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Mission Variety

blkmaskblkmask Posts: 39 Arc User
edited August 2012 in Suggestions Box
Just an idea which I'm sure is not new. Can we have some mission variety.

(1) The devs can create missions that require the heroes to procure items from villain headquarters.

(2) A series of missions can be created where the hero has to solve a crime or find the villain.

(3) Heroes have to complete a mission without being seen.

(4) Save a hostage from an instanced mission.

I'm loving the game I think a little mission variety will spice up the gameplay and roleplay.
Post edited by blkmask on

Comments

  • flyingfinnflyingfinn Posts: 8,408 Arc User
    edited August 2012
    1. Got those.
    2. Got those.
    3. Got those.
    4. Got those.

    Not that making new missions isn't a bad thing.
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  • bioshrikebioshrike Posts: 5,491 Arc User
    edited August 2012
    blkmask wrote: »
    Just an idea which I'm sure is not new. Can we have some mission variety.

    (1) The devs can create missions that require the heroes to procure items from villain headquarters.

    (2) A series of missions can be created where the hero has to solve a crime or find the villain.

    (3) Heroes have to complete a mission without being seen.

    (4) Save a hostage from an instanced mission.

    I'm loving the game I think a little mission variety will spice up the gameplay and roleplay.


    Those do already exist in-game, but are few and far between. The only problem is that not everybody is a stealth character, the AI is lacking when it comes to escort style missions, and tracking down the villain kinda becomes a moot point once you do the mission on other characters. "Solving the crime" is very broad - are you referring to solving a "who done it" type of scenario? If so, Whiteout has a bit of this.
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  • blkmaskblkmask Posts: 39 Arc User
    edited August 2012
    I guess I'm thinking more in depth that what is actually provided currently.

    When I'm think procure an item. I'm thinking get in and out with engaging the enemy. With the new stealth passive the devs will have to think a lil twist on this.

    I was also thinking timed escorts. I can hear people screaming about them now.

    Yes, Whiteout is a step in the right direction but frankly you can't mess up in that mission. Even if you do pick the wrong guys there is no consequence to your actions.

    Cryptic could develop factions. With all the different organizations you could have anything from an uneasy alliance to shoot on sight. Imagine how this would effect group play.

    More variety in general. Just some ideas
  • sockmunkeysockmunkey Posts: 864 Arc User
    edited August 2012
    blkmask wrote: »
    Cryptic could develop factions. With all the different organizations you could have anything from an uneasy alliance to shoot on sight. Imagine how this would effect group play.


    Umm, why would you ally with villains? Are you really advocating a system that allows you to be friendly with Viper or the purple gang?

    To what end? You already out level them, they ignore you. Any interaction would be limited at best and most likely quickly out leveled anyhow.

    And if you're advocating the reverse. Having friendly groups turn hostile. Id expect it would quickly become unfun to no longer be able to get missions from PRIMUS or UNTIL contacts. Not to imagine the grief that could be caused if you could attack and be attacked by normally friendly NPCs.

    It would take one moron to wipe out all of steelhead and deny most of Canada to other players.
  • blkmaskblkmask Posts: 39 Arc User
    edited August 2012
    sockmunkey wrote: »
    Umm, why would you ally with villains?

    You had an uneasy alliance in Aftershock with Viper if you chose the option to let them go. You also had an uneasy alliance with Ripper (I think it was Ripper) in one of the nemesis missions. He later turns on you. It's not so impossible.

    Some ideas to add more depth to the game. Don't be so quick to shoot them down or not think on them.
  • bioshrikebioshrike Posts: 5,491 Arc User
    edited August 2012
    blkmask wrote: »
    You had an uneasy alliance in Aftershock with Viper if you chose the option to let them go. You also had an uneasy alliance with Ripper (I think it was Ripper) in one of the nemesis missions. He later turns on you. It's not so impossible.

    Some ideas to add more depth to the game. Don't be so quick to shoot them down or not think on them.

    That's a little different - for one, it was really only an alliance with the small group that was trapped with you - the Supreme Serpent was still your enemy, as was the larger Viper organization.

    Similarly, you sort of ally with PSI in a mission against Argent in an earlier mission.

    You can Ally with Bluejay in a mission against Elder Worms, and so on.

    You ally with some Manimals against Telios Dinosaurs in MI.

    The thing is, this setup only works in very isolated scenarios, but not as an overarching game mechanic. I'd be in favor of some more "temporary alliances" though.
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