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Posted

Up front... I can expect this suggestion to not be an easy thing to accomplish, but could be along term objective.

 

I remember when doing some missions, I could go an blow up cars, get those pesky parking meters and what not

 

So it occurs to be, what if as we do stuff in a TF or mission, that collateral damage is tracked of and given an inf value, which would be deducted from the guilty character's influence, to simulate the adventurer paying for the damage.

 

I can see to use this also as a means to have a Reputation level, there would be the Hero and Villain reputation, as you complete TFs the Merit Value would go towards the counter, minus the collateral damage you did along the adventure, players could invest merits to increase their Hero or Villain reputation, Villains get their badness increase by doing SFs and in their case blowing up stuff and doing collateral damage goes a long way towards having a baddie reputation

 

Just an idea...

Posted
14 hours ago, MsSmart said:

So it occurs to be, what if as we do stuff in a TF or mission, that collateral damage is tracked of and given an inf value, which would be deducted from the guilty character's influence, to simulate the adventurer paying for the damage.

Sure. And the next time you pop off an AoE attack at the guards around a hostage, and the hostage dies but the guards don't, and you immediately fail the mission, we'll all just point and laugh.

  • Haha 1
Posted
8 hours ago, srmalloy said:

Sure. And the next time you pop off an AoE attack at the guards around a hostage, and the hostage dies but the guards don't, and you immediately fail the mission, we'll all just point and laugh.

Good point, but the concept would create a new wealth of tactics to avoid just what you mention, and therefore a more immersive experience

Posted (edited)
26 minutes ago, MsSmart said:

Good point, but the concept would create a new wealth of tactics to avoid just what you mention, and therefore a more immersive experience

Or angry players as their Controller/Dominator hits the guards with an AoE hold since their character is squishy only to see the AoE hold drop the level 1 civilian. Or MMs tell their pets to drop the guards and the pets' AoEs kill the hostage because we can't forbid our pets from using specific powers unless we never upgrade them. (Edit: Especially while escorting that NPC out.) Or the melee AT player who forgot to turn off the character's damage aura because they didn't have to previously turn off damage auras and they take out the glowie with the mission clue since they have to be next to it to interact with it. Heaven forbid if the mobs also get the same effects, because players already complain about the tip mission with the three heroes we have to save that die if the Freakshow use any of their AoEs in the vicinity of those captured heroes. (Edit again: Which I think was changed to stop that from happening?)

 

Edited by Rudra
  • Like 1
Posted (edited)
1 hour ago, MsSmart said:

Good point, but the concept would create a new wealth of tactics to avoid just what you mention, and therefore a more immersive experience

Finally, a use for Detention Bubble.

 

(Just in case anyone can't tell: this wasn't a serious response)

Edited by PoptartsNinja
Posted

They would totally have to FIRST revamp the idiocy of the AI of hostage missions. And NPCs that kamikaze themselves against mobs. Fix those FIRST then I can see this suggest as a maybe for the future. Not before.

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