MOBS?Just get rid of them
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Join Date: Nov 2012
01-22-2013, 04:56 AM
Originally Posted by
I think the only issue with the contacts is the contact limit needs to be doubled.
I would be so up for this if I didn't have the feeling that raising the contact limit would also cause issues with load times, etc. You also can't eliminate mobs altogether, as they are specifically designed to balance out an encounter, and are auto-scaled depending on number of players and level.
I would much rather have more options for mob customization. There are SO many things missing that I'm wondering if it's just a matter of no one taking the time to put them in. For example:
The ability to set the faction of any mob group. Having to pick specific mobs for friendlies and enemies just seems silly to me when you can change their all around appearances anyway. A Klingon with a Fed phaser rifle is honestly just annoying to look at.
of the mobs. This goes for ground and space. Why such a limited list of choices? Is it a problem with how they interact on different maps? If that's the case, that's one of the
things that should have been addressed from the very beginning.
Allow us to set the number. Why do I have to figure out where I'm putting 5 or 6 mobs, when I only want 2? And if we are limited to choosing more powerful mobs for balance, please see suggestion #2....
Let our contacts and mobs do things that we already see in-game. Why can't contacts have a Legacy Combat option like mobs do? Or the ability to follow my away team? Why do all 6 mobs have to say and do the same exact thing when entering combat?
Streamline the map/storyline tool. We need to have mob/contact/object triggers on the map that can access the storyline dialogues without having to tailor separate popups that basically do the same thing. Aren't they all on the same list anyway? Plus it would take away a HUGE amount of frustration if we were allowed to copy a dialogue or assign it to a different object.
Those are just some ideas that I figure would alleviate a lot of the stress in the creative process.
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Last edited by skydawnknight; 01-22-2013 at