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"What if?" This week's topic: Idle Missions

Hi everyone! I'm back again with another random idea.
For today, I was thinking to myself, "What if we could have our less used characters be used in some other way?" This brings me to the concept of Idle Missions. What does this mean exactly? Well, the idea is as follows:
  1. There will be a central hub where you can see a list of random Idle Missions (perhaps located in the Riftbreaker so people actually use the areas below deck).
  2. As you do Idle Missions, you raise your mission rank allowing you to do hardelongemore rewarding missions.
  3. For each mission, you will create a team to send out (different missions may have different team sizes). Missions will also have varying durations and difficulties.
  4. Once the team is sent out, you may NOT use those characters anywhere else (in battle, for quests, etc.) until they return from the mission.
  5. Missions may be cancelled early but no rewards will be earned (perhaps there could be some downside to cancelling early as well... maybe a git penalty?).
  6. After the mission completes, you can go back to the hub to check on the result of the mission and free those characters up for use again.
  7. Missions will reward various things from currency and materials to tomes and even scripts/treatises/jadeites and more. There may be both set and random rewards.
  8. Perhaps some missions could have a choice of several possible rewards and you can tell your team to focus on specifically getting one of them.
  9. The personalities, element, or maybe even the light/shadow classification of characters may influence their effectiveness on the mission (not sure about this as it somewhat restricts freedom to choose your favorite characters).
  10. You can also have characters learn talents that affect their mission performance (reduce mission time, increase success rate, increase number of rewards, etc). Characters will be given a choice from some randomly chosen ones, but all characters can learn any talent which lets you build and use your favorite characters for this.
  11. Sending the same characters on missions together might raise their friendliness with each other and trigger some new and fun cutscenes.
※ If you've ever played any idle games, this is my take on an AE version of them.
This is how it would work in practice:
  1. Select a mission to the Nuaru Uplands to clear out some goblins. (Duration: 30 mins)
    1. Select Azami and May to go do the mission.
    2. Azami has a talent that makes her +20% more effective at kill quests. May has a talent that increases mission completion speed by +50% for missions from her time period (active since she's from the Present) and a talent that increases the quality of rewards when there's a male character in the team (not active since she's only grouped with Azami).
    3. The mission is supposed to be 30 mins long, but they finish in 20 mins thanks to May's talent. There was a chance they might fail the mission but Azami's talent made it a guaranteed success.
    4. During the 20 mins they were out, they were unusable in parties.
  2. Select a mission to Elzion Otherlands to protect a scientist. (Duration: 12 hours)
    1. The mission gives bonus rewards if IDA members are present.
    2. Select Isuka, Claude, Hismena, Saki, and Bertrand to go do the mission.
    3. 2 hours later, you realize that you need Bertrand to fight a boss but he's unusable since he's already in the team.
    4. You cancel the mission (which costs git) as well as forfeiting the git used to start the mission. No rewards were earned.
    5. The mission disappears from the list and you'll need to wait for it to pop back up again.
  3. Select a mission to Miglance Castle to prepare a dinner. (Duration: 2 hours)
    1. Select Nero, Shanie, and Benedict to go do the mission.
    2. The mission completes but ends in failure.
    3. The git used to start the mission is forfeit and no rewards were earned.
What does this accomplish?
  1. In a game where the roster in now over 130 characters, many of them end up sidelined in regular content because they're not "meta" or "OP" enough. This lets you use your favorite characters in another manner without having to worry about playing "suboptimally."
  2. It creates a new path for slowly farming stuff. Imagine if you could send characters on missions to Otherlands and they come back with rare and shiny materials 8 hours later. You can slowly farm up that Ulcanactos without having to sacrifice your Garulea runs. Or maybe there's an uncommon mission that can reward a high level badge, keys, or a partially upgraded weapon and you can choose which one to try and get.
  3. If missions take git to accept, it'll create a renewable git sink for the game.
  4. Having characters with the potential to interact with each other makes the roster feel more like a team and less like random nobodies thrown together.
  5. It's easy to add more missions for easy content.
Potential issues:
Adding another grind into the game?
  • It's supposed to be something you can set and forget so it shouldn't consume as much attention.
Doesn't this force the player to constantly log in to track their missions?
  • Yeah, it can. On the other hand, since there will be a mix of long and short mission you could just select the long ones before getting off the game and then collect the rewards the next time you log in.
Won't this just benefit whales who have more characters to choose from?
  • Everyone has unused characters who can be sent on missions. And with talents, you could eventually even send in rainbow sisters rather than 5 stars.
Thoughts? Ideas? Concerns? How would you like it if this was implemented? What would you like to see changed?
submitted by xPalox to AnotherEdenGlobal

Nero bags this bitch! (Super Smash Bros. concept)

Or not... That most likely wouldn't be in his introduction for Smash. Probably something more like him asking "Well then. Who brought the marshmallows?" , revs his Red Queen and BOOM! "Nero brings the fire!"
u/YhormBIGGiant inspired me this time with his post "Nero instead of Dante for smash.". And I completely agree. While Dante or Vergil would be nice, I think Nero should finally make his grand entrance in the Beat 'em Up-Genre. His moveset from DMC5 is made for Smash and this post should prove that.
Nero joins Smash, bringing this stuff: Red Queen for the normal attacks (instead of pauses during inputs, immediately move the stick back to access the different combos) Blue Rose & Overture for the special attacks Devil Bringer for the grab & more Plus Table Hopper as a perfect dodge Not to mention his DT
Here is the moveset I came up with (keep in mind, those are my Gamecube controls for him and that he always faces his opponents like Terry, Ryu & Ken):
A-INPUTS
Back-A/Back-Smash - Exceed (hold to charge more and press repeatedly until the desired level is reached)
EX-Act - move the stick forward mid-combo-input at the right time to charge one level
MAX-Act - Same as EX-Act, but with frame-perfect timing to charge the EX-Gauge completely
GROUND COMBOS
A, A, A, A - RQ Combo A
A, Back-A, mash-A - RQ Combo B
A, A, Back-A, A, A, A - RQ Combo C
A, A, A, Back-A - RQ Combo D
Sprint-A - Rainbow
TILT ATTACKS
Forward-Tilt - (EX) Streak
Up-Tilt - (EX) High Roller (hold to follow the enemy)
Down-Tilt - Slide Kick (Mega Man-style)
Back-Forward-A - (EX) Shuffle
AERIALS
N-Air, A, A - Aerial Combo
N-Air, A, Back-A - Roulette Spin
F-Air - Payline
Back-Air - Downward Strike (similar to the last hit from his Aerial Combo; turns around like Marth's Back-Air and has a meteor effect in the middle of the sword)
Down-Air - Split (or Double Down; has in both versions a meteor effect at the beginning of the move; Double Down's meteor effect is far heavier)
Back-F-Air - (EX) Calibur
SMASH ATTACKS
Forward-Smash - EX Streak (hold to charge while in preparation stance; automatically gains 1 EX-Slot)
Up-Smash - EX High Roller (hold to follow enemy with up to 3 revolutions; automatically gains 1 EX-Slot)
Down-Smash - Double Down (ground version; automatically gains 1 EX-Slot)
B-INPUTS
Hold B - Color Up (Arm glows blue) & Break Age (Arm blinks up with an electrical effect; destroys Overture after usage and replaces it with another one; up to 3 uses per Stock, then there's no Overture and only Wire Snatch is usable)
B - Blue Rose Normal Shot (hold B for 3 High Shots/1 Charge Shot with 3 levels)
Forward-B - Battery (or Exploder - hold B until Overture glows up, then hold the stick forward and let go of B to use the Break Age)
Back-B - Wire Snatch
Up-B - Flap Top (Nero's recovery move; hold for more altitude; no free fall, but no using it twice unless with the usual exceptions)
Down-B - Break Away (up to 3 uses per Stock)
SHOULDER BUTTONS
R - Usual shield or parry
Side-R - dodge roll (or Table Hopper, if perfectly timed with an opponent's attack; up to 3 more invincible slides usable with the stick right afterwards)
Down-R - Usual sidestep
L - (Devil) Buster (grabs an opponent; pressing A results in squishing the opponent with the Devil Bringer; holding L activates (Dual) Hold, where the opponent can free themselves, but it gets more difficult with a high percentage)
Forward-Throw - Riot/Chaos Throw
Up-Throw - Fury Uppercut
Down-Throw - Scarecrow/Empusa Slam
Back-Throw - Alto Angelo Suplex
Back-L - (Dual) Snatch (or Hellbound, if used on a heavyweight character, a character that got a mushroom or a metalized character)
L immediately after attacking - (Double) Bringer Knuckle
Z - Second special button for Color Up & Break Age, so that there's free room for continuous combos while charging Blue Rose/Overture.
L+R - DT (Up to 10 bars; Nero starts out with 3; self-explanatory upgrades while active)
Summoned Swords - active only during DT while using Blue Rose
TAUNTS
Up - "Scum. Hehe."
Down - "Shall we dance?"
Left - "What did you say? Hahaha."
Right - "Come on!"
Any of them while mid-air - "Let's get airborne!"/"Ridin' high!" (slight gain in altitude; EX-/MAX-Act possible of course)
Any of them while holding R - EX Taunt
Any of them+A - Recovery Taunt (only 1 use per Stock)
Any of them+B - Bloody Palace Taunt
FINAL SMASH (DT isn't needed, though it would obviously increase the damage)
Showdown (Up-close to an opponent; opponent is stunned if caught, so press L during the start-up for some Bringer Knuckles)
Maximum Bet (From a distance; though it's instantly used, it's always the max-charged version)
Now just one last thing: One half of his costumes should be his DMC5 appearance and the other his DMC4 appearance.
And that's my whole concept of Nero as a Smash character. I'm always thankful for those who bear with me and my insufferable wall of texts (I just don't know how to shorten stuff like this). Let me know what you think down in the comments. Until next time!
submitted by Lyamgada to DevilMayCry

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