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What missions or story arcs do you want?
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SweetSugar
32 Posts
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20
October 22, 2022 - 1:28 pm

Perhaps the mind-controlled employees can even mutter things to themselves like

Patrolling:
"I hear if we guard this passageway, we'll get a raise!"
"I can't wait to get a day off next month!"
"Someday I'm gonna go HOME!"
"The company LOVES me!"

Attacking:
"I see a hero, but to me you're just a big, fat BONUS!"
"Get the Hero! Get a day off!"
"Kill the hero! But try not to leave blood stains!"

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Integral
122 Posts
(Offline)
19
July 22, 2022 - 6:42 pm

SweetSugar,
Thank you for your suggestion. This is an interesting idea and it has been passed to our mission team. Also, apologies for the delayed show of appreciation. We have been working around the clock to prepare for the Beta in progress.

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SweetSugar
32 Posts
(Offline)
18
July 14, 2022 - 2:05 am

Golden Ace said
Hey guys, lets give Casey and Co a bit of help.
if you can think of a mission you would like. let us know.
What will be needed.
Contact.
Contact dialog
Enemy group.
describe the mission step by step
Things that are needed for the mission.
Glowies/Blinkies? what do they say when you click on them? anything happen when you click on it?
special maps? keep in mind the more work needed the less likely it will be to implement.
Special NPC?
Hunt and kill special enemy group?
go to certain places on the map and look for something?
the more detail the better.  

Contact.
Stem Brinkley: Transhuman Software Project Manager for Adaptex

Contact dialog
Thank God You're here [Hero]. Please, you MUST help!

Enemy group.
Mind-controlled scientists, robots and automated turrets.

Describe the mission step by step
My team was beta testing a new Man-machine interface. Pretty standard stuff, so we thought. It's the kind of thing used to assist pilots in jets, and farmers controlling robot tractors. Well - one thing led to another, and all my techs, scientists, and programmers are under the control of the central computer!

[accept] [decline]

They are all in the office building on the 4th floor. The computer knows we intended to end the beta test, but it's forcing all the security systems and my team to prevent it from being shut off.

I have this spray. If you can get close enough, you can knock them out. Please. I don't want them killed. They are not themselves. I mean, kill all the turrets you like, but not my staff! Here's a neural isolator so the computer can't take you. (you may have to do a wearable object that is a blue glowy dot stuck to the hero's head.)

The hero goes into a destroyed front lobby, and clicks the elevator.
The hero can press any floor, but the elevator only makes it to 2 before jamming.
Once out on the 2nd floor, Hero calls Stem. "Elevator broke - dumped me on the second floor. Whereto from here?"
Stem: "freight elevator: opposite side of the building."

You fight to the elevator thru some ceiling mounted defense turrets and a few cleaning droids that try to spray you with bleach.
Take Freight elevator to 4th floor.
The Staff is patrolling.
Hero needs to use stealth to get the humans alone, and spray them with knockout gas. Maybe there can be a short animation of them getting handcuffed and left on the floor.
If the hero is seen (attacks from the front, attacks more than one at a time, does some AOE attack that can be seen and heard), the staff will attack, and you have to kill them. You can use controller powers and spray them if you mess one up.
But if you can't control them, you have to kill them.

You get through the cubicles and shoot the computer. All the staff members "wake up" from the mind control.

Points are awarded for how FEW staffies died. Like say 150 points bonus for 30 staffies surviving. Lose 5 for each one you kill.
Achievement is awarded for not killing any.

The point here is - most games just give you points for killing - even if the mission is stealth based. This one, you're losing points for everyone you kill.

Frogger
7 Posts
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17
March 26, 2022 - 11:07 pm

I like that idea. Or You can even add a long chain quest. Once per account or character, (depending on how many characters you can have per account)
With that chain quest you also receive an achievement of sorts for those looking to collect them.
This would give the Dev's something to think about.

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Gerald_Deemer
208 Posts
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16
March 26, 2022 - 5:37 am

Frogger post_id=30192 time=1648256498 user_id=3236 said:

Not saying this is a bad idea. But going down this road you start to separate the casual player from the Hard core/semi hard core raiding Guilds.

Okay I see your point. If you say the item drops in iconic events only like Christmas or Eastern? So everyone has the chance to earn a token.

I mean not everyone is part of a big guild and it could be the chance to bring players together when you see messages like this in the zone chat:
"Building team for Time Token Challenge! 2 more tanks needed!"

Frogger
7 Posts
(Offline)
15
March 25, 2022 - 9:01 pm

Not saying this is a bad idea. But going down this road you start to separate the casual player from the Hard core/semi hard core raiding Guilds.

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Gerald_Deemer
208 Posts
(Offline)
14
March 24, 2022 - 3:16 pm

The Time Token

The Time Token is an item dropping at very low rate. Maybe a player can find 1 or 2 while playing for 100 hours. This item can also be sold in the auction house. The Time Token teleports the active player and all of his team mates in his active team to another place.
This place is a far distant planet with a red sun in the background so everyone knows that this solar system will collapse in near future. In this place the team has to fight some waves of crystaline enemies. After defeating them a boss appears. After defeating the boss the team will recieve high valueable loot. If all team members fall during this mission, they will be teleported back to the FHS Justice and the used Time Token is gone. Not to mention everyone has only one try but healers can revive team mates as often as they can.

The story behind this item is a anomaly caused by the Unobtainium that can be explained (and finally activated) by a magical or science experienced NPC on the FHS Justice.

*As an alternate version you could use a giant version of Yog instead of the red sun in the background.

**Maximum amount of team members recommended for this ultra difficult mission.

***It would be a rare happening to get invited to an event like this.

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Gerald_Deemer
208 Posts
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13
February 15, 2022 - 10:43 am

Are you asking for future content or will all the posted suggestions find thier way into the game this year?

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The92Ghost
13 Posts
(Offline)
12
January 25, 2022 - 6:16 am

I would definitely like to see a mission outside of the ship, in open space, where we need to protect the ship or something. It could be a personal player story without anyone else or a group experience later.

I would also like to see the option to go out of the ship and fly in space next to the ship.

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Consultant
1839 Posts
(Offline)
11
December 1, 2020 - 5:57 pm

We usually do 4-6 for a story arc, and about 4 for a task force.

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lunawisp
UK
807 Posts
(Offline)
10
November 30, 2020 - 8:33 am

I was thinking about chaining some shorter missions together. How many missions would be appropriate for a chain? I was thinking that around half a dozen maximum, possibly four or five. Any thoughts?

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lunawisp
UK
807 Posts
(Offline)
9
November 26, 2020 - 4:22 pm

Here's another one. You can see I haven't done a huge amount of physical work today...

Contact standing outside the arch:
"Help! The Prometheans have invaded the arch. Do something!"

That all the information we get at this stage. On entry, the heroes have to make their way through the place releasing captured workers and defeating any enemies they come across.

There's another contact inside, one of the rescued techies.
"They're mad," he said. "They want to reverse the polarity of the dust collectors. If they succeed it'll send a shockwave through the entire city. Half of it could be destroyed. There's no telling what damage it could do to the internals of the ship. You have to stop them!"

As we make progress towards the collectors where most of the Prometheans are, we learn from one of the defeated ones that they have no interest in damaging the city. Their aim is to create a controlled pulse that will stun all the humans in the city, allowing them to take their pick and carry them off to be 'converted.' Since few of the residents or workers in the city have any real interest in being 'augmented' or 'improved,' it falls upon our brave heroes to thwart the Prometheans plan.

They've already set things in motion, however, and simply defeating them won't stop their plot. The engineer who was released and revealed the plan, came along with the heroes and he needs to be protected while he undoes their changes. Waves of Prometheans will be thrown at the heroes and the hapless engineer, who is the only one who can disconnect all their equipment without blowing himself up. At this stage, the heroes plan is simply to keep him alive.

Once he's returned the arch to normal operation and the place has been cleared of Prometheans, the heroes are met by a relieved Ambassador who tells them their mission isn't over. There's nothing to stop the Prometheans trying again. The entry point they used to gain access to the arch has been found, it leads down into the depths of the ship. The heroes are sent to deal whatever they find down there before the access tunnel is sealed.

On the way down, they come across groups of Prometheans on their way up which have to be defeated. And maybe some other wildlife down there...

They finally find themselves in a sophisticated lab where Prometheans are hard at work repairing damaged parts. They're not too happy to see the heroes arrive and throw everything at them. Once the area is clear of Prometheans, the heroes set about planting small explosives on their equipment, just powerful enough to destroy the tech without damaging the structure of the ship. These could be placed on areas that glow, just something to let us know what to click on.

After the explosions, an angry Promethean boss appears with his remaining crew, bent on revenge. Defeating him and his entourage completes the mission.

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lunawisp
UK
807 Posts
(Offline)
8
November 26, 2020 - 11:19 am

Sounds perfect, thanks. Here's my idea then. It's a bit sketchy because it's basically just a straight fight.

Civilian contact close to the bridge:
"A hero! I'm glad you're here. We need help."
"There's a bunch of dangerous looking thugs. They won't let anyone cross the bridge. My crew are stuck over there. Can you help us?"

If the mission is accepted, the hero comes across a group of Yekus Merceneries, as the civilain said, stopping anyone crossing the bridge. They're happy to let the hero cross but it turns out the reason they've blocked the bridge to civilians and non-combatants is the discovery of a large stash of unobtanium. This material was all supposed to be tightly controlled but a sizable quantity appears to have been 'appropriated' and now the news is out, everybody wants it. The mercenaries are trying to keep people clear of the upcoming inevitable explosion of violence between various groups and to stop any further spread of information about the discovery. The mercenaries could be invited to join the heroes.

When getting close to the area of the find, it's obvious that the hero is too late. Enemies of various factions are approaching who want the stash and will stop at nothing to get it. Letting them fight it out amongst themselves isn't an option because there are civilians dotted about who will be caught in the crossfire. The mission, then, is to defeat the enemy groups as they approach, giving the civilians time to get away, and/or maybe rescue any captured civilians. Then secure and protect the stash against any latecomers, for collection by the Hero Corps. If the mercenaries didn't join the hero group, they could join in as one of the approaching groups looking for their share of the loot.

Sounds easy enough but all the approaching enemies will see the heroes as their primary targets and getting caught between approaching groups could prove painful. And, initially unknown to the heroes, a Red Sigil mage is standing back and watching. Just when the heroes think they've won, he'll send in his cohorts to finish them off and take what they regard as rightfully theirs. If the heroes look as if they're going to defeat the Red Sigil and the mercenaries had been invited to join the group, they could turn on the heroes resulting in an even bigger final fight.

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Consultant
1839 Posts
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7
November 26, 2020 - 10:04 am

Yes they will attack each other. in fact, we have a faction system going on. For example, the Red Sigil hate the Prometheans, but get along pretty well with the Yekus.

This is because the Prometheans expand their numbers by kidnapping and "converting" citizens of the ship, and they prefer to grab engineers and mages, since they are magical cyborgs and converts retain the memories and skills of their past lives. On the other hand Mages (including Red Sigil) often hire and pay Yekus for services, so lots of positive relationships exist between these groups.

Everyone hates the Nagdellians. They want us all dead.

Rogue robots usually think the Prometheans are better than heroes, since they are at least half-machine...

we're coding the special features for some multiple-faction missions. In fact, in the last newsletter the top picture shows some defeated Yekus offering to join a hero team as allies after the Red Sigil are defeating in that mission.

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lunawisp
UK
807 Posts
(Offline)
6
November 26, 2020 - 8:59 am

Here's a question! I've been thinking about a mission where multiple different groups of enemies have a common objective and our heroes find themselves in the middle. So the question is, will different enemy types attack each other if they get close enough?

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Consultant
1839 Posts
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5
November 24, 2020 - 5:56 pm

NICE!

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lunawisp
UK
807 Posts
(Offline)
4
November 24, 2020 - 2:20 pm

Here's something I put together. I'll see what else I can come up with.

Contact: An unknown shadowy figure.
"Psst. Hey, you. Yes you! You're one of those hero types, aren't you?"
"I overheard a conversation that you might be interested in. There's an ancient artifact changing hands. Maybe it's something you should look into. You know how dangerous those things can be."
"Why am I telling you this? Just doing my civic duty. Here, give me that, I'll mark the location on your map."
"You'd better hurry up. It's all going down right about now."

On arrival, hero find the target group. It doesn't look like a particularly tough fight for any hero but it soon becomes obvious that the 'group' is in fact made up of a number of Red Sigil members who are not at all happy at being disturbed. The artifact is sitting on a box nearby.
A fight ensues. On completion of the fight, one of the Red Sigil members, realises that the artifact was stolen during the fight.
"Treachery! We have been foooled."

They were interrupted by the arrival of another hero. Our hero recognised Ambassador. Seems something big was going down here and our hero had jumped right into the middle of it. Ambassador listened to our hero's explanation of what had happened with the contact.
"Well, we can't leave that thing in the hands of those criminals. There's no telling what they could do. You'll have to go and get it back."
"The artifact? It's a beacon. A calling device. We believe it's an ancient Nagdalian device so it's a fair bet that, once activated, it'll send out a signal that maybe someone, or something, will come to investigate. It appears to have a huge range so who knows how many it could attract. We'd done a rare deal with the Red Sigil, they were going to give me the device... None of us wants to see that beacon misused."
"I can help you find it. This scanner has been attuned to the beacon. It will indicate the area it's in and help you track it down once you're close enough. I wish I could help you but I have other things to do."
The Red Sigil refused to help, blaming the hero for the loss of the item. Their part on this was done as far as they were concerned.

Hero runs around using the scanner to find the area the beacon is in. Once there, hero comes under attack from groups of thugs who have been alerted by the contact.
Defeating those and using the scanner again reveals that the beacon is close by. Entering the beacons location, a warehouse, the hero sees the contact with the beacon but he's surrounded by angry looking thugs who are spoiling for a fight. The fight doesn't go well for the thugs who lack the ability to cope with superpowered heroes and the contact, recognising this, takes the beacon and runs. He's pursued by the hero but is lost amongst all the containers, etc.
In desperation, looking for a distraction, the contact activates the beacon and runs. It's obvious, by the pulsing, that the beacon has been activated and shielded itself. Before the hero can do anything about it, the first group of Nagdalians appear. They came to investigate the ancient signal.
The beacon will continue calling in groups of Nagdalians until it's deactivated but that won't be possible while there are murderous Nagdalians running around the thing. It'll be necessary to attack the beacon with superpowers or some other weapon enough times to break through the shield then wipe out the current group of invaders then deactivate the beacon by clicking on it before the next group is called in.
Once it's deactivated, before the hero can breathe a sigh of relief, a boss Nagdalian and his group appear which will need to be defeated. Seems they want the beacon as well.

Once all Nags are defeated, the heroes can claim their prize, a deactivated ancient Nagdalian beacon for the museum.

happydolphin
45 Posts
(Offline)
3
September 29, 2020 - 5:13 pm

I don't mind if they cut corners. I just want to play the game long as they get the basic stuff out.

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Consultant
1839 Posts
(Offline)
2
September 29, 2020 - 12:03 pm

But...it is best if we stay on the ship, not some new environment we have not built, and also stay within the general premise of the game. By which we mean the same enemies, the same powers, etc.

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Golden Ace
2189 Posts
(Offline)
1
September 29, 2020 - 10:27 am

Hey guys, lets give Casey and Co a bit of help.

if you can think of a mission you would like. let us know.

What will be needed.

Contact.
Contact dialog
Enemy group.
describe the mission step by step

Things that are needed for the mission.
Glowies/Blinkies? what do they say when you click on them? anything happen when you click on it?
special maps? keep in mind the more work needed the less likely it will be to implement.
Special NPC?

Hunt and kill special enemy group?
go to certain places on the map and look for something?

the more detail the better.

Sometimes You Feel Like a Tank, Sometimes You Don't

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