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Thread: Dream mission...

  1. #281

    Thumbs up Awesome

    ^Bump

    This is exactly what I hope to happen, just awesome


    quote:
    --------------------------------------------------------------------------------
    Fixer: well, this is a high tech, grid infiltration mission. Hence the need of the engie, NT and my self. We have to get into a grid node, which basically represents a system's presence on the grid, within the grid itself and extract some information. With everyone coded into bits of programs we can defend against ICE if necessary.
    Engie: Ice?

    Fixer: Intrusion Counter Electronics. Essentially a security program that destroys viruses, and ininvited guests. Like us.
    We will likely have to fight one if it sees us.

    Engie: Ah.

    Fixer: Once we get in, which requires a little finesses on my part (cracks knuckles), then we will make our way to the terminal nexus point, which I will hack into and get the info. Which means you, Soldier and you NT will blast anything that sees us. Once I have the info, Engie, you set one of those EMP thingies you make...

    Engie: You mean the ones that shut off the electronic currents?

    Fixer: Yes. But use the ones that you can set off from a distance. Because once we get to the exit point you need to set it off. Got it?

    --------------------------------------------------------------------------------



    Hehe, can you say Shadowrun ^^
    Actually, this is what i've been hoping to do as a fixer, doing mission in the grid, beh, can only hope it happens
    __________________
    Levi "Gridguardian" Denk
    Unit Member of Shattered Clan
    RK2 - Clan Fixer

  2. #282
    I have to say, outdoorsman type that I am, an idea like this would help me forget AO's beautiful sunsets and sunrises for a little while.

  3. #283
    well, I'm back to check on things, might as well attempt to bump this for old times sake. Still haven't given up ALL hope on it...yet.

  4. #284
    dang! this story is so way cool!
    i would realy feel fixerish that way!!!

    FUNCOM! GET UP, STEEL SOME IDEAS FROM CITIZEN ZERO AND GET THIS DONE
    PPPLLLLZZZZ

    *schmacht saber* <- german
    Achmed20 RK1 Fixer
    noone gives u power,
    real power is something u take

    fear my lockpick ... plz?

  5. #285
    Bumpalabumpiddybump

    Cus some folks just skip to the end, here's a little summary of some of the ideas listed:

    Problems/Objectives with profession-based solutions:
    Inside missions there should be mini-puzzles that can be solved in multiple ways, each way based on skills inherent to a given profession.
    Example - A room has an alarm with it. If you are detected, the alarm goes off and the room floods with mobs. A Fixer could easily hack the nearby computer terminal using a hacktool and B&E skill. An NT, MP, or Engi might attempt to reprogram the alarm at that same terminal using Nanoprogramming skill. An agent could sneak by. An adventurer might not be recognized if morphed. A crat could charm the alarm. Or, if you don't feel like thinking, you could say to heck with it, trip the alarm, and handle the room full of mobs.

    Another Example - Bomb is about to detonate which contains a deadly virus. A Fixer could try lockpicking open the shell and disarming the bomb. A doctor could go to a nearby medical terminal and attempt to create a vaccine using Pharma Tech skill. An engineer or Trader could go to the same terminal and attempt to create a forcefield around the bomb using Quantum Forcefield Tech skill. A crat may attempt to use psychology or charm on the team of nearby lab techs to inspire them to develop a vaccine for him (the lab techs do not aggro because they are friendly mobs). An Enforcer, MA, or Crat may also attempt to use fear nanos on those same lab techs to intimidate them into making the vaccine.

    The basic idea here is that these puzzles can be solved without fighting, by using nanos specific to a profession, by using tradeskills, and of course have multiple possible solutions. Each puzzle should have a certain list of professions that can complete it and should only appear in missions for those professions. Team based versions of these missions would contain puzzles based on the professions of the people in the team when the mission is generated.


    Short time limit missions
    Some missions should have short time limits. For example, the bomb mission mentioned above would have a time limit equal to when the bomb will go off. When the time limit is up, the mission has failed. Short time limits for some missions would add a level of excitement, and would add an element of difficulty that isn't based on how tough the mobs are to kill.

    Multiple Objectives
    Some missions should have more than one objective. This may include having more than one objective that must be completed in order to finish a mission. Another possibility is that of having secondary objectives. Secondary objectives would not be necessary to complete a mission, but if the player completes secondary objectives before completing the primary objective, then they would receive more of a reward.

    Multiple mission areas per each mission
    Some missions should require the player to go to several different indoor mission areas. For example, you have to meet an NPC in one area to get an item, then go to another area to deliver the item to another NPC who in turn opens a door in the first area, which leads to the computer you have to destroy.

    Missions in the grid/Grid Combat
    It should be possible to have missions which actually take place inside the grid. Combat inside the grid would rely on Comp Lit and possibly B&E to some extent to determine Attack Rating. Special nanos and/or tools must be used to attack and defend against hostile programs. Typically these would be primarily Fixer oriented missions.

    Yeah there are some more suggestions that I've missed. If you want to see them, read the entire thread. It is of my opinion that due to the vast amounts of additional code these missions would require, and the large amount of graphical additions, etc that would be needed, it would most likely require a booster pack to implement. Nonetheless, if we compile enough ideas for Funcom, and bolster support for this as well, hopefully Funcom might consider making a dynamic mission pack.

  6. #286

    Another day, another mission...

    Dream Mission - Update

    The scene is set and our assembled team is about to embark on a mission...

    MISSION TERMINAL

    Team missions listed the following available missions:

    Infiltration, Espionage, Assasination, Observation, Special.

    The team leader curious as to the 'special' entry, clicks on it to find out more.

    "This mission is a QL(enter avg QL of current team), requiring specialist skills from various professions. The team must have a good selection of members or require cross training to complete this mission.

    THE MISSION BRIEFING

    With the Tir Accord deemed void, Omni-Tek has decided to take an overdue, proactive approach to deal with the terrorist element contained within the Clan collective.

    Omni Security has located a terrorist cell within the Clan city of Tir and its base of operations. Your team must travel to Tir, gain entrance to the building, retrieve the data module containing information of planned terrorist activities.

    - Team leader thinks, easy enough, should be a walk in the park. Looking at the rewards, it's a good few credits plus a few items worth selling (nothing special in there, but then again, is there ever?)

    THE TEAM

    Enforcer, Martial Artist, Nano Technician, Fixer, Agent, Doctor.

    (feel free to interchange these professions with ones you're used to teaming with, btw)

    Dialogue

    TL "Straightforward mission, but no boss. Listed as a 'special' mission, whatever that is!?

    Enforcer "Wtf is that? No boss!? That means no loot at the end... sheesh, what's the point?"

    TL "Let's try it anyway, beats the regular, boring run of the mill crap we have to do."

    (Much grumbling and complaining follows, but everyone decided to go with it)

    Soon after, mission is uploaded and the team head off to Tir. ICC peacekeepers abound in the city, making access a piece of cake. The team make their way to the mission destination, entering the lobby to prepare for the mission. Buffed up, and ready to go, the team prepare for the regular mission treadmill...

    MISSION LOBBY

    TL "Everyone set?"

    ALL "Roger" etc, etc

    Enforcer takes point, heading to the door leading to...

    ...an empty main hall

    Smaller than usual, but still the first main, large room usually associated with missions. The Enforcer player also notes less doors than usual.

    Enf. "WTF? Check this out!?"

    Team pile into main room...

    TL "Okay, so that's odd. My radar shows only 3 doors; west, north and east. Lets do this by the numbers, clockwise pattern, left doors first."

    ALL "Roger" etc, etc.

    Team heads left, to the west door. It's locked. Several team members try door, all failing in their attempt....

    TL "Fixer, you tried it yet?"

    Fixer "Not yet, people crowding me. Lemme see what's the problem"

    Fixer whips out lockpick set and sets to work, finally rewarded with a small pop up screen, similar to the backpack inventories, etc, when he makes progress on the lock. In the chat window, a dialogue appears.

    "You have managed to bypass the security systems on this lock by 40%. Any further attempt to try and break the security systems from this door could result in triggering the whole security system to your presence."

    The message is seen by all team members...

    ALL "WTF is THAT all about!?"

    TL "Obviously more to this mission than we were expecting. Never seen that message before"

    General agreement from rest of team. They push on. The team enter a corridor, devoid of any terrorists.

    TL "Anyone getting any lifesigns yet?"

    ALL "Negative" etc, etc.

    Team head left, down corridor. Another door at the end, ahead of them. Enforcer approaches, and it opens revealing an empty store room. Shelving units abound (you know those rooms - the ones with 2 enemies in). The shelves contain various items to be picked up. Most of it is ammo of various types, plus a couple of nano/medical recharge units.

    The team moves on...

    Following the regular pattern, the team moves from room to room, finding nothing of interest - general nondescript items furnishing the rooms they come across. Finally, they clear the level, finding neither resistance nor an obvious lift to the next level.

    TL "This is nuts, wtf is going on? No lift???"

    ALL "Gimped mission, lets bail out or call a petition in"

    TL "Yeah, probably... "

    Agent "Let's do one more sweep, but try a search this time. Perhaps we've missed something? Been a screwy mission so far"

    TL "Good call, let's do it"

    Team retraces their steps, doing a search this time...

    Fixer "I've found something!!!"

    TL "What is it!?"

    Fixer "Sunuvabeaches! This damned term is an item!"

    Fixer clicks on terminal, bringing up a window listing an access code window and suddenly has a key appear in his inventory

    Fixer "Goddamn! This is new!!! I got an access code window and a key!?"

    TL "Okay, that's gotta be good news. That must mean there is a way to find the next level somehow. Okidokey, Follow that fixer! LOL"

    Everyone duly follows fixer, who takes point. Everyone starts searching with renewed vigour.

    Fixer "I've got a new door showing up on scanner, follow me!"

    Team follows fixer to the location of the door, which fails to show up as an obvious entrance.

    Team "WTF!?" etc, etc

    TL "Do a search"

    Everyone does a search, revealing a trapped door, disguised as a regular wall panel

    ALL "Whoa! Sneaky barstewards!"

    TL "Run a bypass, whoever has best at this."

    Agent "Erm, boss, I'm showing some bad guys beyond this door now. Could spell trouble. They're reds."

    TL "Yeah, got it. Okay team, pucker up, this looks like we're finally in for some action. Rebuff time."

    (Fervoured rebuffing takes place)

    TL "Okay, crack the door"

    Fixer does his business, this time without any interruptions from other team members. Again, a message pops up in chat.

    "You have managed to bypass the security systems on this lock by 43%. Any further attempt to try and break the security systems from this door could result in triggering the whole security system to your presence. This attempt, combined with your previous hacking attempt gives you a current total of 45% success. You are advised that your current sucess rate is below the security systems minimum before triggering a security alert. Your sucess rate is a rolling average, based on your sucesses on overcoming each locked system. Further attempts must pass the minimum security threshold"

    Fixer "Uh, we may have a problem...."

    ALL "WTF is THAT all about!? Security systems!? Averages!? Sucess rates!?"

    TL "Okay, so this is spooky... but we've come this far, so I figure we head on."

    Much grumbling ensues

    ALL "Okay" etc, etc

    The door hacked, the team prepare for a potential firefight with the reds showing up on the scanner in the rooms ahead. Enforcer takes point, ready to take the heat. The team burst into the next room...

    ... To find a bunch of low level (grey) droids, who proceed to ignore the team. The room is nondescript, with another 3 exits on the 3 remaining walls.

    TL "Talk about an anticlimax!"

    Agent "Let's stay frosty, this is getting kinda spooky"

    Enf. "Let's blitz this area, I'm getting bored of this ****e"

    ALL "Good call, let's do it!"

    Team then blitz this area, finding exactly the same layout as the previous main level.

    (Team then grumble about not finding anything)

    TL "Okay, time for another search by the looks of it, judging from the last level."

    Team embark on searching each room... this time, Doc finds that her search reveals something.

    Doctor "Groovy! I've got something! An ID pass and a description of a terminal on the main level, plus a key."

    TL "What's the information on them?"

    Doctor "ID pass is for a medical assistant, level 2. The key is for a security terminal somewhere on this level."

    TL "Okay, everyone check their rader - anything showing up?"

    ALL "Can't see anything specific"

    TL "OKay, MA, Fixer and NT backtrack and see what you can find. One of you take the key, just in case"

    Much grumbling from team ensues, but less resistance than previous... general consensus at this stage is that this mission is VERY unusual, so warrants further and addtional exploration.

    A short while after, a shout goes up from the exploratory team.

    "We have a roger on that key! Another search found another terminal and we've got an access code!"

    TL "Cool! Head back to our position."

    The team reunite, and consider their next move.

    TL "Okay, so far we've found that normal procedures don't work. It's not a run of the mill mission we're on here, so the Special tag is warranted. We have to expect the unexpected."

    ALL "Pretty funky so far, but not much action.... :-("

    TL "Seems like it's leading us into a false sense of security. We have to stay frosty, and not rely on pure firepower."

  7. #287
    I've tried to follow the initial presentation as best as I could, but there are limiting factors in what is achievable.

    My interpretation requires screenshots to make the story work, so people get an idea of the layout of the levels encountered so far. However, the general idea is that the layout of this mission is nondesescript and the rooms found are regular within every mission. Even so, being able to include screenshots would be a great asset to this form of story telling...

    There is an overall aim to this story, but it's gonna take a few posts and some time to evolve - such is the scope of an advanced storyline/mission. And, so it should be. Decent missions, which involve players/teams in a more intimate and engaging manner should not be told in a single posting or mission. That is the whole point. Unfortunately, Funcom appears to have missed this point completely, instead relying on frivilous bolt ons to distract customers attention from the underlying fact that essentially, AO lacks any real content or means in which customers can interact and effect the setting of AO.

    But I guess I am in a minority here, since the majority of customers seem content to be sucked in by the Notum Wars and Shadowlands offerings in the near future.

    It's a sad state of affairs when a game as potentially rich as AO is squandered on trivial offerings which lack any depth nor add any depth to the game overall, due to the lack of any decent content offered by Funcom to date.

    Anarchy Online is over one year old. Someone tell me if they've actually managed to make any impact, or influence the world of Rubi-Ka or the ongoing struggle between the two 'warring' factionts to date? (warring factions!? What a joke!)

    I'll post an update to the story so far, if I get round to it. In the meantime, I've cancelled my account and await my Neocron CD to drop thru the letterbox in due course... Quite frankly, I'm sick of dealing with Funcom and it's pathetic excuse of a gaming company, but I'll continue to post my dream mission in some vain attempt that someone at FC actually figures out that despite not being employed by a gaming company doesn't mean customers are clueless when it comes to knowing how to construct gaming worlds, storylines and engaging customers.

    Tom, you come across as a decent, intelligent person. I respectfully suggest you find another company worthy of your talents. You are being squandered in your current role.

  8. #288

    Pip, Pip, Hurrah!

    Originally posted by PipBoy
    ... edited

    Pip, old boy, some interesting ideas you have there, and a jolly good read. But (yes, there is always a 'but', unfortunately) I'd like to point out some fundamental issues we have to overcome when it comes to suggestions and ideas.

    The overwhelming factor Trosida brought to this thread was that there was potentially more, much more, to missions than merely embarking on yet another killing spree to a means to an end: levelling/loot.

    His vision was that missions should be engaging, relevant and meaningful to customers and make a difference to the AO world. Essentially, his vision was that customers effect the gaming world, if I'm not mistaken, thru carrying out missions.

    What we currently have is tat. Plain and simple. A level treadmill, which offers nothing in the way of meaningful gameplay nor does it influence the gaming world one iota.

    Anarchy Online is a static nonentity, and no amount of boosters or expansion packs can hide this basic truth.

    This thread has offered some of the most coherent, intelligent ideas offered so far to make AO interesting and yet it's been ignored. An oversight, perhaps, or something else? Either way, Cz et al, have neglected this thread since April 18th when Cosmik posted a reply stating it had been passed on to the devs.... and since that time, have we seen any remotely similar ideas mentioned here implemented into any of the patches to date?

    So while I, like many other disenfranchised customers continue to post on these forums, we're neither convinced nor expecting any recognition from Cz, or FC in general on changing this pointless status quo which exists in AO - and please, PVP means bugger all in the bigger scheme of things, so don't anyone bring this up as some form of justification or deeper element to the game. It's not. It appeals to a minority. It offers nothing more than appealing to the egos and whims of a minority which gets off on it. If anyone enjoys PVP that much, why aren't they playing UT2003, Q3, CS or TFC?

    Some of us see the true potential of AO, squandered by a company who just don't have the ability to realise what the game has to offer. After it's first year, it has improved certain basic elements (it works better than it did at launch... call that something to be proud of, after a year!?) but has bombed out majorly on it's potential.

    Right now, at this moment in time, there are other MMORPG's ready to catch up and pass AO so fast FC won't know whether they are coming or going. Take your pick: Star Wars: Galaxies, Citizen Zero, Neocron. Can't say any of them will be perfect, but out of those 3, SW:G has got to be the sure fire success out of the lot. It has backing, a solid licence, good feedback/community relations (oh dear, Funcom, did you not understand those words? Let me repeat them FEEDBACK/COMMUNITY RELATIONS)

    And if/when those fail to deliver, there will be another cluster of MMORPGs on the horizon, ready to take the mantle. And you know what? Being a customer, I'll take my money where the fun is, along with the vast majority of customers who find that the game they're currently playing offers nothing interesting, engaging, entertaining nor worthwhile. And if the companies which create these games fail to figure out how to deal with customers, well then they'll just become another business failure along with the other dot.com statistics.

    Customer loyalty? Now there's a novel idea!

  9. #289

  10. #290
    I don't know if this was brought up at alll...

    But how about a mission in a lab, or some other enviroment where the whole mission is filled with a deadly toxic gas, where an engineer or someone else would need to make gas masks for everyone in the group to wear while in the mission. And/Or main room is filled with gas, and robotic pet, immune to gas, has to enter the room and distroy the gas unit in the middle of the room. Or have a fixer hack the fan control system to pump the gas out of the room.

  11. #291
    How about a variation of the Sabotage mission-type, where instead of getting the click item when you get the mission, you need to actually go into the mission, find 3 or 4 different parts, combine them into 1 clicky item, then go and blow up the mission terminal?

    Would just be slightly more fun...a little variety.../shrug

  12. #292
    The engineer profession is geared toward the creation of items and weapons. No profession beats engineers at creating robots to do the dirty work for them. An engineer may not be the strongest of all professions but makes a powerful opponent or ally by using gadgets and robot helpers."
    Bwahahahahahahahahahahahahahahaahahahahahahahahaha hahahahahahahahahahahahahahaha......*inhale*....BW AHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAH AHAHAHAHAHAHAHAHAAHAHA.

    Hehe if that was true why are traders better at making weapons, items, armor and why does everyone else have better pets hehehe.
    Bill "Rudeboyz" Clinton Nobel Prize Winning Engineer, Crusader for Duct Tape and Reclaim Inspector General of Rubi-Ka Gear

    Freshman Bob "Spookyrudy" Dole Buff Dispenser, Sexy Atrox, Master of The Atrox Monkey Love Arts

  13. #293

    Talking Wow! Am I surprised!

    Glad to see that even after several months this thread is still going and still filling up with great ideas! Thanks to everyone especially Pipboy for keeping this topic running even without a sticky.

    Oh and a good ole fashioned bump!
    "The engineer profession is geared toward the creation of items and weapons. No profession beats engineers at creating robots to do the dirty work for them. An engineer may not be the strongest of all professions but makes a powerful opponent or ally by using gadgets and robot helpers."

    Transcript of CHAR_CRE_29 sound in the AO character creation sequence.

    "This post brought to you by TECHNOLOGY! Indistinguishable from magic since 1875."

  14. #294

    *waves*

    I, too, am glad to see that this thread is not only still on the boards but it is on the front page!

    Way to go Pipboy et al!

    Only thing it needs (aside from a bump) is a good old fashioned sticky.

    There are some real good ideas in this thread and it sure would be wonderful if FC implemented any of them.
    Yureiko

    Level 74 Fixer

    "You've been adrift in the sheltered harbor of my patience," - Cobra Bubbles


    "There are computer games that handle the Fixer type character really well. AO is not one of them.

    Check out Uplink, System Shock II and Project Eden for a truly engaging Fixer Fix."

  15. #295
    Originally posted by Rudeboyz


    Bwahahahahahahahahahahahahahahaahahahahahahahahaha hahahahahahahahahahahahahahaha......*inhale*....BW AHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAH AHAHAHAHAHAHAHAHAAHAHA.

    Hehe if that was true why are traders better at making weapons, items, armor and why does everyone else have better pets hehehe.
    They should probobly rewright or remove thous calss descriptopns, none of them match their class

  16. #296

    Ack! 2nd page!

    I haven't been online much since this account was reactivated so I don't know the status of missions (what's been added, etc.) I am familair with changes up to the so called fixer lovin' patch.

    I understand that rewards get a little better if fixers get the mission. That's kinda neat, and I sorta understand the logic. (Fixer hacked the system and changed the reward, I guess they are suggesting.)

    But following that logic, then, there should be rewards when the other professions do things only they can do within a mission.

    Like an AGENT sneaking in ahead and taking out mobs without alerting other mobs. That should get him exp bonus, or even an item bonus on the body (that is triggered by how the mob died.)

    Or if the ENGINEEER fixed the radar tower or food processor you could give an exp or item bonus.

    Let's see...

    okay, okay. I can't think of anything right now that doesn't require making more things to interact with within missions. Like
    adding more things like the machines to be repaired. Obviously the system supports that, because you can use bank terminals, shops, grid terminals, radar and food processor machines. One simply has to take a model and make it functional (give it scripts that allow for interaction.) (Can anyone tell I've been messing with Neverwinter Nights while I was gone?)

    I've also been playing Ghost Recon and let me tell you agents that you really would love to have sniper scopes but that's a thought for another thread.

    Anyway, I just had to get this thread off the second page and wanted to do more than a bump. Maybe next time, I'll wait until I am fully coherent though.
    Yureiko

    Level 74 Fixer

    "You've been adrift in the sheltered harbor of my patience," - Cobra Bubbles


    "There are computer games that handle the Fixer type character really well. AO is not one of them.

    Check out Uplink, System Shock II and Project Eden for a truly engaging Fixer Fix."

  17. #297

  18. #298

    Cool Filters anyone?

    In this thread we've seem some great ideas for implementing interesting missions that utilize: story aspects, increased difficulty, oppotunity for failure, and character skills. If even some of the ideas presented in this thread were used missions would take some fantastic steps towards being what were originally intended to be. Such missioning would help move AO away from the EQ it is rocketing towards becoming.

    But what about those pesky mission rewards?

    Let us pretend that the mission booth pulls missions from a central data base on Rubi-Ka that is keyed to your level (not including profession for some strange reason).

    There are already several 'filters' on the mission terminal. These include: type of mission, money vs exp (do people chose exp?), complex or simple, etc.

    How about a reward filter?

    Say a few choices: armor, weapon, implant, cluster, misc.

    People camp the booths pretty seriously looking for that one item they want. You'd think a mission browser would have filters so one could say: show me missions that are offering armor as their rewards.

    (OH and I noticed "gadgets" has been removed from the engineer description. Seems to be the AO way of fixing problems, change the definition.)
    "The engineer profession is geared toward the creation of items and weapons. No profession beats engineers at creating robots to do the dirty work for them. An engineer may not be the strongest of all professions but makes a powerful opponent or ally by using gadgets and robot helpers."

    Transcript of CHAR_CRE_29 sound in the AO character creation sequence.

    "This post brought to you by TECHNOLOGY! Indistinguishable from magic since 1875."

  19. #299
    If you have profession specific tests/trials

    maybe there could be rewards handed out after each trial..

    i.e. you get an NT trial - NT completes trial and gets an NT mission reward, this could be a random useable nuke that they dont already have...

    but the final part of the quest/mission would require perhaps the combined use off all the rewards gained by each of the team members... or perhaps 75% out of the original team...

    ie if a soldier gets a new gun, this should be used to kill the final boss mob.
    or a NT gets a new nuke this should be used to kill the final boss mob..


    ----


    Other idea, all trials/puzzels return a piece of a piece of equipment.. which would be needed at the end of the mission... or would be in itself the end of the mission.

    ----

    Other idea, when you request a team mission - it actually generates a mission per member.. that you all help on... each mission reward should be combined for a final mission.. for example it could all be parts of a complex nano-key that unlocks the door to the final mission... But some of these missions could be e.g.

    Mission 1: Agent
    Agent must assasinate the following unique npc's within Tir or Omni 1 (dependant on side) - so team have to distract guards whilst agent sneaks off to assasinate his targets. The last target drops first item

    Mission 2: Fixer
    Fixer must locate several computer networks and hack into them. These networks would be outside in cities and also somtimes in small 1 - 2 level dungeons. The dungeon areas would be far too full of MOBs for an actual attack (probably) so Fixer must utilze speed and/or concealment to get through.. Engineers could perhaps set up special beacons which draw mobs to a specific place. Also once first network is hacked.. there is a time limit to get to the next network - so must use gridding ability - the last computer gives some co-ords to the Fixers item.

    Mission 3: Engineer
    There is an underground base full of MOBs, 20x normal ammount.. Team must sneak engineer in to repair several super droids that then take out 80% - 100% of the MOB's, the team then destroy whats left (we do need some killing after all) on a random mob the engineer finds his item.

    -- u get the idea

    <now all team members have their items>
    <team members combine items>

    [The following appears in chat]
    Incoming Transmission:
    Congratulations on the construction of <completed item> no you will find that you have a new mission and the coordinates have been already uploaded onto your maps. Now you must use <completed item> to

    a: Enter this base and wipe everything out (standard mission team)
    b: Repair the security grid in our labs that have been over run with uber powerful experiental creatures
    c: Locate our contact/agent in this base and - the <completed item> also contains enough supplies for our person to keep on doing his work
    d: Shutdown the suppression gas in the enemies base so you can take out some key researchers: <unique npc mobs>
    e: Locate enemy spy - kill him


    and so on....
    Susanooh Nano-Technician
    Level 170
    Shadow Level 0
    Alien Level 2
    (Proud owner of Nullity Sphere Mk I, Mk II, Luxuary Jobe Apt. & Pet Leets) (Atlantean)
    Info
    Equip. & Imp. Layout
    Perks
    History

    /born Friday November 2nd 2001

  20. #300
    Bump

    great thread... have they read it yet?
    Screw baby Jesus, level limits make ME cry.

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