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Boss and Lieut. Variety

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WarBird
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Boss and Lieut. Variety

(Prompted by "Leadership Auras" thread)

I'm thinking of different ways to add "firepower" to a villain group in a battle. We all understand the convention of adding a tougher MOB type to the mix as a boss/lieutenant that is harder to take down, and even allowing that NPC to increase certain stats of the minions around them. I'm not talking about a huge change to game mechanics, just some ideas to help the DEVS when brainstorming this kind of thing

How about, instead of an obviously different and additional NPC we see more of a synergistic behavior emerge from the minions with maybe an additional visual clue? CoH had Sky Raiders and you would occasionally encounter a mini-flyer in a fight that was essentially just a big NPC. That's OK, too but I'm thinking more along the lines of a "crew-served" weapon that would change the flavor of the fight. Something that might require the attention of a few of the NPCs to operate, but adds an overall more dangerous element to the mix and changes how the minions fight while it is present.

- Tripod machine gun/laser blaster/sonic disruptor/etc

- Single-facing (wall) force-field generator

- hovering chopper w/sniper

- tank

- suitcase bomb (counts down and does damage over a wide area)

You get the idea. From a programming mechanic standpoint, I can see how these would probably be considered additional "character types." I'm just looking to shift focus/tactics without just adding another "thing to beat up." Maybe it just exists for a short duration, or it only comes out when the mob group hits half-strength, etc.

Any better ideas than my little list above?

oOStaticOo
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What I'd like to see from the

What I'd like to see from the AI if the Lieutenants, Bosses, Elite Bosses, or Arch Villains are going to have some kind of tactical capabilities is to actually act like a leader. Basically by positioning themselves behind the "Fodder", shouting out instructions, setting up formations, repositioning defenses. This way it's not so easy to gangbang the toughest opponent first and then deal with the minions later. CoH just kind of had a "Bum Rush" mentality to the AI that just sent everybody all at once to try to wipe out the team. That's not very good tactics. It is A tactic, sure. I mean swarm the Hero, hope we have enough people to take them down, but it's not a very effective tactic.

I got chills! They're multiplyin'. And I'm losin' control. Cuz the power, I'm supplyin'. Why it's ELECTRIFYIN'!!

TheMightyPaladin
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Funny I usually found it a

Funny I usually found it a lot easier to take out the minions first
because they go down faster,
and each one I put down reduces the number of attacks against me

rushing the leader was usually a mistake, because he took a long time to finish off
and the whole time you're focused on him, his whole crew is punching you in the back.

the only exception was when taking down a certain one weakened all of the others
like those force field boxes, communications offices and anyone who healed the bad guys.

Mind you it would've been nice if taking out the leader made the others run away
but that never happened

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
https://www.youtube.com/channel/UC48O9dPcNVdeyNM4efAvX6w/videos?view_as=subscriber

oOStaticOo
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Solo, yes.

Solo, yes.

Team, no.

Teaming was very easy to take out the Lieutenant or Boss first and then mop up the minions after.

I got chills! They're multiplyin'. And I'm losin' control. Cuz the power, I'm supplyin'. Why it's ELECTRIFYIN'!!

HornetsNest
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oOStaticOo wrote:
oOStaticOo wrote:

Solo, yes.
Team, no.
Teaming was very easy to take out the Lieutenant or Boss first and then mop up the minions after.

If you were rolling with a full team, the minions would often just die from splash damage

Solo play was a completely different animal, agreed

Lay your hands on me
While I'm bleeding dry
Break on through blue skies
And take it high

Lin Chiao Feng
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Minions smart enough to space

Minions smart enough to space themselves out to avoid splash damage?

And speaking of crew-served weapons, imagine if the Paragon Protectors ran around with these...
[img]http://vignette4.wikia.nocookie.net/powerrangers/images/3/39/Jetzooka14.png/revision/latest?cb=20140608015225[/img]

Seriously though, in addition to "hovering chopper w/ sniper" you can also have "forward observer for artillery."

[i]Has anyone seen my mind? It was right here...[/i]

Interdictor
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HornetsNest wrote:
HornetsNest wrote:

oOStaticOo wrote:
Solo, yes.
Team, no.
Teaming was very easy to take out the Lieutenant or Boss first and then mop up the minions after.

If you were rolling with a full team, the minions would often just die from splash damage
Solo play was a completely different animal, agreed

Well - it depends - when soloing with my Ice/Ice tank I'd concentrate on the Bosses and Lieutenants, and by the time I'd have them down the minions were either already down due to Icicles or about to drop. More efficient on END that way lol.

HornetsNest
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Oh, I agree

Oh, I agree

I soloed on Tankers and always used the AoE attacks as soon as they were up. Kinda got stuck on WP as my primary, so the aggro auras never occurred to me

Lay your hands on me
While I'm bleeding dry
Break on through blue skies
And take it high