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I'd just posted a news blurb regarding radioactive wasps in the Off Topic forum, when it suddenly hit me: could Crey's Folly offer more than it already has?

 

For the new players, Crey's Folly is considered a hazard zone (though perhaps mild by the standards of today's players), where the Crey corporation  basically ended an entire city sector due to a massive environmental event during the Rikti War.  It has been taken over by a myriad of villain organizations, and yes, insect swarms are common.

 

But, other than ramping the difficulty level up a bit, the opponents are exactly the same as elsewhere.  Can they be more, though?  

 

Crey's Folly is essentially a toxic soup.  Those (presumably) living in the environment could undergo the comic-book treatment of long-term exposure to radiation and toxins: mutation.  Could a subset of each villain group represented in CF, looking just the same (so no need for new modeling), be given a couple of powers oddball to their normal nature?  Since I mentioned the radioactive wasps, imagine swarms, maybe not all of them, hitting with radioactive powers, possibly stronger than the stings with which they now annoy.  Essentially it would be a "third column" powers setup for the NPCs.  It would only be for the CF crowds, though, unless there's similar toxic zones I'm forgetting, possibly on red side.  If I understand correctly, this, from a development point, would amount to cloning the normal opponent, and activating a few additional powers, not unlike some opponent creation in the AE.   I could be lacking understanding, though, I admit.

 

Add a few badges in for clearing out these mutates, and CF might have more business than usual.

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