Shadowe

Legend
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  1. Quote:
    Originally Posted by Ironik View Post
    Maybe there's some way to unlock these for free, but the game is telling me they cost 160 points each. Most of these were auras we had before the switch to Freedom.
    This is an artefact of the revised cape and aura missions. Go see the City Rep in Atlas Park City Hall and do the new missions. When they first came out there was a "feature" that required you to do them again to change your cape or aura. Sounds like it was never fully corrected.
  2. I solo an awful lot, because I like to take things at my own pace, not have that pace dictated by the team as a whole.

    When I do team, it's either for the occasional iTrial, or a friend or two on a lowbie wants to come along and earn some XP faster than they can solo. The fact that I solo my L50 blaster at 0/x7 helps.
  3. I agree with Rajani Isa - report your own thread, explaining that you desire a change and can't send PMs. Our mods are generally quite understanding.
  4. I've been running CoH on 3 64-bit systems for a couple of years. The only "problem" is that for some reason 3D sound is disabled, so my 7.1 surround system doesn't give me that "full immersion" feel.
  5. Shadowe

    Hero

    Nonsequiteur.

    This thread.
  6. Well said. I agree, in general.

    As a roleplayer, I see this problem crop up a fair bit when people run their own plots - everything becomes about moving the events forward, and there's not enough time to digest the background, to discuss, to plan, to think of ways forward before the next step in the plot pushes upon the players.

    The most effective means available to avoid this problem is to avoid linear plotlines - never write "this happens, then this, then this" - but to instead have them couched as "if this, then that". The downside being that this suddenly explodes the size of the plot from "23 separate things happen in a Dr Q TF" to "dependent on player actions, something in the region of 100 things might happen in a Dr Q TF".

    The only way this could really work in-game is through some form of amendment to the branching dialogue tech - branching story arcs, where if A happens in mission 1, then X happens in mission 2, but if B happens in mission 1, then Y happens in mission 2, instead. This is actually tackled a little bit in some of the new DA stuff, where if you rescue certain individuals, you get aid from them later.

    I'd like to see actual alterations to mission objectives based on the outcomes of earlier missions (probably using "fake badge" tech to allow the system to determine what happens next), so that if in mission three I do the optional objective to defeat everything on the map, in mission six I have the information I need to pick out the correct objective.

    Back to a point you made, though - "taking the time to stop and smell the roses". These are the beats of the plot. It can be achieved in CoH with "talk to" missions - as long as the subject being talked about is interesting. Another option is the "fake door mission" where you enter a map full of friendlies and have to talk to one of them. It breaks things up from the monotony of battering the ever-living heck out of bad guys.

    If this were combined with branching story arcs, it would be possible to create truly wonderful stories, I think.
  7. Damn. I was sure a) was right.
  8. CV = Curriculum Vitae

    Americans would generally call it their résumé.
  9. A cave farm is either:

    a) An obscure Himalayan tribe who cultivate exotic mosses inside caves for sale.

    b) A map in AE that is useful for farming. This map happens to be a cave.
  10. It also commonly happens when you log out while on a team.
  11. Generally, I'd recommend doing them in the order they were released, starting with Apex and Tin Mage TFs, then BAF and Lambda.

    I can never remember the order of the rest, so someone else will undoubtedly explain those.

    However, it is not essential to do so, by any means - there is very little self-reference in the Incarnate content, so it can be done in pretty much any order you'd care to mention.

    Oh, and mix it up by running the new Dark Astoria arcs, too.

    Edit: The Trials take somewhere between 30-60 minutes, really.
  12. My moneyis on an Active Contact who has a Major Story arc (or more than one) from earlier in the game. Happened to me, and was from before the flags in the contact window.

    Check your active contacts tab and clear off any and all contacts with an arc icon that are not in the 45-50 range.
  13. Quote:
    Originally Posted by Kheldarn View Post
    OK, so it looks like there's no command for that. Ah well.
    I must have misunderstood the question, then. Well, and Black Pebble's input. If I understand correctly, though, the -noverify switch tells the launcher to not bother with verification after the game has patched, allowing it to run without you hitting "yes" to the verify. The downside being that the verification doesn't happen, so if there are corrupted files, the game won't work.
  14. Quote:
    Originally Posted by Khellendrosiic View Post
    I would be interested in hearing your methodology for statting out CoH enemies, especially in how you got their 'target PL'. I always tended to give them whatever powers they showed in-game with a max rank vaguely around the type of campaign they'd be in at their CoH level.

    If you've got more character sheets for things I'd enjoy seeing them as well either here or in a PM.
    To implement into a semi-level-less system, it accounts for the minimum and maximum levels at which enemy types spawn in CoH, adjusted for enemy rank (so a Lieut is 1PL higher than a minion, for example). I have an almighty spreadsheet somewhere around here with everything on it. It does a pretty fair job of putting weaker enemies in the low PL range, with the bigger threats at the high end. It breaks down a bit for enemies that span the entire CoH level range, since the generic calculation puts almost all of those around PL 10. I'll PM you a link to the sheet when I find it, but I have a big PnP weekend coming up, starting today, playing Hero System, so I might not have the time until next week.

    Thought of another system that could be used, too: Fudge.
  15. Quote:
    Originally Posted by Carnifax_NA View Post
    M.E.R.P., mostly for the hilarious critical miss descriptions...
    Go all-out and use Rolemaster or Spacemaster for the truly insane critical results.
  16. Quote:
    Originally Posted by TheSummerEvening View Post
    I think you're overcompensating a little bit. Level 50 characters can easily be built at PL 10-12. Malta Sappers should probably just have a ranged Fatigue (and maybe add a low-ranked linked effect like Nullify to force power checks against Sustained powers), not Drain (All Traits) in their guns ("All Traits" means they suck all ability scores, skills, and saving throws, too). The ability scores are a bit high, as well. Skill modifiers are ridiculous. They're supposed to be highly trained but otherwise normal people with equipment to help compensate. This one sapper is basically a death sentence for even powerful heroes.

    ...also why do Ancestor Spirits not have Protection out the yin-yang?
    When I say "rough" I do mean "rough". It's not an absolute 100% "this is what I would put into a game" version. I'm well aware that Drain (All Traits) is NASTY, but it was based on the consideration that Fatigue is actually an overpowered condition if applied as "damage" (it's almost impossible to recover from in combat, and even then you need to burn Hero Points to do it, and two stacks of it almost completely wipes a character out of the fight, permanently), but a Sapper's BFI is meant to nuke powers and abilities. This version does that, and does it well. Remember, Malta Sappers can be a death sentence to even a L50 character if not dealt with quickly and effectively - If you can come up with a better way to represent that than a truly evil Drain effect, be my guest. Bear in mind, it has to be capable of preventing any and all of the character's powers working for a short period of time. I agree that the stats are too high, and the skills are overboard. This was a "first pass" version to nail the powers down and my general process sets the skills and stats higher than they need to be, then works them down.

    And as for Ancestor Spirits, they were thrown in to the block to just have them there, without deep reference to their full powers and abilities - I was paying far more attention to the other Tsoo when writing them up for the adventure I was running, since those were the ones that would end up engaged in combat.

    Re: My main - he was originally for a PnP game, anyway, and some of his capabilities cannot be represented in CoH. Yes, L50 characters can be represented by PL10-12, and I'm not disputing that. He was originally written up in DC Heroes, then used in CoH - the version above is closer to his original conception than a straight port to M&M from CoH would allow.
  17. Champions and Hero system are, indeed, one and the same. (I believe it was somewhere around 4th or 5th edition when the system became fully generic with Champions becoming a setting.)

    If you're looking for pick-up-and-play, Mutants & Masterminds (2 or 3E) can't be beaten. For accurate power representation, Hero system offers incredible flexibility. I've run both, and M&M is the one people are more likely to be familiar with.

    And now for a few links:

    My main character statted up in M&M

    Some M&M stats for Clockwork

    A rough version of a Blood Brother Hellion

    A rough version of a Malta Sapper

    Statblocks for various Tsoo

    An unfinished attempt at Statesman

    I could keep going...

    [Edit before I post up way too many of these things] Yes, I have been working on converting CoH NPCs/Enemies into M&M2E. I have a consistent and moderately reasonable method of determining a target PL for each of them, and use Paragonwiki and the old Prima Guide to work out powers and abilities.

    Yell if you want more.
  18. Quote:
    Originally Posted by Electric-Knight View Post
    Hehe, I think you may have missed that GG's comment was only "looking down" on what the OP had expressed and the extreme steps that such mindsets have been known to lead to. I read it as the opposite of looking down on us role-players.
    I'll agree that Golden Girl was "looking down" on the OP, but I'm afraid to say that she has, in the past, expressed some distinctly condescending (and woefully misinformed) opinions about roleplayers, too.
  19. What about the man who put the ram in the ramalama ding dong?

    Unless that just what Posi calls it when he and Numina... You know what? I'm not going there.
  20. I can only guess that Nemesis has never read the Evil Overlord rules. He really should.
  21. The problem the Unionverse has with "destroying Praetoria" is fairly simple and straightforward. At some point the events of the Magisterium trial will be considered part of Union's "history". They will have happened in the past. So from that moment on, Praetoria is considered "destroyed". Maybe rebuilding, maybe lightly scratched, maybe everyone dies. We don't actually know. Which causes problems for roleplayers, because hypothetically there will be no "new" Praetorian characters to RP with, because there's nobody left alive to be one. (Ignoring hand waving like surviving the blast and crawling from the rubble, that is.) No new character can work for Praetor Sinclair, or IvY, or anyone else you'd care to mention.

    My personal preference is for Union to simply decide that the Magisterium trial "hasn't happened yet" until details of the post-Tyrant Praetoria become available. Once that is known, we can figure out a more reasonable way to handle things.
  22. Shadowe

    Badges and RP

    I like to fit my badge title to the character I'm roleplaying, but I don't go out of my way to get appropriate badges.

    Take my main, for example: he's a wealthy Englishman with superpowers, but he's generally considered to be quite charming. What badge title would suit him better than "Charmer"?

    Or his sister, an equally wealthy, sociable party animal: "Socialite".

    It's just there to amuse me, not to constrain me in any way. I certainly don't consider my main to "have" all of the accolade powers and day job powers sitting on him. But I'm a badge hunter. Archmage goes completely against his concept and background, so I ignore it for RP.
  23. Quote:
    Originally Posted by Nethergoat View Post
    I'm no Positron fanboy, but he's absolutely right about this.
    A story that stagnates is a story that dies. If you have new creative people working on a project and you want to force them to hew slavishly to the precepts of a previous regime, you're wasting their talents.
    Quote:
    Again, that's great.

    Stories need to evolve and they don't evolve by slavish devotion to "lore".
    And we're not dealing with Shakespeare or Homer here- the 'bible' of this game (such as it is) is a knock off of a knock off of another knock off.

    Fresh ideas and new points of view can only improve the game.
    These bits prompted me to think a little. Scary, I know.

    It boils down to this, for me: What is "Lore"?

    Now, I'm sure someone will manage to pull out a dictionary definition that's easier to understand, but to me, Lore is a combination of established history and prior characterisation.

    It's the second part that's tricky to writers. Weaving a story around established history (little things like when Statesman got his powers, when the Rikti invaded, when Nemesis became Emperor of America) is easy. All you need is a timeline, and to fit your story into the gaps. And for something like City of Heroes, there are some pretty EPIC gaps.

    Importantly, this is very different to Canon. Canonical material is EVERYTHING that's written in or about the game by the devs. It includes Lore, but also includes the particulars of how characters are represented and their actions throughout the game. It is impossible for the developers to "go against canon", because canon is "whatever they put in the game". However, it is possible for canon to violate lore. Efforts should be made to ensure that it doesn't, but it can be done.

    The hard bit though, as I said, is working with prior characterisation. Let me try to think of an example. Freakshow are a gang of cybernetically enhanced anarchists. That is my "one sentence snapshot" of their original characterisation, as I would have described them back when I first met them and started learning their story. Since then, they have evolved, as more and more writers have been involved in their stories, into becoming something of a joke group - 13375p34|<1|\|6 idiots is most common view of them. Which doesn't preclude them being a gang of cybernetically enhanced anarchists, I'll admit, but it actually makes them less intimidating. Because there's very little intimidating about someone who tells you that they're going to "pwn" you, when you and your 7 buddies with superpowers are pounding on them with great vengeance and furious anger.
    Still, later writers are constrained by that prior characterisation, to the extent that we get Freakshow going to school and we find it amusing. Because leetspeaking idiots going to school actually is amusing. If you ask me, though, cybernetically enhanced anarchists going to school is something else entirely. But still potentially amusing, depending on how it's played.

    If a new writer comes along and decides to go back to the roots of characterisation for Freakshow, they will behave very differently to how we've seen them evolve over recent issues. Neither is it wrong to do so. That's what I think Positron means when he says that writers aren't completely constrained by existing lore: Not that new writers have total control to re-write enemies as they wish (making Freakshow a peace-loving militant book club, for example), but that within the realms of their original characterisation a writer is free to explore the group however they want.

    So, what I expect (hope?) is that each enemy group has a "one sentence snapshot" and that writers are told to obey that, but not to feel restricted by how other writers have decided to write that group.

    Hellions: Demon-raising gangbangers.
    Skulls: Death-worshipping gangbangers.
    Trolls: Super-drug-addicted stupid gangbangers.
    Council: Paramilitary megalomaniacs with a sideline in human enhancement.
    Malta: Mysterious meta-human-hating paramilitary organisation with wealthy backing.
    Knives of Artemis: Female Assassin group nominally under the control of Malta.

    I'm sure the list goes on.

    The same principle holds true for individual characters, really, but they tend to require a little more depth to their "snapshot".

    What I'm saying is that the writing team don't (and shouldn't) need to slavishly adhere to every scrap of existing detail regarding groups and characters and only operate them within those restrictions. They can, if they choose to, of course, but there is not requirement for them to. Can you imagine how much it would ruin the game if Nemesis could only create variants of his prior plots? On the other hand, it would ruin things just as much if Nemesis were suddenly characterised as a straightforward-thinking simpleton whose idea of a "plot" is "rob the bank".

    There is a happy medium, and that happy medium is actually Lore. If new Canon material added to the game adheres to the Lore, then there's very little anyone can complain about.

    So, to put my own spin on things, Positron's statement should have been that he doesn't require new writers to strictly follow canon.
  24. On my Eng/Eng blaster I tend to use my nuke very, very often... If I'm teaming with my wife on one of her almost uncountable /Kin 'trollers.

    I've also found myself using it quite often as a fight-winner in the DA Incarnate missions: Void Judgement > Aim > BU > Nova.

    Not a lot is left standing after that little crowd of powers, and if there is anything left standing, pop a blue, Conserve Power, and then whale on them with whatever other attacks seem appropriate.

    However, having said all that, I don't use the nuke very often any other time, because the effective Endurance cost is INSANE compared to the power's utility. 100 End plus Rec x 20 seconds total Endurance cost. At its most basic level, that's 133 endurance (ignoring inherent Stamina). More if the character has improved recovery. Which is illogical - a character who recovers faster is hit harder by the crash than one with just basic levels of recovery. Now, if the nil recovery period were reduced by a factor incorporating the character's recovery, that would make sense. But as it stands, the combat effectiveness reduction makes it not worth using in the majority of the game.