AzureSkyCiel

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  1. Quote:
    Originally Posted by Fleeting Whisper View Post
    Reiterating stuff I've posted before...
    1. The Shard currently consists of:
    • Firebase Zulu
    • Cascade Archipelago (contains Ruladak the Strong)
    • The Chantry (contains Faathim the Kind)
    • The Storm Palace (contains Lanaru the Mad)

    2. We know that there are 7 aspects of Rularuu:
    1. Ruladak the Strong
    2. Faathim the Kind
    3. Lanaru the Mad
    4. Chularn the Slave Lord
    5. Kuularth the Scavenger
    6. Aloore the Watcher
    7. Uuralur the Mirror

    3. Villains have no access to the Shard

    Solution:
    Give villains a set of zones to correspond with the hero Shard zones:
    • Firebase [some NATO phonetic alphabet letter]
    • Factory Cubes (contains Chularn the Slave Lord)
    • The Repository (contains Kuularth the Scavenger)
    • The Garden of Memories (contains Uuralur the Mirror)

    Additionally, create a zone which can be used by both heroes and villains (either co-op or PvE competitave):
    • The Palace (contains Aloore the Watcher)
    THIS THIS! OH GOD THIS! But honestly, I think it might be cool if villains didn't get a firebase, but rather there was a HUGE Arachnos Airship that served as the villain base, and that large scale villain access into the Shard happened because someone @#$%ed up with the Destiny portal and it TEARS AN ENORMOUS HOLE IN THE SKY off the coast of Grandville that leads into the Shard through a series of islands that have fallen out of the Shard as remain suspended in the air in our world.
  2. Quote:
    Originally Posted by ToySoldierZolgar View Post
    How about when Lev sends you to RESCUE Longbow agents?
    The team I was on last night was mostly villains, and mostly roleplayers.. We had a field day with that!

    But yeah.. totally /signed, or whatever the monkey here is. I hate how my Arachnos Agent is treated like a frelling HERO in the RWZ.
    Dude, I'm in an RP group and most of the /heroes/ hate Longbow. I think villain dialogue would apply well for heroes too in that mission.
  3. AzureSkyCiel

    New Motiff Zones

    I remember I had this one double zone idea called: Nemesis, California set in the Old West of California (for villains) and modern California (for heroes) where villains would work for, guess who, everyone's favorite chessmaster. Villains would find plenty to do in the Western boomtown, both as freelancing (I'm thinking there should be at least three non-Nemesis related contacts and a repeatable one/newspaper missions) or working for the Brass Prince (Needs at least three Nemesis contacts plus Nemesis himself as a strike force contact), but villains would often find themselves leaping through time to help Nemesis achieve victory. Why would villains do this? Because Nemesis would not just pay well in cash, it would also be rich in temp powers, also, a chance to do all those lovely Western villain cliches. (Tie a girl to railroad tracks, rob a train, rob a bank or jail bust Old West style!, Call the Sheriff out for a duel at high noon, and cattle rustling!)
    Heroes on the flip side would be working in the present with a series of contacts from a Native America tribe who lived in the area are nearly wiped out due to the efforts of villains and Nemesis to unlock the mysteries behind the Californian city that now carries the name of Brass Prince and would be leaping back into the past to set things right, or more exactly to make sure the tribe survived as it did and attempt to break Nemesis's hold over the city. But flipping through the past, heroes would get to do all of those Western hero cliches! (Basically mostly stopping everything the villains get to do, and beating the !@#$ out of claim jumpers.)

    Another one I actually wrote out was a mini-series of zones for a place called "Emiya, Japan" I was kind of proud of it, but no one really liked the idea. (I didn't mind that, but they kept asking me "why didn't you write up something else?" Well dammit, I thought of Japan, next time make up your own zone in a country you like yourself, jerk!)
  4. Quote:
    Originally Posted by Samuel_Tow View Post
    Tac-Ops have a 30-second (I'm not exaggerating) stun grenade.
    Actually, it's 41 seconds, I think.

    @ Canrifax: Yeah, Nemesis is pretty heartless for anything pet heavy with their AoEs and the fact that pets are likely to begin auto targeting random enemies and end up killing five Lt.s in quick succession. Second hand experience on that, so I can't say for sure.

    I didn't have too much trouble with Sword on my scrapper since I ended up with a very nice team and a very competent leader, the run on my brute... Not so much. Vanguard Sword is like Anonymous on melee... They do not forgive.
  5. /signed, seriously.
    Might also be interesting to have faction exclusive contacts in the RWZ like Sister Airlea and Daedalus in Cimerora.
  6. You know what I'd like to see with Going Rogue? Office, Lab, Arachnos, and Longbow base map overhauls so the interiors make sense!

    Basically, the elevators would work sort of like trams/ferries with the pop-up option, you can actually go from the first floor to the top without any delay. Not only that, but with bigger levels you would have multiple means of getting to different floors. Unlocked, Weakened, or broken windows to scale the sides of the building, maintenance shafts, fire escape stairs, air ducts, or scaling empty elevator shafts could all provide means for moving between floors. But there's a catch for why so many options would be presented, the enemies would be quick to realize you're getting around and about and work quick to make sure you can't use the same method twice, so every time you use one, you cannot use the same method until you clear out the floor you've ended up on.
    And some floors could start out locked and require a key to get to, and maybe the alternative means could be limited to certain floors.

    Now this could also provide some interesting things for branching story arcs, like if you just skip over the floors to find an objective, you wouldn't find the bonus objective that could lead you down a different path, or maybe if you stick around to defeat all enemies, you could learn something vital from one of them, or you could have wasted too much time and a path has closed for your heroes of villain.

    Also, new map styles, I want actual Nemesis map tile sets, museum (Natural History, Art, and General History types), more store types, hotels/apartment buildings, restaurants/bars, space station maps, icy tundra, deserts, jungle, forests, etc. etc.
  7. /signed.
    But shouldn't this be in the suggestions and ideas forums?
  8. AT (possibly a cross faction EAT) idea I had a while ago: Rider
    No, they don't use super mobile mounts, what they are as basically a Mecha pilot AT.
    The mecha themselves would be a special formshift power that you can get more powers for as you level up.
    I'm really not too sure on the fully details, but part of me thought it would be cool if we could choose different mecha types: Transforming (with an alt jet mode, maybe a stationary cannon mode, semi-realistic but still sleek), Assault (based on Western style mecha, lacking hands, very gritty and realistic looking, heavily ranged oriented with some soft controls nad nasty debuffs), Alien (Super robot type, sleek looking, with lots of beam and melee attacks that use energy), Steam Armor (Steampunk style, lots of upfront smashing and lethal with a healthy balance of ranged and melee), and Arcane Grans Ritter (Magic style mecha, looks like a giant knight in fantastic looking fullplate, lethal melee, specializes in diverse types of ranged damage)
  9. Quote:
    Originally Posted by Dark_Respite View Post
    We should also be grousing to the Powers That Be to do their own trailers for GR (and I-16 for that matter). MORE ADS, DAVID! COME ON!

    Michelle
    aka
    Samuraiko/Dark_Respite
    Or maybe we should be grousing the powers that be to hire you?

    But honestly, I think part of the reason the hype for GR is going down a fair bit is because people are back to focusing on issue 16, which has had updated news on progression and other sorts of things while GR... Well, I don't see any new updates or information on it... So there's not much to talk about, we've speculated just about every possibility for it.
  10. Quote:
    Originally Posted by Dark_Respite View Post
    Not likely, as Samuraiko has just lost her job. While that means lots of time to make videos, that also means no money to make videos.

    For the record, SuperOz mentions a lot of things I wouldn't mind seeing myself... I just know how much work it'll take to overhaul things to that extent.

    Michelle
    aka
    Samuraiko/Dark_Respite
    Ouch... Damn, sorry to hear that, Samuraiko.
  11. Quote:
    Originally Posted by M_I_Abrahms View Post
    It's actually spelled out in canon that the Zig prisoners are subjected to a Power dampening drug. When going through Breakout, when you pick from the two contacts inside the prison, one of them tells you to talk to a Troll for some Superadyne to counter act it.
    Well that's all well good and all for keeping prisoners in, but it seems to do a @#$% poor job keeping folks (*cough*Arachnos!*cough*) out.

    You know what they need? Missile arrays, a detachment of Longbow Ballista, each with their own platoon of nullifiers, PDD SWAT Equalizers brought up to level 50, and that forcefield still wouldn't hurt.

    Besides, can't they get in trouble for all the heroes that leap over the fence and beat on already detained inmates in the courtyard?
  12. I foresee in the future the eventual ability to make our own zones with contacts, missions, etc. etc. Positron will then tell us we have officially lost the right to complain about lack of content.
    People will still complain about lack of content and Positron will facepalm.

    On more serious note, it would be kind of interesting to have more interactive environments, I have no coding background or anything, but I'm seeing maybe a special slot on your power tray that you can't put powers into, but when you get into a position to interact with the environment (like pushing over a bookshelf), you would instantly gain that as sort of a "situational temp power."
    Yes, in otherwords: it's reaction commands.

    No, I don't think we'll ever see it without /way/ more work than necessary when other things could be done.

    For another thing I hope we will get in the future: see my signature thread links.

    But for predictions on what will actually happen? We will get more for bases, in time, but what, I'm not sure. Could be awesome, could suck, a lot.

    Also, more power customization in the future, like the ability to change animations (with some limits, like if you were to give Broadsword Katana animations, you'd have to slow them down to match BS speed) and power emanation points.

    Zones in other countries, because if Paragon city keeps expanding, it's going to be bigger than Rhode Island itself, and the Rogue Isles only has so many currently unused islands so time to take the Road to Morocco, folks!

    More epic powers/power sets, well, let's face it, like more costume options, this is pretty inevitable.

    More added to Mission Architect, it's another inevitable factor, really.

    Finally, major things coming to the story: The Storm Breaks, Fifth Column makes a full return, someone dies (likely not permanent or probably not important), someone Goes Rogue, Samuraiko comes out of retirement, Steelclaw makes a list of this thread and reveals his secret identity as Weird Al, and Rikti become overshadowed by an invasion of Martians in tripods!
  13. Quote:
    Originally Posted by zachary_EU View Post
    You are thinking too complicated.

    First look at this.
    Flyers

    They are flying vehicles. Actually vehicle travelpower is good idea. Perhaps too complicated with real cars, but not like those flyers. If you take jetpac and put it between your legs you have a jetbike. Its so easy. Just change characters graphics. There could be different styles of flyers like longbow, hitech, arachnos, nemesis, magical etc.

    If some enemy attacks and destroy the vehicle, then pilot could eject and fight like normal ways. Summoning vehicle could be similar like summoning pets or just like change costume. Actually vehicle is just like a new costume with some powers. Perhaps limited to use outdoors only.

    And still if the power don't fit your character, you can still take superjump or teleport etc.

    edit. Perhaps with powers like this:
    Summon flyer (moves like hoover)
    Burst (shoots flyers machinegun or laser)
    Afterburner (moves like flying)
    Missile
    Yo.
    (And yes, I'm shamelessly plugging my own thread...)

    Anyway though, the counter balance to allowing them to be used in certain huge instanced areas like the Eden caves or narrow outdoor areas is a field of power suppression like used in Pocket D to prevent Teleporting and having areas where the field would not affect. Besides, power suppression around Wentworth's and the Black Markets have been suggested for a long time now anyway, this could just actually be the thing that finally stops others from lagging the @#$% out of players with shakier systems.

    And I'm not saying any of this is easy, the coding to just make the fliers alone could easily be months of nightmares for the Devs, but as the players, I think this is something that would really be good to finally have. I should probably copy pasta this part to my own thread, now that I think about it...
  14. Okay, so beating a dead horse, I had this idea for... Well, Super mobiles kind of implies land transport, but part of the problem with that is the geometry of the game's landscapes... So, the only simple solution for now is for such Vehicles to be fliers!

    Now here's what I'm thinking...

    About the Fliers:
    -Fliers would be form shift temp powers you would unlock the ability to purchase (a recipe/blueprint) and craft (at a special crafting station) at level 25 or so.

    -Fliers would have a static flight speed equivalent to the fly power at level 14. This would be to encourage people to still buy Raptor Packs or just take flight, since you'd already fly faster by the time you can get them. However, they do have the boon of not suffering from travel suppression.

    -The ability to summon and ride the fliers would be a power suppressed in indoor areas and instanced mission maps (unless they're outdoors perhaps?)

    -When form shifted as a flier, you would lose access to all of your powers but be given a new set in their place like Kheldian form shifts.

    -Fliers would have about 1 hour of power use time before they "wear out". (I figured it could be justified since these are all new designs and heroes and villains require some high performance that simply mechanically exhausts lesser machines that are not PC made/designed)

    -You may only have ONE flier until your time runs out, you cannot purchase all different types and have them ready and on hand. Only one until your current one expires.

    -If you are defeated inside of one, it EXPLODES/the remains are instantly teleported back to the shop for repairs and your body is sent PLUMMETING TOWARD THE GROUND!

    -Recharge: very long (About ten minutes, maybe?)

    About getting them:
    -As mentioned above, upon achieving level 25 you would gain a new contact to speak to. Heroes would report to a mechanic in Galaxy City (that place needs more love.), villains would report to an ex-Sky Raider Aero-Engineer in Sharkhead (That place needs something worthwhile)

    -They would be store contacts and offer three different missions to unlock each of the three types of fliers, completion of this mission would grant you the ability to purchase blueprints to build one of the different types that can only be crafted at a special workbench in the shop. These blueprints should be more expensive than Raptor packs, after all, it's not just getting a flight power, you're getting a fancy form shift.

    Types, Designs, and Powers: (This is where I'm mostly just making examples)
    -I was thinking the fliers would come in up to 5 types; Mk. II Longbow Chaser, Arachnos Micro-Flier, Sky Raider Mk. II Sky Skiff, Vanguard Scout Helicopter, and Rikti Banshee. Each one would have their own strengths and powers.

    -All of them would be fairly large compared to the actually Sky Skiff or the Chaser used already since some heroes and villains can get pretty huge. Well, the exception of course being the Arachnos Micro-Flier.

    -All of them would be completely enclosed with reflective windows, this would spare the devs the pain of trying to generate your character actually in the machine.

    -The fliers would have 3-5 powers they can use against your foes as well as auto-resist/defense powers to keep you from being too squishy inside of them. They all have inherent Mez protection to all except sleep, Spending more than 10 minutes asleep while using a flier form shift power would net you the Badge "Asleep at the Wheel"


    So, what do you guys think so far, any suggestions to add to this?
  15. I have a few of my own suggestions:

    More purchasable temp powers: I'm thinking origin related (but not exclusive) ones that you can buy at enhancement stores, they should be very useful enough to encourage people to buy them regularly, keep the charges and times limited to keep them coming back and purchasing, and try to avoid making them game breakers.

    Special paid transportation method: with scaling inf price as you level higher, basically, a special one-way teleport system like say in... Mercy and Galaxy city that would basically send you to any of the zones without level restriction. And to make it more appealing Redside, there could be multiple locations where you could be dropped off per-map.

    Purchasable costume pieces: already mentioned and I support this.

    Purchasable base items: on that train of thought, this might be nice too, especially, you know, they did something useful.

    Badges: We have badges for gaining inf, let's have some badges for spending inf at places besides WW.
  16. Quote:
    Originally Posted by Lucky666 View Post
    We do have water powers, haven't you ever thrown sharks?
    Or spewed bile on someone?

    And ironically, that's a villain set.
  17. Quote:
    Originally Posted by Prof_Backfire View Post
    Heck, I've got a nickname for my Shivan. (Dessie)

    My Blaster is the real temp power collector though, going through Striga and Croatoa helps.
    I call mine Goozillia, and the same thing happened on my blaster!

  18. Quote:
    Originally Posted by Leo_G View Post
    Can you not just save the costumes and then load them up into a slot later? It costs nothing to save a costume and can save as many of them as you have hard drive space.

    I won't say 'no' to more costume slots but I think asking for more is pushing it. Soon, we'll be able to link custom power colors/animations to costumes as well and more and more slots have got to be applying pressure on the system somewhere.

    Also, when will it end? Tomorrow we get a 6th and 7th costume slot and then we ask for an 8th next week?
    I think I'll be happy around 10 or 12, one of my characters is a parody/deconstruction of a magical girl, so fashion consciousness is kind of a prereq.
  19. Seems like a good idea to me. I don't see why not.
    You know, besides time constraints and so forth, but yeah, the 5th Column's constant "returns" have grown tiring without the ability to actually encounter them in street sweeping, it doesn't really feel like they're back, but just a special faction that we fight occasionally in canon and a lot in AE.
  20. I always /sign for more costume slots.
  21. Quote:
    Originally Posted by je_saist View Post
    Also, Xyzyx: if you actually believe that Masterminds are closer to tanks than brutes, you need to have your head examined. There's no way you possibly explain how you came to that... insane... conclusion. Last I checked Masterminds didn't have the HP that tanks and brutes get. They don't have the defenses, resists, or anti-mezes that tanks / brutes get. They don't have the aggro control tanks / brutes get.
    A mastermind doesn't, but with bodyguard mode they kind of do, also, they have basically limitless HP if they can keep out of getting attacked themselves since they're pets are their lives.

    But, I personally would like to support this idea of adding to gauntlet and add my own idea: basically, for every opponent (max: 10) surrounding a tank in a 5 ft radius, the tank gains a -regen and -recovery debuff resistance starting at 7.5%.
    I figure since it's not an actual buff to regen or recovery, this would not effect things too much, but at the same time it would mean that in large spawns or against large numbers, the tanker becomes all but immune to losing their ability to regenerate beneath their defenses or have their endurance taken from them and keep their toggles going.
    The exact numbers may need to be tweaked and maybe even the debuff resistance expanded on to protect their res and defenses as well, but otherwise it seems balanced without going overboard from my view point.
  22. This is /not/ a suggestion I find in any way pressing, but it might add more flavor to the game, to simply put it, let's see various Signature Heroes and Villains change to different costumes sometimes after maintenance.
    I mean, it's confirmed Statesman had other costumes before, and maybe there are days when he's feeling particularly nostalgic and dons his first costume as he hands out his TF? And other signature heroes and villains are at least level fifty, so they should have gotten all their costume slots, and Positron finally able to take off his armor, so shouldn't he have made improvements or variants with noticeable outward differences?
    Also, for real fun, during Halloween the signature heroes and villains can be seen in their own Halloween costumes! Ghost Widow... Will wear a white sheet with eye holes over her usual outfit...

    Again, not a pressing suggestion, just something that would be nice to see.
  23. AzureSkyCiel

    Team Origin Buff

    Quote:
    Originally Posted by Hobbes_NA View Post
    Do you have any kind of in-game explanation relating origins to these buffs?

    Since when are mutants attacking faster?

    Why are magic based characters more resistant?


    What origins really need is to be removed from character creation...
    It was kind of arbitrary and mostly just an example. But I think my logic was...

    Natural characters who have honed their talents have learned to surpass conventional limits, endured hardships and struggles that have left them determined to push through and survive.

    Magic gains resistance in the sense of magic and the spirits giving one protection from harm.

    Science, I've always viewed, is even more aberrant than mutant origin, the results of something that basically fundamentally changed what you were before into something else. A strange chaos that would baffle even magic users. And with mezzes kind of being seen as a "weird" thing, I figure that the familiarity with the bizarre ends up giving them a resistance to it.

    Mutants, as born from a force of evolution, the things that allow for evolution must surely be rapidly at work within their bodies. Thus, a recharge buff.

    For tech, I mostly figured tactical displays, targetting, etc. etc. to help them with defensive counter measures and aiming.