish your grand work, please, don't make people walk back to the mission exit unless there's an actual reason for it.
  13. OMG, this is the same for me. I played MOO II so many hundreds of times, I only stopped when I found an unbeatable strategy. MOO III, on the other hand, was so bad that the software store broke it's no return policy and gave me a refund on it.
  14. A very well written mission, where the player works for contact Mark Freeman, who is investigating the appearance of a new gang in Overbrook. It's the 'steampunk' gang, a custom group with about a dozen members, all with unique powers and well done costumes, although many have generic bios. The writing is excellent throughout, with believable dialog and lots of details. However, on the aforementioned mission 4, I defeated absolutely every single enemy on the map except the GM, but the mission wouldn't end. I think it was the "Red Bishop" or something.
  15. A one mission arc:: the writing is a bit sparse but free of errors. The player takes on the persona of a Praetorian and goes into cyberspace? I think it's some sort of VR or something, although it's definitely filled with IDF. The player defeats 'mother', then clicks a glowie with a ~30 second interact bar. Then another glowie with a ~30 second interact bar, then another glowie, with... you guessed it.... a ~30 second interact bar. Then two EBs and it's done. Would anyone care to guess my overall opinion of Steel Shadows: Praetor's Gambit Part 1? Guess. Go on, guess.
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