Rider’s Ribs Restaurant Rescue

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Story Description: Your best friend’s father has been known throughout the neighborhood for the quality of his restaurant. However, someone has a sinister plan to shut him down… permanently.


Story Arc ID: 163967
Author’s Global Chat Handle: @Zamuel
Length: Long (3 missions)
Alignment: Heroic

Designer Notes: This arc was created for the final in one of my Simulation & Game Development classes. While I originally planned to do something exceptionally serious, I shifted plans on a random whim when this popped into my head as I was walking to Bojangles during the class break. The story is intended for my character, yet designed so that any player can enjoy the story. Spawns sort of make the difficulty fluctuate a bit. SFMA (No AVs or EBs)

In-Game Keywords: Comedy

CoH Forums Link: http://boards.cityofheroes.com/showflat.php?Cat=0&Number=13462849&an=0&page=0#Post13462849

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Filed under: Featured Missions, Reviews, , ,

3 Responses

  1. ThomasNo Gravatar Says:

    Storyline44444
    Design55555
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    Played it on a 41 DB/WP Scrapper; definitely solo friendly.

    The story was enjoyably different, for me, anyway. A bit more background would have been cool, (at the risk of getting too wordy), but it’s fine as it stands.

    Mob designs were interesting in a good way and the end mission “chained” goals was fun. Sadly, my efforts to keep my Ally standing were for naught. ;)
    All in all, a fun little ride. I don’t know how the AE calculates it’s length ratings… I’d call it more “Medium” than “Long” (or maybe it just *seemed* shorter…?)

    Posted on May 24th, 2009 at 11:33 pm

  2. @PWNo Gravatar Says:

    Storyline33333
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    I like the set up of the final mission, where you beat up King Colonel, causing Tyrone Rider to appear, and then you need to lead Tyrone Rider out of the mission with Disasta Recipe blocking the way. I thought the first two missions were a little too simplistic though (rescue 1 hostage, defeat 1 boss) and needed to have more details of interest in them.

    For a mission about the Ribs Restaurant, I thought there was a shocking lack of ribs, or food of any sort, within the missions. I’d suggest adding lots more references to the yummy ribs and the awful chicken & cake, to help better establish the setting for your story arc. Maybe there should be non-required glowies in mission 1 giving a “Yummy Barbecued Ribs” clue, and non-required glowies in misson 3 giving “Radioactive Fried Chicken” and “Radioactive Cupcake” clues.

    You might also add a few restaurant patrons as hostages in mission 1, and warehouse workers as hostages in mission 2.

    I like the rivalry that is set up between KCCC and the Rib Restaurant, but I think the player needs to learn what the KCCC is much earlier, like in mission 1 where you first start encountering KCCC employees. Perhaps you could add to their background info, or add patrols with dialog that expositions about how King Colonel is going to be reopening his restaurant soon.

    Also, King Colonel repeatedly kidnapping Tyrone Rider actually doesn’t seem like it helps his restaurant business; especially since the KCCC restaurant was apparently shut down due to reasons unrelated to Rider’s Ribs Restaurant. I like the rivalry between the two restaurants, but the motivation for the kidnapping needs some work.

    Posted on July 16th, 2009 at 3:47 pm

  3. GlaziusNo Gravatar Says:

    Storyline33333
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    @GlaziusF

    Running this on a high 30s arch/energy blaster, diff 2 for actual boss fights, however inadvisable. Let’s see how this solos.

    Okay, nice 80’s movie setup here, let’s have a look.

    Fast-food-powered evildoers. i’ve seen weirder. And oh child, but that is a giant pile of takeout.

    You got some duplicate clues goin’ on with the coupons dropping. The end mission clue and the hostage rescue clue say almost the same thing.

    Exit popup: “This dish is far from done with the scum that lingers.” That’s… that’s definitely an 80’s movie line of the terribad variety.

    Pretty standard warehouse rescue.

    Getting a sense for how the enemy group works, since the three or so spawns in the first mission weren’t really a representative sample.

    There’s unexpectedly a lot of variety among the assistant managers, and the minions have funny fast-food powersets. I don’t quite get the psyblast on Sweetener, though. Maybe energy blasts (though I love the poison backup).

    Though really it would be more hilarious if all the minions were assistant managers considering the average fast food structure.

    I was expecting a final clue about the state of the food supplies, like maybe they’d all been deep-fried and flash-frozen already.

    Not what they mean when they say “irradiated food”, I guess.

    Huh. This destruction makes passable burn marks.

    …a minion? Man, I wonder if she’ll even make it to the boss.

    She does, actually. The boss is an apparently normal boss with a very mascotty costume, but I’m expecting a wrinkle after I find Rider. It seems like it’s not over yet…

    Ah, yep. Boss fight round 2.

    For some reason she’s harder than the King because of the massive -def from the henchmen and the controls coupled with the recharge slow.

    Hmm. You might be able to put some ally cops into the mission after she goes down, to start in on the conversation.

    Storyline - ***. Something out of order here. You’d think the whole “irradiated crime against nature” thing would come up a little earlier, along with the power source of the many employee minions. My contact has a history with these people, right?

    Design - ****. Pretty solid power work for the customs. Fire armor is pretty control-proof, though, so you might want to just turn that into a fire aura with another armor set. And consider different jackets for the managers? I’d like to be able to prioritize locking down the forcefield-chucker who can stun me.

    Gameplay - ****. Did a lap around the map looking for the hostage. To be fair, I was expecting him to be in an otherwise empty room on the first floor so I overlooked him, but still.

    Detail - ****. Simple but solid work.

    Overall - ****. An interesting idea for an arc, needs a little more distinctiveness among the minions, maybe don’t bother with chaining the rescue since you’re not likely to have the chained boss jump you somehow.

    Posted on August 11th, 2009 at 8:46 pm

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