Doomguide2005 Posted May 24 Posted May 24 On 5/22/2024 at 2:28 PM, kelika2 said: Villains can get Forced Hand We, my friends and I on Live, always wanted a "Burlap Sack" power. Knock them out throw them in the sack and leave. 3
Rudra Posted May 24 Posted May 24 20 minutes ago, Doomguide2005 said: On 5/22/2024 at 12:28 PM, kelika2 said: Villains can get Forced Hand We, my friends and I on Live, always wanted a "Burlap Sack" power. Knock them out throw them in the sack and leave. I always wished my MMs could assign pets to escort NPCs. Both to shield them from ambushes and to make them keep moving to the exit without me having to worry about the NPC getting stuck on a corner, some stairs, or a flat, open, empty hallway.
Herotu Posted May 24 Posted May 24 On 5/21/2024 at 11:16 AM, Triumphant said: I agree. A character with superspeed (superman, flash, whatever), would just pick the person up and zip them to the entrance, for example. That certainly sounds super-heroic. ..It only takes one Beanbag fan saying that they JRANGER it for the devs to revert it.
gameboy1234 Posted May 25 Posted May 25 On 5/22/2024 at 11:28 AM, kelika2 said: Villains can get Forced Hand I'd like to clock them in the head and then drag their floppy rag-doll bodies to the door, no "following" at all, they just stick right to me. On 5/22/2024 at 10:34 AM, ThatGuyCDude said: I think this is a great idea. A few extra buffs would help it a lot.Held Hand: While within 10 (20?) feet of the Hero/Villain rescuing/kidnapping, this NPC has For blue side, I wouldn't mind seeing something like either a "princess carry" for all non-combat npcs, or a hand-hold where it's literally the NPC attached to your avatar so they just go where you go, like you're playing ICO. As a trade off/game mechanic, maybe you can't use attack powers while holding hands? And the "hold hands" option is a right click menu anyone can pick, as long as the NPC isn't holding someone else's hand.
ThatGuyCDude Posted May 25 Posted May 25 (edited) 1 hour ago, gameboy1234 said: For blue side, I wouldn't mind seeing something like either a "princess carry" for all non-combat npcs, or a hand-hold where it's literally the NPC attached to your avatar so they just go where you go, like you're playing ICO. As a trade off/game mechanic, maybe you can't use attack powers while holding hands? And the "hold hands" option is a right click menu anyone can pick, as long as the NPC isn't holding someone else's hand. Yeah, that's what I was going for with the +Speed and +Hover; I basically want the NPC glued to the player as if they were carrying them in their arms. The speed bonus in that range would need to be high enough to keep them stacked on the player even if they're using their own travel powers to sprint out of the instance. Unfortunately, I fear that combat-viable NPCs would use the speed bonus to fling themselves into the walls every time they 'see' something to attack... I'm not sure how much inertia is programmed into the game and if the small radius would be enough to stop them. And to clarify, I don't think it needs to be a blueside-only mechanism: villains carry off their victims too. Edited May 25 by ThatGuyCDude
AmbiguousOmen Posted May 26 Posted May 26 On 5/22/2024 at 2:19 AM, RikOz said: Mr. Yin. That guy is fast, and sticks with you. Figure out what makes him work, and apply it to all the others! And yet, he's unable to see you if you're running any stealth powers. Did the arc yesterday and had to turn off Steamy Mist.
AmbiguousOmen Posted May 26 Posted May 26 (edited) edit: double post, sorry Edited May 26 by AmbiguousOmen double post
Greycat Posted May 26 Posted May 26 3 minutes ago, AmbiguousOmen said: And yet, he's unable to see you if you're running any stealth powers. Did the arc yesterday and had to turn off Steamy Mist. This post was running steamy mist, I think. 😉 Kheldian Lore and Backstory Guide 2.0: HC edition Out to EAT : A look at Epic ATs - what is, could have been, and never was Want 20 merits? Got a couple of minutes? Mini guide to the Combat Attributes window
Seed22 Posted May 26 Posted May 26 On 5/22/2024 at 3:01 PM, Greycat said: You assume there were people in the zones... You must have not played on Freedom Aspiring show writer through AE arcs and then eventually a script 😛 AE Arcs: Odd Stories-Arc ID: 57289| An anthology series focusing on some of your crazier stories that you'd save for either a drunken night at Pocket D or a mindwipe from your personal psychic.|The Pariahs: Magus Gray-Arc ID: 58682| Magus Gray enlists your help in getting to the bottom of who was behind the murder of the Winter Court.|
OverkillEngine Posted May 28 Posted May 28 Hell if a perception boost isn't workable, I'd even take a temp power that's only good for the escort mission that forcibly teleports the mission npc to within 5 ft of my current loc. Give it a cooldown and/or limited number of charges or something. As it is, if I know a mission is going to be an escort mission, I tend to do literally any other content possible or just autocomplete the mission. For the people whose experience would be ruined by not having to suffer through these, I'm sure we can get a GoFundMe together to ship them some bamboo splinters to shove under their nails as substitute "content".
Calculator Posted May 28 Posted May 28 (edited) This is probably a one-off fluke with missing trial data, but... I was in a radio rescue mish with a MM using 'Steamy Mist' and ran into the 'hostage running off through walls' issue. (- before I learned about the stealth issue...) I spent a good 20 minutes trying to 'capture' the npc as he would run off as soon as he spawned off of the elevator. I was about to give up..but, decided to give it one more try - going back to the original hostage location. When coming down, I decided to click the elevator with the exit waypoint rather than the one I had been using. Sure enough, the hostage spawned and followed me..at least until I got too far ahead again... EDIT: I haven't run into this issue again just yet..but, I'll definitely try to capture some more data then next time I do. Edited May 28 by Calculator
Rudra Posted May 28 Posted May 28 3 hours ago, Calculator said: This is probably a one-off fluke with missing trial data, but... I was in a radio rescue mish with a MM using 'Steamy Mist' and ran into the 'hostage running off through walls' issue. (- before I learned about the stealth issue...) I spent a good 20 minutes trying to 'capture' the npc as he would run off as soon as he spawned off of the elevator. I was about to give up..but, decided to give it one more try - going back to the original hostage location. When coming down, I decided to click the elevator with the exit waypoint rather than the one I had been using. Sure enough, the hostage spawned and followed me..at least until I got too far ahead again... EDIT: I haven't run into this issue again just yet..but, I'll definitely try to capture some more data then next time I do. Choice of elevator shouldn't matter. It never has in my experience.
Saiyajinzoningen Posted May 28 Posted May 28 On 5/21/2024 at 12:13 PM, Arcanum said: Same. Actually this used to be possible. TP friend now renamed TP target used to work on NPC's we were able to TP hostages to the designated location as long as we kept them targeted so, This is totally possible. It would require an unerf, a denerf, antinerf (shrug) I dunno the exact term. Its easy to criticize a suggestion but can you suggest an alternative?
lemming Posted May 29 Posted May 29 8 hours ago, Saiyajinzoningen said: Actually this used to be possible. TP friend now renamed TP target used to work on NPC's we were able to TP hostages to the designated location as long as we kept them targeted so, This is totally possible. It would require an unerf, a denerf, antinerf (shrug) I dunno the exact term. Nope. Works exactly the same as before. Some hostages were able to be teleported, and some were not. Some work with ATT, some do not. Dr Todd is one of the more popular ones that ATT works with. Generally, if they engage in combat, they can be teleported, but it's not an always.
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