A More Better City of Heroes

I’ve got one day left on vacation, so I’m doing another one of these, mainly because I just realized a considerably easier way to make a hero’s efforts seem meaningful in a neighborhood: After setting it up so that people can decrease their level at-will, also set it up so that enemies spawn based on how many heroes of an appropriate level range are in the neighborhood. Ignore hideouts and all that which, for as neat as they are, are barely visible in actual play and not worth all the effort to set them up. Just have enemies spawn only when an appropriately leveled hero is in the neighborhood, which means when you’ve outleveled a neighborhood (i.e. all mobs in it have grey names for you) and there’s no one else around who needs those mobs, they just won’t spawn, thus giving the appearance of a neighborhood clean of crime.

Although all that hideout stuff from the last two posts has got me thinking a bit about how you could apply that to a mid-size multiplayer game, like a 30-40 player game, roughly equivalent to the heroic cast of an extended crossover story like Infinity War/Endgame. Those thoughts haven’t really gone anywhere, but I’ve had them.

Anyway, Conan the Hunter’s here, so we’re digging into that on Monday.

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