Redlynne

Legend
  • Posts

    1942
  • Joined

  1. Adding a cracked ground effect for powers such as Lift/Levitate that are simple "what goes up, flops back down" style knockup powers would probably be a good idea ... so as to "sell" the Hits The Ground part of the power.
  2. Quote:
    Originally Posted by Zamuel View Post
    I have a different suggestion for Prince Kiros Nandelu.

    This is ... hands down ... a totally AWESOME costume update for this NPC. It's one of those "once you've seen it, you KNOW that that's The Guy" sort of things. Three tentacles up (and 20 Quaatluus on the Newcomer)!

    Quote:
    Originally Posted by Serpine View Post
    Okay, since it seems the common suggestion I tried a version with the the camo pants (a darker blue to better match his original pants). Also set the gloves to the same darker blue color which makes them a bit less aggressive.

    Of the two choices, I prefer the camo pants version to the tucked in pants costume. It makes a very subtle difference, but it also makes his costume feel "closer" to the sorts of things we'd be seeing on Outcasts out in the streets. Good job on the update.
  3. Redlynne

    The Dead Pool

    Quote:
    Originally Posted by NightErrant View Post
    Statesman is very unpopular, I guess.

    Despite being the signature hero for the game. I wonder why.
    If you'd been playing during Issues 4-6, it's an absolute No Brainer for why Statesman is hated and reviled, even to this day.

    When you get enough feedback about a game breaking "new feature" that it causes the forums software to melt down and CRASH within days of the announcement ... and over 90% of that feedback is OVERWHELMINGLY NEGATIVE ... and you push it Live anyway ... fundamentally changing how the game "works" at the most underlying levels of gameplay, after promising previously that you'd be doing NO SUCH THING, simply because "you know best" what is "FUN" ...

    Um ... yeah.

    There is a reason why Jack "Statesman" Emmert is a Persona Non-Grata to the players of this game.

    It doesn't help that it took TWO YEARS and the release of Issue 9, Inventions ... under the leadership of Matt "Positron" Miller ... to undo the self-inflicted (and quite unnecessary!) damage of "Statesman's" decisions. During those two years ... I quit CoH and was very happy playing WoW. Needless to say, I was overjoyed to hear that Jack "Statesman" Emmert had been ****canned by NCSoft and would not be a part of the CoH Team after the property got bought out by NCSoft.

    And to this day ... I, and many other players, harbor a Not At All Unreasonable complete and absolute HATRED of Statesman, in game, thanks to Jack Emmert.



    So don't be AT ALL surprised if there is a significant portion of the Olde Guarde Playerbase who were here prior to City of Villains who are absolutely champing at the bit for the opportunity to remove Statesman from this game ENTIRELY on a permanent basis as a rebuke and repudiation of Jack "Statesman" Emmert for almost (almost!) destroying both this game, and its community, through his arrogance (and in my opinion, stupidity as a developer).
  4. Quote:
    Originally Posted by Redlynne View Post
    I just want a character planner that does the job of Mids' in an iOS app I can run on my iPad.
    Quote:
    Originally Posted by TonyV View Post
    We've been investigating ways to make this happen. No promises, but don't rule it out.
    Make it so ...
  5. I just want a character planner that does the job of Mids' in an iOS app I can run on my iPad.
  6. Redlynne

    The Dead Pool

    Quote:
    Originally Posted by Oedipus_Tex View Post
    You might just get your chance. Statesman's down to 4 HP in the forum game. http://boards.cityofheroes.com/showthread.php?t=266570
    Statesman was the "First To Die" in that forum game, and people are already dancing on his grave (starting around post #63 in thread).

    The fun part of that game is that only Numina and Citadel dropped below their starting HP, while everyone else's HP went up. Statesman though, went down like a cheap stuffed animal in the hands of a rampaging 2 year old.
  7. Redlynne

    The Dead Pool

    Please let *ME* kill Statesman.

    Please let *ME* kill Statesman.

    Please let *ME* kill Statesman.

    Please let *ME* kill Statesman.

    Please let *ME* kill Statesman.

    Please let *ME* kill Statesman.

    I so want to kill Statesman ...

    Please let *ME* kill Statesman.

    Please let *ME* kill Statesman.



    "Pony up, Torchy."
  8. Quote:
    Originally Posted by Tunnel Rat View Post
    But in the meantime, I’m very interested in hearing which powersets you think could use some new effects love.
    Kheldians.

    ... <crickets> ...

    You know ... something to help speed up their form transformations ...?

    ... <crickets> ...



    Quote:
    Originally Posted by Tunnel Rat View Post
    Many of the existing path auras already have flight effects. Are you asking specifically for contrails that are more dramatic than the ones on the current Flight power?
    Here's a thought for you Tunnel Rat. Would it be possible to have a When Flying Only path aura that did not *begin* spawning particles within Camera Distance (in ft) + 5ft of the character? That would mean that if you have a Camera Distance of 30 ft set, the particle effects of the path aura begin at 35 ft ... ie. behind the camera position. This would give the necessary separation of the path aura from the character to allow you to spawn opaque path auras (such as contrail clouds when Flying) which do not obscure the screen (so the player can see where they're going in 3rd person view). It's a little bit of a workaround for the problem ... but with a long lasting duration on particle effects spawned in a character's wake, things such as Skywriting might even become possible.



    Quote:
    Originally Posted by Tunnel Rat View Post
    Hahaha! You can get pretty close to a rainbow theme with some sets when you choose colors red and green (bright palette). They’ll make yellow when they overlap, which gives you enough of the spectrum to suggest a rainbow effect.
    Don't suppose you could swing a ROYGBIV Beam in there which can't be modified by the color palettes, could you?
  9. Redlynne

    Who Will Die?

    Statesman dies ... so that the amassed power of the Primal Players can be unleashed against The Coming Storm. Without Statesman to "hold us back" ... we can win!
  10. Quote:
    Originally Posted by DrOctagon View Post
    I love being a defender.

    And now I'd like to build an awesome SoA. Of course I don't want to do any damage.
    "You keep using that word. I do not think it means what you think it means."
  11. Quote:
    Originally Posted by Chad Gulzow-Man View Post
    Quote:
    Originally Posted by Redlynne View Post
    This has been my favorite suggestion for Azuria, but there's something a little off about the face and hair. Maybe it's the lighting, maybe it's the angle, but the hair looks too disheveled and the face too angry to fit the character (and her job).
    Partly it's the angle.

    I wasn't going for an exact match on the hair color (which on the original is this unwashed brown mess). Instead I was angling for something more in the "black, without being BLACK" way of a color scheme. If you look at the color picks in the costume code I included, you'll actually see that the exact dual colors I chose were darkest azure blue and darkest purple (or was it pink?). Basically, take the colors of her top and skirt, slam them all the way over to dark on the color picker and use those. Ironically, this gives her hair a much more lustrous blue-black look that is way more awesome up close. Feel free to load my costume file code into your own game client and have a look in the costume editor, since the screenshot really doesn't do her justice.

    The hair style was pretty much intended to be either exactly like, or as close as you can get to it with PC hairstyles, as what you see on Azuria's legacy character model. I wouldn't be surprised if she uses a unique hairstyle that's simply not available to characters. I just used Long 1 for hairstyle, since that seemed to be the closest match to the legacy Azuria.

    As for the face ... I used Face 14, with eyeshadow (Makeup 5). I wasn't going to spend all night futzing around trying to get it *exactly* right ... and I honestly doubt that any of the faces we have access to quite manage to have that "trashed out heroin(e) junkie" look to them with dark circles under the eyes and so on. I could have spent HOURS mucking around with the head size sliders trying to get an exact match ... but I found *SLEEP* to be a more compelling argument and just did something simple. I honestly don't think any of the other faces we could choose will ever "match" the legacy Azuria, so I settled for "good enough" rather than eternally striving for the "perfect" in this case. The shape of the eyebrows makes a rather dramatic difference between the original and my proposal.

    My only regret with my Azuria is that I couldn't give her some sort of necklace, preferably with an arcane thematic styling to it of some sort.

    The thing that I like most about "my" Azuria is that I take one look at her and immediately think, "this woman is competent ... and awake!" When I look at the legacy Azuria, the thought that runs through my mind is, "didn't I just arrest you for dumpster diving in the Downside neighborhood?"

  12. Code:
    {
    CostumeFilePrefix fem
    BoneScale -1
    ShoulderScale -0.5905
    ChestScale -1
    WaistScale -0.35
    HipScale -0.5
    LegScale 0.02
    HeadScales  0,  0,  0
    BrowScales  0,  0,  0
    CheekScales  0,  0,  0
    ChinScales  0,  0,  0
    CraniumScales  0,  0,  0
    JawScales  0,  0,  0
    NoseScales  0,  0,  0
    SkinColor  147,  87,  70
    NumParts 28
    BodyType 1
    CostumePart ""
    {
    	Geometry shorts
    	Texture1 skin_tights
    	Texture2 bikini_3
    	DisplayName P1525729866
    	RegionName "Lower Body"
    	BodySetName NewSkirts
    	Color1  20,  0,  31
    	Color2  35,  61,  0
    	Color3  20,  0,  31
    	Color4  35,  61,  0
    }
    
    
    CostumePart ""
    {
    	Geometry Tight
    	Texture1 !Chest_V_Fem_Skin_TankTop_01
    	Texture2 !Chest_V_Fem_Skin_TankTop_01_Mask
    	DisplayName P566009771
    	RegionName "Upper Body"
    	BodySetName Tights/Skin
    	Color1  0,  172,  255
    	Color2  35,  61,  0
    	Color3  20,  0,  31
    	Color4  35,  61,  0
    }
    
    
    CostumePart ""
    {
    	Geometry V_fem_Head.GEO/GEO_Head_V_Asym_Standard
    	Texture1 !v_sf_face_skin_head_10
    	Texture2 !V_Sf_Face_Makeup_5
    	DisplayName P687117166
    	RegionName Head
    	BodySetName standard
    	Color1  126,  204,  241
    	Color2  35,  61,  0
    	Color3  20,  0,  31
    	Color4  35,  61,  0
    }
    
    
    CostumePart ""
    {
    	Geometry Smooth
    	Texture1 skin_bare
    	Texture2 None
    	DisplayName P3937616722
    	RegionName "Upper Body"
    	BodySetName Tights/Skin
    	Color1  20,  0,  31
    	Color2  35,  61,  0
    	Color3  20,  0,  31
    	Color4  35,  61,  0
    }
    
    
    CostumePart ""
    {
    	Geometry Hi_Heels_02
    	Texture1 skin_Hi_Heels_02a
    	Texture2 skin_Hi_Heels_02b
    	DisplayName P2104750136
    	RegionName "Lower Body"
    	BodySetName NewSkirts
    	Color1  85,  0,  0
    	Color2  35,  61,  0
    	Color3  20,  0,  31
    	Color4  35,  61,  0
    }
    
    
    CostumePart ""
    {
    	Geometry Retro_01
    	Texture1 Retro_01a
    	Texture2 Retro_01b
    	DisplayName P177456852
    	RegionName "Upper Body"
    	BodySetName Tights/Skin
    	Color1  20,  0,  31
    	Color2  0,  172,  255
    	Color3  20,  0,  31
    	Color4  35,  61,  0
    }
    
    
    CostumePart ""
    {
    	Geometry Long_01
    	Texture1 Long_01a
    	Texture2 Long_01b
    	DisplayName P2681220175
    	RegionName Head
    	BodySetName standard
    	Color1  0,  20,  31
    	Color2  20,  0,  31
    	Color3  20,  0,  31
    	Color4  35,  61,  0
    }
    
    
    CostumePart ""
    {
    	Fx None
    	Geometry None
    	Texture1 None
    	Texture2 None
    	Color1  20,  0,  31
    	Color2  35,  61,  0
    	Color3  20,  0,  31
    	Color4  35,  61,  0
    }
    
    
    CostumePart ""
    {
    	Geometry None
    	Texture1 None
    	Texture2 None
    	DisplayName P2793026233
    	RegionName Head
    	BodySetName standard
    	Color1  20,  0,  31
    	Color2  35,  61,  0
    	Color3  20,  0,  31
    	Color4  35,  61,  0
    }
    
    
    CostumePart ""
    {
    	Geometry None
    	Texture1 None
    	Texture2 None
    	DisplayName P2281134661
    	RegionName "Upper Body"
    	BodySetName Tights/Skin
    	Color1  20,  0,  31
    	Color2  35,  61,  0
    	Color3  20,  0,  31
    	Color4  35,  61,  0
    }
    
    
    CostumePart ""
    {
    	Geometry None
    	Texture1 None
    	Texture2 None
    	DisplayName P772741860
    	RegionName "Upper Body"
    	BodySetName Tights/Skin
    	Color1  20,  0,  31
    	Color2  35,  61,  0
    	Color3  20,  0,  31
    	Color4  35,  61,  0
    }
    
    
    CostumePart ""
    {
    	Fx None
    	Geometry None
    	Texture1 None
    	Texture2 None
    	Color1  20,  0,  31
    	Color2  35,  61,  0
    	Color3  20,  0,  31
    	Color4  35,  61,  0
    }
    
    
    CostumePart ""
    {
    	Fx None
    	Geometry None
    	Texture1 None
    	Texture2 None
    	Color1  20,  0,  31
    	Color2  35,  61,  0
    	Color3  20,  0,  31
    	Color4  35,  61,  0
    }
    
    
    CostumePart ""
    {
    	Geometry None
    	Texture1 None
    	Texture2 None
    	DisplayName P2371314042
    	RegionName Head
    	BodySetName standard
    	Color1  20,  0,  31
    	Color2  35,  61,  0
    	Color3  20,  0,  31
    	Color4  35,  61,  0
    }
    
    
    CostumePart ""
    {
    	Fx None
    	Geometry None
    	Texture1 None
    	Texture2 None
    	Color1  20,  0,  31
    	Color2  35,  61,  0
    	Color3  20,  0,  31
    	Color4  35,  61,  0
    }
    
    
    CostumePart ""
    {
    	Fx None
    	Geometry None
    	Texture1 None
    	Texture2 None
    	Color1  20,  0,  31
    	Color2  35,  61,  0
    	Color3  20,  0,  31
    	Color4  35,  61,  0
    }
    
    
    CostumePart ""
    {
    	Fx None
    	Geometry None
    	Texture1 None
    	Texture2 None
    	Color1  20,  0,  31
    	Color2  35,  61,  0
    	Color3  20,  0,  31
    	Color4  35,  61,  0
    }
    
    
    CostumePart ""
    {
    	Fx None
    	Geometry None
    	Texture1 None
    	Texture2 None
    	Color1  20,  0,  31
    	Color2  35,  61,  0
    	Color3  20,  0,  31
    	Color4  35,  61,  0
    }
    
    
    CostumePart ""
    {
    	Fx None
    	Geometry None
    	Texture1 None
    	Texture2 None
    	Color1  20,  0,  31
    	Color2  35,  61,  0
    	Color3  20,  0,  31
    	Color4  35,  61,  0
    }
    
    
    CostumePart ""
    {
    	Geometry Pencil_02
    	Texture1 plain
    	Texture2 Plain_01b
    	DisplayName P3930658043
    	RegionName "Lower Body"
    	BodySetName NewSkirts
    	Color1  20,  0,  31
    	Color2  103,  0,  153
    	Color3  20,  0,  31
    	Color4  35,  61,  0
    }
    
    
    CostumePart ""
    {
    	Fx None
    	Geometry None
    	Texture1 None
    	Texture2 None
    	Color1  20,  0,  31
    	Color2  35,  61,  0
    	Color3  20,  0,  31
    	Color4  35,  61,  0
    }
    
    
    CostumePart ""
    {
    	Fx None
    	Geometry None
    	Texture1 None
    	Texture2 None
    	Color1  20,  0,  31
    	Color2  35,  61,  0
    	Color3  20,  0,  31
    	Color4  35,  61,  0
    }
    
    
    CostumePart ""
    {
    	Geometry None
    	Texture1 None
    	Texture2 None
    	DisplayName P1848153390
    	RegionName Head
    	BodySetName standard
    	Color1  20,  0,  31
    	Color2  35,  61,  0
    	Color3  20,  0,  31
    	Color4  35,  61,  0
    }
    
    
    CostumePart ""
    {
    	Fx None
    	Geometry None
    	Texture1 None
    	Texture2 None
    	Color1  20,  0,  31
    	Color2  35,  61,  0
    	Color3  20,  0,  31
    	Color4  35,  61,  0
    }
    
    
    CostumePart ""
    {
    	Fx None
    	Geometry None
    	Texture1 None
    	Texture2 None
    	Color1  20,  0,  31
    	Color2  35,  61,  0
    	Color3  20,  0,  31
    	Color4  35,  61,  0
    }
    
    
    CostumePart ""
    {
    	Fx None
    	Geometry None
    	Texture1 None
    	Texture2 None
    	Color1  20,  0,  31
    	Color2  35,  61,  0
    	Color3  20,  0,  31
    	Color4  35,  61,  0
    }
    
    
    CostumePart ""
    {
    	Fx None
    	Geometry None
    	Texture1 None
    	Texture2 None
    	Color1  20,  0,  31
    	Color2  35,  61,  0
    	Color3  20,  0,  31
    	Color4  35,  61,  0
    }
    
    
    CostumePart ""
    {
    	Geometry None
    	Texture1 None
    	Texture2 None
    	DisplayName P546439883
    	RegionName "Lower Body"
    	BodySetName NewSkirts
    	Color1  20,  0,  31
    	Color2  35,  61,  0
    	Color3  20,  0,  31
    	Color4  35,  61,  0
    }
    
    
    CostumePart ""
    {
    	Color1  0,  0,  0
    	Color2  0,  0,  0
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Color1  0,  0,  0
    	Color2  0,  0,  0
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    }
  13. Quote:
    Originally Posted by Von Krieger View Post
    They do have things in mind for SG bases, but they can't talk about it. It's not Issue 21.
    Quote:
    Originally Posted by Dustified View Post
    FINALLY SOMETHING!

    I'm be watching and holding you to that devs....don't make me get a pointy stick and have to use it ¬_¬
    Quote:
    Originally Posted by Comicsluvr View Post
    A glimmer of hope. I am enthused.
    This is called being persistent. I know, because I'm the one who has been doing it. Zwillinger gave that answer in response to MY question in the UStream Chat. Because even the *shaping* of a refusal to "talk about bases" contains information which can inspire hope (or despair ... take your pick).

    The most "promising" aspect of this consistent refusal to "talk about bases" in the context of persistent queries is that it is also entirely in keeping with company policy of "not talking about future developments" before they are ready to release information. For example:

    Question (prior to Proliferation 3.0 announcement): "Can you talk about powerset proliferation?"
    Answer: "No."

    Question: "Why aren't Dominators included in Powerset Proliferation 3.0 in Issue 21?"
    Answer: "Because we're doing something else for Dominators that will be Awesome™!"
    Follow up Question: "Can you tell us more about that?"
    Answer: "No."

    Question: "Can you tell us more about what you're going to be doing with the remaining Incarnate Slots which have yet to be unlocked?"
    Answer: "No."

    The point that I want EVERYONE in this forum to take to heart is that Paragon Studios has a *habit* of working on things and not talking about them "before they're ready" to talk about them. They didn't "talk about" powerset proliferation ... but they were working on it (and oh boy were they working on it!) just the same, as we now know. They aren't "talking about" powerset proliferation, or possibly even NEW powersets(!) for Dominators (and Controllers?) post-Issue 21. Is there anyone here who wants to believe that means that they're doing *NOTHING* for Dominators post-Issue 21? They won't "talk about" what the remaining unlockable Incarnate Slots are going to do, which Trials they'll be tied to, what currency they'll use to craft the enhancements ... any of that stuff. But does anyone *BELIEVE* that because the Devs "won't talk about it" that they're "not doing anything" in this area? Let's just say that believing that would be ... foolish.



    And now we have repeated statements that the Devs "can't talk about bases" in a manner that is *entirely consistent* with development work either scheduled, in progress, or possibly even both. We also know that the the Programming Team is "booked solid" as far as team time is concerned for the next 6 months (or so, at least!), and that ... one ... of the production bottlenecks in Development of new features for the game right now is Programming. Tunnel Rat has said so in UStream chats. Other Devs (Synapse? Second Measure?) have said so in UStream chats.

    Anyone want to speculate how much Programming Development *any* kind of Base Editor work would require ... let alone a wholesale revamp? Personally, I'm thinking "not trivial" would be the best answer to that question (especially if talking wholesale revamp).



    Yes, this IS a game of Blind Man's Bluff at this point to try and figure out what is going on with SG Bases in the development cycle. But at the same time, Paragon Studios does have a Modus Operandi when it comes to "talking about" things to develop. We've seen THAT before ... and it's better than even money that we're seeing it in operation NOW with respect to future SG Bases Development. The one thing we CAN be sure of is that there isn't going to be any kind of finished and finalized push of enhanced Base Functionality in Issue 21. THAT MUCH has been made clear.

    But Second Measure, in his role as Producer, and by his own admission on saturday's UStream broadcast from SDCC, "lives in the future" of CoH:F because he's already engaging in meetings about what is going into Issues 22 and 23 (and possibly even 24, although he didn't state this explicitly).

    Question: "Can you talk about Issue 22?"
    Answer: "No."

    Question: "Can you talk about future development(s) for SG Bases?"
    Answer: "No."

    Anyone want to believe that the Devs are NOT working on Issue 22, even in a preliminary capacity? I'm willing to bet the answer to that is "NO" simply because it's self-evident that they must be, already.

    Anyone want to believe that the Devs are NOT doing any work on SG Bases ... ever again? Note very carefully that if SG Bases were an "abandoned feature" as so many of us had feared, it would be VERY EASY for someone ... anyone ... to come along and flat out state, for the record, that there are NO PLANS, of any kind, anywhere in the forseeable future, to do anything at all with SG Bases. The Devs *HAVE* come out and said, in answer to questions about some topics, that there is "No Work Being Done" or planned to be done in that area. When something is *NOT* up for revision/remodeling/redevelopment, the Devs have been forthcoming in saying so, that there is no effort being expended in that direction. They don't say, "we aren't talking about it" (or words to that effect), they just come right out and say that there's nothing being done or there are no resources allocated for that effort. THAT they DO say.



    Significantly, in this case, the Devs are NOT saying there's *nothing* happening on the SG Bases front. What they DO SAY is that they "can't talk about" what IS (or is not, if you're pessimistic about this ... still) happening on the SG Bases front. And that "can't talk about it" response is entirely in keeping with something happening.

    It's not going to be something for Issue 21 ... that much is clear.

    But it might be Issue 22 ... or maybe even Issue 23 (which at this point I would peg at being a year away, for Issue 23). At the very least though ... SOMETHING ... appears to be happening ... so long as you're a decent player at the game of Blind Man's Bluff ... and if you've been paying attention to the *shape* of the language Paragon Studios uses to talk (or not) about what is being worked on, but news of which hasn't leaked yet.



    This analysis is by no means conclusive PROOF of a development effort for SG Bases at Paragon Studios ... but if you're inclined to optimism (and not everyone who reads this forum is, at this point), it IS a reason to (re)kindle a flame that has long been guttering and dying.

    HOPE.



    If you know how to read the signs, and not be overwhelmed by your past disappointments and cynicsm ... it is possible to hope. Whether you do, or not, is up to you.



    Me? I'm betting on hope.
  14. Quote:
    Originally Posted by Bright View Post
    Burkholder...

    He would have to do Burkholder.
    I'd want Lewis Black (of The Daily Show's "Back in Black" segments) as the voice of Burkeholder, rather than Gilbert Gottfried.
  15. Again ... Doctor Vivian ... you're "stuck in a rut" of trying to see the Base Editor in isolation, and therefore trying to justify it in isolation, without trying to break out of that assumption to search for possible synergies and draws which could dramatically widen the appeal of Base Editing itself.

    Right now, we have "global" settings for who can edit Bases. If you can edit one thing, you can edit everything. There's no "security settings" on base editing priviledges ... so consenquently, only the "inner circle" of an SG can be trusted to not go on a destructive rampage, or rob the SG blind or engage in other griefing behaviors. If you can't secure it, it can't be a widely used feature. But if it were possible to assign Edit Priviledges on a room-by-room basis ... you could have designated "sandbox" rooms in any base which low level SG members would be able to "mess around with" while not risking any of the painstaking work that has gone into building up the rest of the base.

    When more players can use a feature without risking the hard work of others, that feature will gain in popularity and use ... which in turn will prompt demand for any expansions of functionality and building blocks that go into that feature.

    I for one would love to see the Base Editor updated, expanded and extended so as to make it compatible with Architect Entertainment so that players could create User Generated Locations in additon to Custom Mobs and Custom Story Arcs. Merging an environment editor with AE would offer INCREDIBLE creative potential! I'd love to be able to "define spaces" in my Base and then export all of the database instructions that make it all possible to a text file, like what we can do with Custom Mobs in AE, so as to have a backdoor method to "version" our bases. That way, players can store "backup files" of their bases in the event of loss, damage, or creative impulses gone awry that would take far too much effort to "undo" and revert to original state via file upload/download.



    But absolutely NONE of that can even be considered so long as people (such as yourself) lack the vision for WHAT MIGHT BE and remain locked into their (preferred?) vision of WHAT CAN NEVER BE. You spend an awful lot of time, text and energy trying to make sure that you (and everyone else) is completely justified in believing that nothing ever CAN get done, nothing ever WILL get done, and so there's absolutely no point in even discussing how to GROW beyond what we've already got into having something that everyone is going to WANT (and will therefore want to BUY).

    We keep trying to make the pie bigger and/or better.
    You keep trying to say the pie will always be small, and never have enough slices to justify baking another one.

    Guess which attitude is "more helpful" for bringing about changes that we can all benefit from?
  16. Redlynne

    Who Will Die?

    Quote:
    Originally Posted by Remaugen View Post
    BAB makes the most sense to me, isn't he (the developer) gone to that other game?
    If that's the standard for choosing who dies, Statesman is going to be the first in line to get snuffed.
    (and there was much rejoicing. "Yeeaaaaaei...")
  17. Still convinced that Paragon Studios blew it by not hiring on Samuraiko Productions to make a trailer for them.
  18. Statesman dying would be soooooo Epic ... and bring some much needed catharsis to Long Time Players like myself. Besides, he deserves to die ... even if only as a warning/wake up call to Emperor Cole and Reichsman.



    "Pony up, Torchy."



    Extra special bonus points to the Devs if they let US kill Statesman. >)
  19. As spiffy as this trailer is ... I'm still sure that Samuraiko Productions could knock its socks off without breaking a sweat. I've seen Michelle's videos. Michelle does better work than just a bunch of fast cuts.

    So I still stand by my contention that NOT giving Michelle a Beta Invite to make a totally kick ads trailer for 21 (yet) is a mistake on Paragon Studios part.



    Although now I want to SEE even more of Time Manipulation getting animated!

    And somebody's been watching Nausicaa before getting inspired to do all those floating spores in the Underground Trial!
  20. Redlynne

    Who Will Die?

    That Statesman Mask is smoking, because I'm the one who killed him.



    Back off Manticore ... take a number and get in line. There are LOTS of people who want to KILL STATESMAN ....
  21. In Issue 2, when I signed up, I wanted the name Redline ... as in, where the tachometer goes. This was on Virtue, so of course it was taken.

    So I wound up settling for a wild misspelling, which if you're artistic enough can be pronounced "Redline" if you want it to. I want it to ... and in my own mind (and in conversations) I always say "Red Line" even though the spelling for the name of my main and my global handle are Redlynne.

    Redlynne, my MA/SR Scrapper has a costume thematic that involves (what else?) ... red lines on black. Mainly this takes the form of the incredibly ancient Stripe 1 pattern, which actually looks clean and elegant. Had to wait for Issue 4 though to get my Sneakers and Tight Pants though. It's been fun to taunt other scrappers on TFs, with lines like, "My sneakers do more damage than your sword!" to the Katana scrappers I'd be teamed up with.



    The rest of my characters tend to follow the "find a pun" convention for their names.



    Ms Terry - Tri-form Warshade
    Seen in print, most people don't give Ms Terry's name a second thought. It's only when people pay attention and actually speak the name out loud that the pun tends to hit them square between the eyes. So far, I've only had one teammate on a TF ask me about it ... and true to form, I played ... mysterious ... in my reply (which was better than fine with the RPer teammate).

    Shirayukihime - Ice/Ice/Arctic Tanker
    Shira = white (in japanese)
    Yuki = snow (in japanese)
    Hime = princess (in japanese)
    So for those who "know" when looking at my tanker, they know they're teaming up with Princess Snow White. So naturally my color scheme for "Yuki" is an icy arctic blue (go figure). Character concept inspired by the Fairy Musketeers anime, which figures heavily in the character bio.

    Ms Givings - Mind/Kin Controller
    Not only was the name pun too good to pass up ... especially for a Mind Controller ... but the battlecry was beyond obvious once I'd secured the name. Pretty much always gets a laugh when first used in a PuG TF.
    Battlecry: "Trust your Ms Givings!"

    Topheavy Gs - Gravity/TA Controller
    My first character where I deliberately went for a Max Chest Slider female, and couldn't resist making a joke about it in the character's name, her appearance, and best of all ... her bio. To this day, I get random tells from passers by in which I can practically *hear* the peals of laughter in the message text after they've read my bio. Needless to say, I get plenty of compliments from strangers when playing Topheavy Gs.

    Autumn Turning - Quad-form Peacebringer
    Autumn Turning was first the name of a Dryad character I played in a tabletop PnP fantasy game, who was actually a Changeling that was swapped in for a human child shortly after the human baby's birth ... and was "bound" to a bonsai tree in a pot, which, being "portable" allowed her to "go places" with other people. Most dryads couldn't "pick up their trees" and travel around the world, while Autumn Turning could. Lacking any better ideas, I recycled the name for my Peacebringer ... made her a redhead (boo yeah!) ... and settled on a rainbow color scheme thematic for her costuming that wasn't "in your face" about the color transitions from red through green to blue and purple (the latter being her shoes). Over the years, I've gotten lots of compliments from people on the poetic "cleverness" of the name Autumn Turning, which in addition to its combined pun aspects has the feeling of being something which an ordinary person could actually be named ... since neither Autumn, nor Turning, in isolation, are in any way "peculiar" for personal or family names.

    Flight of Stars - Empathy/Archery Defender
    The notion here was simple enough, if a little bit off the beaten path. Anyone who knows even a smidgen about (real) archery will be familiar with the term "flight of arrows" and I wanted to evoke that. But I was also going for a "starshot" pattern theme in the costume, and settled on Flight of Stars. And being a tremendous anime geek, I couldn't resist referencing Urusei Yatsura with my battlecry.
    Battlecry: "Many stars will hit you!"

    Soapland Shinobi - Ninja/Force Field Mastermind
    Anyone who knows what the words "soapland" and "shinobi" mean, will get the joke instantly ... especially when paired with a color scheme of dark(est) purple and bubblegum pink. All of my ninjas are named after styles of japanese baths ... an inside joke that I'd expect only japanese speakers to get.

    Ku no Ichi - Ninja/Trick Arrow/Soul Mastery Mastermind
    Ku = 9 (in japanese)
    Ichi = 1 (in japanese)
    Ku no Ichi literally means "1 of 9" in japanese ... but "kunoichi" (with no spaces between the syllables) is the japanese word for "female ninja" derived from the radical strokes that form the kanji for the word "woman" (so I've got WAY TOO MANY contextual self references going on here!). My ninjas are all named as numbers ... 3 through 8, in japanese (of course), because they're all just faceless minions who DIE way too often ... with the extra added multilevel pun that I've named my boss pet "San" which is the japanese word for the number 3. This of course makes him Oni San ... which of course is not far at all in japanese from Onii-san ... the word for "brother."

    Leggs - Huntswoman Soldier of Arachnos
    Named after L'eggs brand pantyhose (for those old enough to remember them), this former fashion model of women's undergarments turned (involuntary) Soldier of Arachnos was originally conceptualized as being a Crab Soldier. But after perusing the SoA Forum here on the boards for a few weeks, I became curious about the possibilities/potential of the Huntsman build. Since I hadn't reached Level 24 yet at the time, it was easy to alter my future build plans to switch from Crab to Bane powers, while retaining all of the original Soldier Gun attacks. The fruits of my experience in building and playing Leggs can be found here. Even after swtiching from a Crab based build to a Bane based one for my Huntswoman build, I very deliberately worked up a 2nd Build which included Crab Powers in it so as to "enforce" the Crab Backpack costume part ... which was simply "necessary" to complete the character's Look, and I've never regretted the decision. In some circles on Virtue, Leggs has gained something of a ... reputation ... making her highly desired on any team with players I've teamed with before when playing her. And just in case it wasn't obvious from the name ... this girl is all about the legs! I've even got my aura set as Leaves, Combat with a pink color so they look more like Sakura Petals falling when I've drawn my rifle.


    Golden Blond - Kinetic Melee/Willpower Scrapper
    I decided I wanted an "all gold" themed character who would not only have all gold colored primary/secondary powers, but who would also have an all gold costuming scheme. The combination of mirrored shades, business suit jacket with sleeves and cufflinks, bridal mini skirt and strappy sandals looks really awesome in "daylight" in game, where the cloth texture of the jacket reflects the metallic gold color of the threading. Golden Blond looks totally like a Power Executive for some mega-corporation who would use $100 bills to light somebody else's cigarette without batting an eyelash.

    Kinetic Kunoichi - Kinetic Melee/Ninjitsu Stalker
    I've never played a Stalker before, and wanted to know "what it was like" playing the other side of the fence from Scrapper. And if you're playing an "assassin-like" Stalker, the first and most important thing in any transaction with a client is ... NO NAMES. So I chose a name that was purely descriptive without being even slightly "personal" in its aspect. Needless to say, it's been a lot of fun reading the stuff my Contacts say to me, where they're essentially addressing me "by title" rather than by "name" whenever I talk to them.
  22. Can't wait for the "whiny cheerleader" voice of Fusionette ...
  23. Redlynne

    Slotting Terrify

    I personally use Glimpse of the Abyss in Terrify on my Min/Kin ... Ms Givings.

    Why?

    Because it gives me plenty of overlap between duration and recharge so that I can use Terrify at convenience, rather than at need, to refresh the Fear. And although it is perfectly possible to slot Terrify with Positron's Blast instead ... the damage gain really isn't that great, and Positron's doesn't offer all that much in the way of Recharge. Because Terrify has somewhat weak base damage, you're not getting all that much return on investment with Positron's in absolute terms.

    Another point is that when soloing, sustaining Fear is more valuable than dealing damage with your one and only AoE attack ... which is then regenerated before you can dispatch all the hostiles in the Cone, because you're limited to single target attacks while waiting for Terrify to recharge (ie. you can't chain attack with Terrify, no matter much how +Recharge you've got).

    Given all that ... I've found that enhancing the Control aspect of Terrify's Fear tends to be more useful, in more situations (solo and group) than Terrify's Damage, even with Containment boosting the damage.