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Let's play a game: Comicize It!

smoochansmoochan Posts: 2,567 Arc User
So I get the feeling that if the Lemurian Invasion had been create more than a year ago, that instead of what it is now, it would instead have come out as a Comic Series. The same could be said for the Nighthawk and the Destroid events. It just seems like at some point there was a shift from that kind of content, to the "temporary event" content we have now that is meant to drive Cosmic Key sales.

So here's the game. Take an event, and turn it into a Comic Series. Any event is fair game. You can just do one part, or multiple parts, or the whole thing... or do nothing and watch is your ice cream melts.




Lemurian Invasion: Part 1!

The Lemurians have KIDNAPPED Julie Morgan and are holding her on top of the Until Building! The heroes have to fight their way past several groups of Lemurians, and once they have defeated enough the doors to the Until building open and out bursts a big beefy tough looking lizard guy with a giant lazer cannon! After defeating him they enter the Until building which is swarming with lemurian troops! Fighting their way through like five floors of Lemurians, rescuing Until troops along the way who then accompany the heroes. they finally make it to the roof. When they get there they beat up the Lemurians holding Julie Morgan... just as a giant LEMURIAN ATTACK SPHERE...well... ATTACKS! The battle involves dodging lazers and lemurian bombs while groups of lemurians repeatedly attack!

Part 1 ends as the heroes get a radio call from lieutenant Konkwo...kidnapping Julie Morgan was only a diversion, the Lemurians have broken into the Until Vault and are wreaking havoc! Get down here as fast as you can! bum bum BUMMMMMMMM!!! :eek:

Champions Online: Be the hero you wish you could be in a better game.
Post edited by smoochan on

Comments

  • takodatentakodaten Posts: 43 Arc User
    edited March 2013
    Part 2:

    As you descend, the floors are flooding from below. All the UNTIL sentry robots that were in stasis as you went up are now active, but hacked by Lemurian technicians! More UNTIL soldiers are to be found scattered around, but under the effects of a Lemurian symbiote!

    You, and your fellow heroes, have to use your profession skill to fix these problems all while fighting waves of angry Lemurians/Symbotes/Flooding/Hacked Robots!

    *Arms - Attempt to regain control of the UNTIL defenses.
    *Science - Attempt to free the UNTIL soldiers from the symbiotes.
    *Mysticism - Attempt to push back the flooding with a magical incantation.
    (If a profession is not high enough, or in the group, then you just have to deal with those problems as they respawn. In the case of flooding, the water will just not go away, hindering targetting/vision.)

    After you fight a few waves of these, and make your way to the entrance of the UNTIL vault, you will all have to join forces to defeat the giant mystical construct that the Lemurians have unleashed to guard the vault entrance.

    After vanquishing that foe, you again get a call from Lt. Knkwo, this time she warns you to enter at your own peril. Pronouncing "super heeeero" in an ominous way. She has surely been taken over by a symbiote!!!! *law and order sound*
  • bluhmanbluhman Posts: 2,411 Arc User
    edited March 2013
    III

    You take entry into the vault, only to find the entire place ransacked. Out of the corner of your eye, you see a single lemurian look back outside from an emptied tunnel, holding an UNTIL box. Whatever UNTIL had kept under guard, it was being taken by the Lemurians. You receive transmission from UNTIL Major Horacio Varagas, who reassures you that they have taken control back from the shapeshifted Lieutenant Okonwkwo. Sending down a squadron of six UNTIL soldiers to help you, the soldiers agree that the best course of action is to follow the Lemurians down their invasion tunnels; to nip their plans in the bud and retake the artifacts!

    The drilled tunnels, long, narrow, winding, and filled to waist-depth with water, are being guarded by Lemurian soldiers. Navigation proves to be difficult, as the Lemurians have seemingly laid a slowing ritual upon the tunnel areas, disabling you from using travel powers. Various hovels have been dug out, where the Lemurians have set up a forward base. However, as it turns out, they have also prepared for the possibility of a counterattack; each of the UNTIL soldiers, one by one, succumbs to grim, soul-consuming rituals performed by Lemurian Priests - calling forth Bleak tendrils from the ground and forcing you to fight the zombie-like husk of your comrades one by one, until only a single UNTIL soldier remains to help you out.

    Each of these battles against your soul-consumed allies takes place in a circular, underground arena. The tendrils start out at the perimeters of the room, move slowly, have low health, but will get up after 10 seconds if they are defeated. The exits are blocked off, and in order to advance, you must defeat the turned UNTIL soldier. As you progress through the tunnels and battles, you will find the way back blocked off by cave-ins.

    By the time you reach the end of the tunnels, you emerge upon a wide subterran corridor. At one end, a massive drill can be seen. UNTIL crates are strewn all about the emptied cave, as Lemurian excavators unpackage and search the contents. You now face down an unending torrent of around 20 'weak' lemurian enemies, and must survive the onslaught for 2 minutes.

    Just as it seems you're about to claim the upper hand on the Lemurians, a prominent (but not the head) priest of the Bleak ones emerges, holding the idol of the Bleak harbinger. Invoking the power of his dark god to attempt to take the soul of you and your last ally. Thankfully, what ends up happening is that the Priest does his invocation all wrong and ends up getting painfully dragged through the ground into the bleak dimension. The bad news, though, is that the real priest shows up, marking a warning to his fellow priests and guards to not make the same mistake. Nonetheless, the lemurians have found what they were looking for. All that's left is to destroy you and your allies!

    With a mere word, the high priest orders his soldiers to start up the massive drill machine, and cause the UNTIL base to implode from below, beneath its own weight! What follows is a chase - you must outrun the Lemurian drill machine (without aid of travel powers, mind you). Things look grim, but you must preservere - the last UNTIL soldier contacts Major Vargas for help, who, in retaliation, prepares the UNTIL building to be evacuated, and informs the rest of his troops to begin laying explosives in the area above the Lemurian tunnels.

    After making it out of the tunnels alive (or dead - dying just respawns you back in the UNTIL vault, but you will not get any bonus perks or rewards), Major Vargas gives the signal. You emerge back on the surface just in time to see the UNTIL soldiers flip the trigger, and a massive explosion occurs in the Hudson River below. The smoldering remains of a giant drill machine tumbles out noisily, as do piles of unconscious lemurians - the Invasion has been stopped!

    ...Or so you think, until the Priest, and a few of his elite soldiers, emerge from the smoldering crater, shielded by dark energies summoned from the Bleak gods!
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  • keikomystkeikomyst Posts: 595 Arc User
    edited March 2013
    C-c-c-combo breaker, because I can't think of anything for the Lemurian Invasion but I think this is how the Nighthawk one should have gone. >:I

    Nighthawk Comic Series:

    Mission 1: The MCPD are scratching their heads over the recent crime outbreak. Witnesses describe the ex-Champion Nighthawk along with plenty of thugs when asked about who they saw. Survey the crime scene and gather evidence and make a judgment call, with three choices to make after you have your evidence! Depending on which choice you make, you'll be going to investigate a different part of the city, and you may or may not be on the right track! The mission ends with a battle against a one of the Nighthawk villains depending on what choice you make... or if you pick one of the options, you battle Nighthawk himself! He'd be an easy fight here, but he would escape.

    Mission 2: You continue Mission 2 with another crime scene to investigate, but in the middle of the investigation you are called in to assist with a break-in at the bank, engaging with another Nighthawk villain and plenty of thugs to go around. Once you defeat this Nighthawk, you bring him in for questioning, which gives you a dialog tree that gives you, ultimately, three choices again, two of which point you in the right direction and the third having you be attacked by Nighthawk by surprise.

    Mission 3: You are given a tip by Franklin Stone, and it's up to you whether or not to investigate his lead! If you follow this tip you'll be given fake evidence that still points to Nighthawk himself, but if you don't you'll be ambushed by a ton of thugs, but you interrogate the leader of this thug posse and he directs you to a warehouse... you engage in a massive battle through the warehouse. If you further implicate Nighthawk, the thugs aren't there but a massively buffed Nighthawk is here, and when the battle seems to be won he'll hop in a Hawkjet and battle you in it! He'll escape again, of course.

    Mission 4: You go to the MCPD and present the evidence you gathered and recount the battles you've fought (more dialog) and the police help you run the evidence to locate your main suspect! If you answer all Nighthawk, you'll lead a police squad to finally capture Nighthawk. If you answer all correctly, you'll be given a warrant to kick down the doors to Franklin Stone's building! The Nighthawk battle has Nighthawk EVEN STRONGER, but with a team behind you and police officers assisting you, you can win. You either end the mission by investigating Stone's Penthouse or defeating Nighthawk.

    Final Mission: By capturing Nighthawk or searching Franklin Stone's building, you are able to learn the true perpetrator's location. You and a squad of heavily armed MCPD officers go on a final raid to take down the suspect! However, Franklin Stone has a surprise for you; a gigantic Harrier jet armed to the teeth! If you arrested Nighthawk, he will not provide you with Hawkwing jets (because he's a little bitter that you'd be so boneheaded as to pursue him) but if you didn't arrest him he'll give you support AND loan you his jets.
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