Psi-bolt Posted Wednesday at 08:31 PM Posted Wednesday at 08:31 PM The suggestion is to streamline the Citadel TF, to hopefully make it more engaging. I am suggesting doing this by changing one mission's objective from a defeat all to a click the glowie mission, and changing the maps of most of the other missions. Details: Citadel consists of NINE door missions: Investigate Council base (Investigate by defeating all Soldiers in base 🙃) Defeat all Soldiers in base Defeat Base Leader and Guards Defeat Base Leader and Guards Defeat Base Leader and Guards Defeat all Soldiers in base (click 3 glowies) Defeat all Soldiers in base (click 3 glowies) Defeat all Soldiers in base (click 4 glowies) - Elite Boss mission with Bulwark Defeat Vandal and minions So how would I change that. Well, unlike with Synapse, I don't think you need to reduce the number of missions. These are 25-30 level characters who can kill much quicker and have the potential for better tools to manage endurance and such. That said, I think there are some relatively minor changes that could allow for a quicker less monotonous experience. The first mission, is stated to be an investigation, but you investigate by beating the heck out of everyone there. I think if this mission were changed to click a computer and perhaps kill a boss/boss room that would help. The second mission I would leave alone (including the quirk about it always being the same door, no matter how silly that is). For the next three missions, I would suggest changing the default maps to warehouses (similar to the Hess early maps) and locking them into being somewhat smaller. I love the Council's endless caves as much as the next hero, but they get to be a bit much. For the three defeat alls/glowie missions I would change them to the tech/laboratory type maps and again lock them into being somewhat smaller maps. Reason being that in the story you are supposed to be shutting down production plants. But you get there and it's Council caves. Vandal can stay where he is in his cave. That's it, that's the idea. Basically change the objectives of the unannounced defeat all, change some maps to warehouses, and some to labs so that you aren't only fighting in cave. Finally, making the maps default to smaller sized maps given the length of the TF. As always the original can go into Ouroboros for those mad lads who want to do it (or do it solo). Merits to adjust according to the reduction in time. 3
kelika2 Posted Wednesday at 09:33 PM Posted Wednesday at 09:33 PM all those old antfarm tunnel maps need to go replace with the new wider atta cave missions
Psyonico Posted Thursday at 01:48 AM Posted Thursday at 01:48 AM I don't remember the last time I had a Citadel TF take more than ~ 1 hour, it gives 40 merits for that hour. (For comparison, a yin takes ~30 minutes and gives 20 merits, or an ITF (not speed) takes 45 minutes-1 hour+ for 26 merits). I think Citadel's missions are fine. If I were to change anything about the TF, it would be to not constantly bounce around zones. What this team needs is more Defenders
Psi-bolt Posted Thursday at 12:05 PM Author Posted Thursday at 12:05 PM 10 hours ago, Psyonico said: I don't remember the last time I had a Citadel TF take more than ~ 1 hour, it gives 40 merits for that hour. (For comparison, a yin takes ~30 minutes and gives 20 merits, or an ITF (not speed) takes 45 minutes-1 hour+ for 26 merits). I think Citadel's missions are fine. If I were to change anything about the TF, it would be to not constantly bounce around zones. Most of the idea is just to change the maps so you aren't doing 9 Council cave maps. But I appreciate the feedback.
mistagoat Posted Thursday at 01:16 PM Posted Thursday at 01:16 PM 1 hour ago, Psi-bolt said: Most of the idea is just to change the maps so you aren't doing 9 Council cave maps. But I appreciate the feedback. Yeah, some map variety would do wonders for this TF! I really don't dislike any of the enemies/objectives/length, it just becomes extremely monotonous spelunking those same caves over and over. 2 SPOON!
lemming Posted Thursday at 03:29 PM Posted Thursday at 03:29 PM Voltor had some good suggestions for a streamlined version as well. I think if we just make it so we don't bounce between IP & Talos and just do all the Talos ones, then the IP ones would make me happy. 2
Uun Posted Thursday at 03:39 PM Posted Thursday at 03:39 PM 8 minutes ago, lemming said: I think if we just make it so we don't bounce between IP & Talos and just do all the Talos ones, then the IP ones would make me happy. Or just put the entire TF in IP. 3 Uuniverse
Psi-bolt Posted Thursday at 07:35 PM Author Posted Thursday at 07:35 PM 3 hours ago, Uun said: Or just put the entire TF in IP. When I was first writing the OP, I wanted to add a part about the TF forcing all mission doors to be on main Talos Island. I see the point of doing IP since you need to go there for the hunt. BTW - to further address Psyonico's point, my goal isn't to reduce the length of this TF at least directly, it's literally to make it more engaging by adding some variety. Uun idea above to reduce travel would also be welcome.
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