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Posted

So, I expect some of these may have been suggested before, but I'm going to present my little list anyway, just in case they've not been.  I'd love to see these things done with the AE!

 

1. Balance the custom NPC powers.  Make them consistent with regular NPC enemies. At present, they're doing as much as 3 times as much damage.  It's too high, and makes it difficult to balance characters for use as enemies or especially as allies.  Melee powers are especially problematic.

 

2. Have allied EBs and AVs scale down in the same way as enemies, to prevent them trivializing content.  Right now, allies don't scale down as enemies do.

 

3. Custom power colours, and stances for NPCs.  Notable: Phantom Army should default to make duplicates of the NPC, not generic featureless characters.

 

4. Make pool powers available (eg. Sorcery, Super Speed, etc.)

 

5. Allow custom characters to be marked as unique, so no more than ONE can spawn at any time (ie. if I have a group that includes all EBs and one Boss; the game will spawn several duplicates of that boss, even though it's supposed to be a unique character).

 

6. New maps, in particular, more from Mercy and St Martial, and something with a beach (for use as Omaha Beach in WW2 arcs, as well as other things).

 

7. Allow several objectives to spawn at once (eg. Completing an objective to activate something causes several Boss objectives to spawn at once - right now, you can only spawn the bosses one at a time).

 

8. Allow collective objectives (in the example above, a third objective spawns once all the boss objectives are completed).

 

9. Allow enemies to surrender instead of requiring defeat (ie. they become untargetable).

 

10. Allow interactions with NPCs (ie. go to a character and talk to them, a dialog window opens with the conversation, as happens in regular game content).

 

11. Allow the creation of custom Underling and Giant Monster rank characters.

 

12. Higher rank Dopplegangers.  Right now, they're Lieutenants only.

 

13. Make Mastermind pets available as enemies independently of the Masterminds themselves.

 

 

I'll probably add more as I think of them!  If you have any suggestions of your own, mention them below, and I'll add them to my list!

 

 

 

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Posted (edited)
52 minutes ago, Ultimo said:

Notable: Phantom Army should default to make duplicates of the NPC, not generic featureless characters.

While I agree this should be an option, I disagree that it should be the default.

 

52 minutes ago, Ultimo said:

and something with a beach (for use as Omaha Beach in WW2 arcs, as well as other things).

There is one. I don't remember which map it is, but I do recall doing someone's AE mission where I had to fight enemies on the Grandville beaches.

 

52 minutes ago, Ultimo said:

 

7. Allow several objectives to spawn at once (eg. Completing an objective to activate something causes several Boss objectives to spawn at once - right now, you can only spawn the bosses one at a time).

This already can be done. I just threw an AE mission together to verify. Set the objectives to be activated to share the same trigger. And yes, since I set them to not fade in, those objectives were already there but not able to be interacted with until I completed the trigger objective. (Edit: Just went back and re-tested to see if bosses were different. I started with 1 boss on the map, and when I defeated him, it spawned 3 glowies and 2 bosses just as I had set up.)

 

Edited by Rudra
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Posted
2 hours ago, Rudra said:

While I agree this should be an option, I disagree that it should be the default.

 

There is one. I don't remember which map it is, but I do recall doing someone's AE mission where I had to fight enemies on the Grandville beaches.

 

This already can be done. I just threw an AE mission together to verify. Set the objectives to be activated to share the same trigger. And yes, since I set them to not fade in, those objectives were already there but not able to be interacted with until I completed the trigger objective. (Edit: Just went back and re-tested to see if bosses were different. I started with 1 boss on the map, and when I defeated him, it spawned 3 glowies and 2 bosses just as I had set up.)

 

Ya, you can do collections of several things... however, we can't make a set of objectives that are independent, but all together trigger a single event.  For example:

In one of my missions, I had several bosses the player has to defeat, each representing the generals of the enemy force.  Once they're all defeated, the big boss would appear.  However, I couldn't put them all in place and then have the boss appear only once ALL were defeated.  I was forced to daisy chain them together, where you defeat boss A, which spawns boss B, which spawns boss C, which spawns boss D, which spawns the big boss.  It made the mission a bit of a chore, as you had to go looking for each boss each time, covering the whole map each time.

What I'd like is to have a set of objectives which are essentially independent, but that once all are complete, it spawns a single new objective.

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Posted
3 minutes ago, Ultimo said:

however, we can't make a set of objectives that are independent, but all together trigger a single event. 

Correct. And you will notice that I intentionally did not address that part of your post. That being your line entry 8. What I had responded to was line entry 7.

 

We can spawn multiple objectives off a single trigger. Like I stated in my response, I set up a boss fight that when completed activated 3 collections and 2 boss fights, all at the same time. Your topic for line 7. Your topic for line 8 I made no mention of because you are correct in that to the best of my knowledge, we can't have an objective trigger off multiple other triggers.

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