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User:Fleeting Whisper/Help Menu/Architect - Mission Goals

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Hero (help.txt)

Architect Mission Goals

Mission Goals

We've broken our mission details into two sections, Basic and Advanced.

Basic
Fight a Boss, Collect an Object, Defeat All Enemies and Free a Captive.


Advanced
Add an Ally, Add an Ambush, Add an Escort, Add a Patrol, Add a Battle, Add a Destructible Object and Add a Defendable Object.

Ally

Add an Ally

Add an Ally Mission Goal is one where somewhere on the map is a character who will team up with the players and potentially aid them in combat. The Ally can be surrounded by enemies or they can be by themselves waiting for the players to find them.

Settings
You should be aware of the following settings for this Mission Goal.

Enemy Group Difficulty
Within this setting is an option for Single. This removes all of the surrounding enemies from the ally, leaving them standing by themselves.

Ally Behavior
This is what the Ally does once the players have 'rescued' him. Options include:

- Follow: The ally will follow the players through the map.

- Run to Nearest Door: The Ally will act like a Captive and simply run to the Nearest Door and leave the mission. The difference between this and a Captive Mission Goal is that the Ally will fight and be attacked while attempting to flee to the door.

- Run Away: The ally will run away from the players, but remain on the map.

- Wander: The Ally will not follow the players, but will wander the map, similar to a patrol.

- Do Nothing: The Ally will simply stand there and only fight enemies that are around him, assuming you set his Combat Abilities to Aggressive or Defensive.

Combat Abilities
This setting determines how the ally is going to interact with enemies on the map. Options include:

- Fight Aggressive: The ally will attack other enemies on the map, often times running away from the players to engage.

- Fight Defensive: The ally will fight other enemies but will remain as close to the players as possible.

- Non Combat: The ally will not fight enemies and enemies will not attempt to fight the ally.

- Pacifist: The ally will not fight enemies, but will be attacked and potentially defeated by them.

Ambush

Add an Ambush

Add an Ambush causes a group of potential enemies to come after the players on a mission. This Mission Goal is triggered after the players complete another goal on the mission. For example if the players interact with a computer that causes an ambush to come after them. The trigger is the computer. Ambushes can't be set as required for mission complete.

Settings
You should be aware of the following settings for this Mission Goal.

Create Ambush when...
This is the mission goal that creates the ambush. You need to link this ambush to an existing mission goal in order for it to work correctly.

Ambush Alignment
The alignment of the ambush when it is created. Your options are:

- Enemy: This is the default. The enemies are red to you.

- Ally: The ambush that is created is actually your ally. They will not follow you, but they will attack anything around you.

- Rogue: The ambush is your enemy, but they are also the enemy of others on the map. They will fight you and anything else that comes their way.

Battle

Add a Battle

Add a Battle has two enemy groups on the map fighting with one another. You can set who those enemy groups are as well as some dialog they say to each other and when you approach them.

Settings
You should be aware of the following settings for this Mission Goal.


Multiple Enemy Groups
Notice on this Mission Goal that there are two Enemy Group options. The first is for one enemy group, the second for the other. Throughout this Mission Goal the two different enemy groups will be referred to as Enemy Group One and Enemy Group Two.

Battle Alignment
This sets the alignment of the battle on your map. Options are:

- Both Groups are Enemies: The two groups are fighting each other. Both groups will be hostile to the players as they approach. This means they can potentially defeat one another before the players arrive.

- Group One is Ally: Both groups are fighting, but the first group is allied with the players.

- Group Two is Ally: Both groups are fighting, but the second group is allied with the players.

Boss

Add a Boss

The Boss Mission detail allows for players to fight a major threat in the mission. You can place as many bosses in a map as the map allows. Bosses can be required for mission complete or they can be optional.

You must specify the boss name and the enemy group of the boss, but you can also change the enemies surrounding the boss, the animations the boss does when approached as well as the alignment. There are also multiple lines of dialog that you can write for bosses as well.

Settings
You should be aware of the following settings for this Mission Goal.

Alignment
This controls what side or team the boss is going to be on when the players approach him. Options include:

- Ally: The boss is actually on the side of the players and the enemy of all the other characters on the map. You can't have a boss set as allied and still require him to be defeated for the mission to complete.

- Enemy: This is the default setting. The boss is the enemy of the players, just like everything else on the map.

- Rogue: The boss is the enemy of the player, but is also the enemy of other characters on the map as well. This boss isn't liked by anyone.

Surrounding Enemy Group
This sets the enemies that are surrounding the boss. All bosses come with a group of minions or lieutenants around him. This option sets the group for those enemies. By default, this is set to Same As Boss

Make the Boss run away when hit points drop below...
You can make your boss run away when he gets to a certain percentage of his health.

Make the Boss run away when ally count drops to...
This allows you to set your boss to flee when his surrounding minions drops below a certain number.

Defeat Condition
There are two ways the boss can be considered defeated.

- Entire Encounter needed to complete: This means that the boss and all of his surrounding minions and lieutenants must be defeated in order for the Mission Goal to be considered complete.

- Only Boss needed to complete: This means that the players only have to defeat the boss, not the boss and his minions.

Collection an Object

Collect an Object

Collect an Object is a Mission Goal where players must find and interact with some physical object in the map. This could be a computer, a wall safe, an altar or a number of other objects.

Settings
You should be aware of the following settings for this Mission Goal.


Collection Type
Collection Mission Goals are broken down into two categories: Wall and Floor. This determines the general location of where these objects will spawn. A Wall object can only appear on or against a wall where as a Floor object is the type of object only found on the floor.

Interact Time
This is the amount of time in seconds the players must remain next to the object. As the timer counts down, the players will see a progress bar filling up.

Remove Object on Complete
Once the players have finished interacting with the object, you have the option to remove it from the map.

Defeat All Enemies

Defeat All Enemies

Defeat All Enemies is a Mission Goal where the players have to defeat all the enemies in the mission. Actually, there are two states for a Defeat All Mission Goal.

- Defeat All Enemies on the Map: The players must track down every enemy on the map and defeat them.


- Defeat All Enemies in the end room: The players must only defeat the enemies in the last room.

It should be noted that if you choose a Defeat All Enemies Mission Goal, you should make sure the player is aware of this in the Active Task Text for the mission. Also, it should be noted that generally players do not enjoy a mission where they have to defeat every enemy on the map. So, if you choose to do this, make sure you're doing it for the right reasons.

Defend Object

Add a Defendable Object

A Defendable Object Mission Goal is an object the players must defend from waves of attacks. Before the players can defend the object, they must first find it and defeat the surrounding enemies. This will cause the wave of enemies to attack. This Mission Goal is considered complete when the players have successfully defeated all the attacking enemies.


It should be noted that this Mission Goal can be failed. Because of this, you'll need to make sure to fill out the Mission Failure Dialog spoken by your Story Contact at the end of the mission.

Destroy Object

Add a Destructible Object

A Destructible Object Mission Goal is one where the players are sent into a mission to destroy a specific, physical object. The object will be guarded by enemies. The detail is considered complete when you've successfully destroyed the object and the enemies guarding the object. This detail can't be failed.

Escort

Add an Escort

An Add an Escort Mission Goal is one where the players must track down and locate a specific person on the map. Once they find and free that person, they have to lead that person back to the mission exit door. Depending on how you set up the Mission Goal, it's possible that the person can be defeated before they get to the exit door. In these cases, the mission goal will be failed.


Settings
You should be aware of the following settings for this Mission Goal.

Enemy Group Alignment
This sets the alignment of the enemy group, including the person the players are supposed to escort. Options include:

- Default: The person being held is your ally and the surrounding group are your enemies.

- Rogue: The person being held is your enemy as is the surrounding group. This option is possible as a required element for the mission, but if the players kill the person the mission will fail. This setting can be useful for kidnap missions because the enemy has the potential of fighting you along the way.

Combat Abilities
This sets what the person does once the players have rescued him. Options include:

- Fight Aggressive: The person will attack other enemies on the map, often time running away from the player to engage.

- Fight Defensive: The person will fight other enemies but will remain as close to the player as possible.

- Non Combat: The person will not fight enemies and enemies will not attempt to fight the person. This setting is good if you want the players to have a safe and easy time escorting the person out of the mission.

- Pacifist: The person will not attack the enemies, but the enemies will attempt to attack and defeat him.

For the cases of Fight Aggressive, Fight Defensive and Pacifist, there is a chance the person can be defeated.

Arrival Behavior
This sets what the person will do when they reach the mission exit. Options include:

- Do Nothing: The person will simply stand there and do nothing.

- Follow: Once the person is escorted to their destination he will follow the players.

- Run Away: The person will run away in fear when they reach their location. They will remain on the map and not attempt to exit the mission door.

- Run To Nearest Door: The escort will run away and find the nearest door from which to exit.

Wander: Upon arrival, the person will begin to wander around the area.

Betrays on Arrival
Betrays on Arrival means that once the person is taken to the mission door, he will turn hostile towards the players. This doesn't prevent the mission from being completed.

Patrol

Add a Patrol

A Patrol Mission Goal is one where a small group of enemies wander around the map. These enemies can have dialog to help further the story. Patrols can't be flagged as required for mission complete. They're simply useful to make the mission feel more alive.

Release a Captive

Release a Captive

Rescue a Captive Mission Goal is one where the players must enter the map, track down a specific person and defeat the surrounding enemies. This releases the captive and allows them to flee to the nearest exit door. Of all the Person Mission Goals, this is the simplest. It can't be failed and the fleeing captive can't be targeted or defeated in anyway.

Villain (v_help.txt)

Villain help is identical to Hero help