captainstar Posted December 23, 2022 Posted December 23, 2022 I was playing the Frostfire quest today. And when it came to the villain's speech I thought, it would be funny if this minion of his got revenge and became the main villain. So that's my suggestion, to make missions or TFs that can have 2 or 3 different endings.
Xiddo Posted December 24, 2022 Posted December 24, 2022 My dream on live was that the morality system was fitted to some of the older content and you get different outcomes/badges/temps depending on your morality… For example, posi 2’s would revolve around his zombie tech; Hero: Turn Dr Vahz in - unlock a police drone summon temp because PPD are grateful Vigilante: Turn him, but steal his methods - revive ally temp power Rogue: Steal his tech - self revive temp power Villain: Steal his tech, sell some to Arachnos, but begin your journey to becoming a new Vahz leader - Zombie summon power where they look like Vahz zombies but are very weak clones of you (balance required) In this scenario on a Posi 2: A full hero could do get the hero or vigilante rewards A vigilante could get hero, vigilante or (reduced amount of casts) rogue rewards A rogue could get (reduced amount of casts) vigilante, rogue, or villains rewards And a full villain can’t do a posi 2. 1 @Xiddo on Excel. Alts: Agent Betel - Athosin - Nisotha - Anapos - Atomic Chilli - Bainbridge -
biostem Posted December 27, 2022 Posted December 27, 2022 It would be interesting if there were a few random elements thrown in to spice things up. For instance: 1. When rescuing a hostage, have a tiny chance that the last enemy of the group guarding said hostage sees the error of their ways, and becomes a temporary ally. 2. When fighting the named boss for a quest requiring their defeat, have 1 enemy do a similar heel-face-turn as mentioned in #1 above. 3. Opposite to #1, when rescuing a hostage, (that's not part of a "escort them out" mission), have a tiny chance that hostage was actually a double agent, and becomes hostile. 4. Have a tiny chance that an interactive quest object be boobytrapped - provide a short countdown after said interaction, followed by an explosion. 5. In a "defeat all" mission, have the last group, while marked on the map, actively try to run away from you and your team, (this may be too cruel, though). >:-3
Rudra Posted December 27, 2022 Posted December 27, 2022 (edited) 25 minutes ago, biostem said: 4. Have a tiny chance that an interactive quest object be boobytrapped - provide a short countdown after said interaction, followed by an explosion. No visible countdown. Glowie remains glowing. If character doesn't move away in time, for instance because said character is trying to interact with the glowie again, character and others within set radius takes damage. Good for specific missions at least. Most obvious example the exploding terminal in the Dr. Graves arc. 25 minutes ago, biostem said: 5. In a "defeat all" mission, have the last group, while marked on the map, actively try to run away from you and your team, (this may be too cruel, though). >:-3 No. Especially since the last group is routinely not flagged still on defeat all missions. Trying to chase down runners is bad enough. Trying to chase down runners that may already be running because they are the last group would be infuriating. Especially with how often the last group fails to show on the map in defeat alls. (Edit: Especially on a multi-floor map where the last group happens to be one in a corner you missed on a level you are not on. Especially if while running, they get snagged in an obscure corner because of AI pathing issues or winds up running into and through a break in the map to get behind a wall or under the floor like happens on some Arachnos maps because of AI pathing issues and hidden breaks in the geometry. I've actually had to restart missions because the NPC walking at my side somehow gets under the floor on Arachnos maps and can't get back to me.) Edited December 27, 2022 by Rudra
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