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Not bad! I used to do this with anime figures but the prices got ridiculous. Maybe when I save up some money...You've inspired me to get back into the idea.
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With the doppleganger mechanic in CoH, I could see it being possible. No clue how much of a pain in the neck it'd be though to implement.
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This is a terrible, terrible idea.
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The truth that PVP-lovers will deny is that CoH is not meant for PVP. It only has PVP from popular demand and because all the cool kids were doing it.
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Quote:Paragon's construction crew works insanely fast. Skyway in Sutter TF, the Hollows in SSA1...It's a wonder what's taking Galaxy City and Boomtown so longThat's quite possible - although one of the zones that they're probably most likely to look at for a co-op revamp is Boomtown
But if they decided to destroy, say, Skyway City as a result of the Admiral Sutter TF, and turn it into a co-op zone, there there's no reason they couldn't create a mission arc where red side players set up the alliance bewteen the loyalists and the Sky Raiders, and then help them wreck the zone as the finale of the arc - completing the arc would then unlock the first new story contact in the revamped zone.
Even though the Sutter TF would mean that their loyalist and Sky Raider allies had been stopped and defeated, it'd still let Villain players feel that they'd manipulated 2 enemy groups into forming an alliance to do their work for them, and had caused some permanent damage to Paragon City.
To give a further evil boost, it could even be set up that the Villain player was intending to betray their allies anyway, once they'd served their purpose, which would mean that even the Heroes' victory in the Sutter TF would actually help the Villains..
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As a character, I prefer Flambeaux for being entertaining. Now who'd win in a fight? Fusionette.
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Quote:^All of thisI think players who want to be more villainous are being poorly represented in this thread. Not every villain wants to rule the world or destroy it. Wanting more villainous content does not mean every arc has to have the possibility of devestating vast tracts of land or ruling a pile of rubble. Sometimes it's as simple as the way other villains address you or getting away with a big pile of cash.
Look at Dean McArthur and Leonard's arcs. In both of them you are the big shot, dangerous person who gets to be nice or nasty to them. They are your lackeys, doing what you tell them to do. Plus you get to finish Leonard's arc with a big sack of cash. Equally, as has been said earlier in the thread, after you finish a patron arc, the patron effectively concedes that you are their equal (most times) and decides not to cross you. Even Recluse agrees not to try and abuse your power after you prove how much of a badass you are to him.
Villains are about gaining power. But a lot of the time, the arcs we have simply cast us as lackeys and mercenaries, never wanting to gain much for ourselves other than getting paid. Things are improving though. Tips are an excellent source of villainy and thing such as making the Mortimer Kal introduction into a tip mission was a stroke of genius. So kudos for those, we need more of them please!
But co-op content is a nightmare. Co-op stuff always seems to be heroic in nature, mostly because there seems to be this fear that if there was a co-op task that required heroes to be less than whiter than white, no-one would play it. So it's always the villains that have to put their personal issues aside and play pretend hero. The opening to Redside New DA even makes a joke about it! Although I appreciate that co-op content is a cost saving measure, it's been used too often over the past ten issues to the point where if I see the term 'co-op', I immediately want to go and play something else.
The writers have proven that they're capable of this. So it frustrates me no end when I see the cheap and easy way being taken every single time and just expecting villains to like it or lump it.
Also, I'd love more arcs like Dean Arthur. Row row kill the heroes. -
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The only virus The Cape gives is The Jitterbug. Hur hur.
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Quote:You can roleplay whatever you want, but the point where you start expecting the game mechanics to support totally arbitrary characterization is the point where you become incorrect. You're not going to be allowed to press the button. If you feel that's out of character for you, don't play any arc where the button is within arm's reach. Thus is happiness maintained.
But expecting other people to respect your desire to destroy the world - with the expectation of actually getting to do it! - is incorrect, in the same way that showing up to a card game and demanding to burn the deck is invalid. You can't burn the deck. The rest of us are still playing with it. Complaining about this fact is incorrect.
Touche. -
Can I be the first mate for the victor?
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I know 8 man groups can end up fighting patrons/phalanx members in bank missions. I guess it's sort of like that?
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Pleasepleasepleasepleaseplease so.
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A new variable just occurred to me. I think the reason we can't be over the top world-domination evil is the fact with GR all villains can redeem themselves. It'd be a bit strange to cause a genocide and then do a few good deeds and become a hero and everyone cheers like it never happened.
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Titan Weapons progresses slower but is SO worth it way down the road. Street Justice is pretty awesome from the start. However I recommend getting EVERY attack offered for both.
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Quote:I dunno. This same type of argument could be made about being as powerful as Phalanx Members or even Statesman years ago before Incarnates. But I do agree with a lot of things you said. I don't expect everyone to tremble in terror and lick the blood off my boots when playing my villain. I certainly don't expect my villain(s) to become an unstoppable Overlord over the primal world.Every game has rules. Breaking those rules is effectively "playing wrong".
In CoV, the setting is what provides the rules. Basically, every player villain starts out fairly small time, and ultimately, gets a small taste of possible epic villainy, but can never follow through, because doing so would break the game experience. Nothing in CoV supports the idea of the player ever being an immortal god king that could destroy the universe then escape safely to their home dimension. (Yes, Im taking into account Praetorians, and even they never have the power to pull this off.)
It's like complaining in a baseball game that you can't just hit the ball wherever and the other team has to go make a play on it regardless of where it lands. (IE, a foul ball) Lines and rules exist in all games for a reason. Choosing to ignore those things then complain the game doesn't turn out the way you expect is just folly, and effectively, yes, playing the game wrong.
Now maybe make an arc where we get to conquer some OTHER dimension may be cool... -
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Quote:I agree for the most part. CoH is all about customization. Not saying we should be able to become God and smite the entire Phalanx with the literal snap of a finger or anything.Trying to claim players are "playing wrong" because the game won't let them play the way they want is absolutely ridiculous.
Considering Wade has to sick Lanaruu on you and retreat, that's not an inaccurate belief.