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Posts
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Quote:I know glowies don't wait, but for this mission i think they should. Sure there will be Lieutenants but it will still be a crappy farm if you don't kill the villain. I understand what you mean but some people like to farm and that's their style. You and I may not like to farm so we won't.ok, and i suppose that when a glowie gives some kind of reward it waits until the end of the mission to give it to you even though you clicked it at the begining? wrong. and there is not going to be just minions in the mission. there will be at least minions and lieutenants.
this would be a lot better if it was implemented the same way that rikti raids and zombie raids work. in fact i would like to see something along the lines of the winter event this year where you beat up a gm and went into an instanced mission.
As for your idea, i think it's a good one and they should do it. -
Quote:I wouldn't say "we" because you're the only one who brought this up.that is the problem with random, it doesn't work like you think. and once you beat up all the baddies but the AV and save the peeps, all you have to do is leave and reset and repeat. think before you post. and probably re-read your own posts to see what you said to understand what we are telling you.
As for the repeating, i was thinking the only way to get the extra exp and inf. from the civilians is to complete the mission. That way the only rewards you'd be getting would be from the small number of minions who come at the start. -
Quote:Once you finish saving the civilians all you can do is fight the villain. There's no minions anymore, nothing to do but fight the villain. And i was thinking the number of missions would be random. One time 3 and the next 8. Sure that wouldn't prevent farming but it might be discouraging. Or maybe you can only do a Street Fighting mission once every hour or something.what, another couple of radio/paper mish's? all it takes is pick the missions that all you have to do is click the glowie or beat a boss and voila, you have your street fighting map again. and since it isn't timed it can be saved to farm. use the thing between the ears. all you have to do is stay away from the trigger that ends the mission.
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Quote:This isn't something you can farm. You can't do it twice in a row. It's like a bank robbery, After a certain number of radio/newspaper missions you do, you get the Street Battle mission and won't get it again for a while.i like the idea behind this idea, but just like everything else, someone has to bring the bad side to fruition. this would be highly exploited for pl'ing. bear in mind i don't care how people play one way or the other, eveyone has their own play style, but if implemented the way you want it would be nerfed beyond even considering adding it. look to the AE for examples of this.
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Quote:I know, but what i was saying was instead of having some from the FP come, there would be 2 heroes. I'm trying to make it as close as possible to the hero one.i was trying to think of the mission from a villain perspective and i was not sure what else a villain could do on an open map to make a hero spawn (cause heros are never just walking down the street usually, but go somewhere theres a problem) and the best way to do that from what i was seeing was set it up similar to a mayhem
how i was seeing it, if you destroyed certain amount in the mish, like for cars, like if you only destroyed 10 cars, just a generic hero would spawn (like the boss type ones in mayhems), if you killed more than that (like 25 or something), you would get a member of freedom phalanx (like mayhems when you have a certain amount of poeple (i think its 6+ poeple, or difficulty slider set at x6+), you have a chance of getting an EB/AV, however, the different thing from mayhem mishs, is your not robbing anything, causing actual mayhem (i would have suggested killing civies, but you cant do that anyway) and the timer would go away when the hero showed up (the objectives would be "cause destruction to draw out a hero" and "defeat the hero" when the hero showed up)
Power_Na: Yeah, having a nemesis would be great for this. I even was thinking about adding that to the suggestion but decided to keep it simple. Later on if this is added that could be implemented, but you would need more content to bring in a nemesis system. -
Quote:I like the first idea. I don't really agree with the "how much damage was caused" thing because the idea is to have a street fight, not a mayhem mission with delayed enemies. Or it could just be 1 or 2 heroes who come depending on how much damage. Keeping with your system: 15 and below= 1 hero 16 and up=2 heroes. I also think there should be random PPD just hanging around. Not looking for the villain but just chilling, but will still attack.cool ideas, but a suggestions for villain battle would be like go into an area and destroy stuff and basically just cause havoc and a hero will show up after a certain period of time, strength and number of heroes depending on how much destruction was caused in a certain time limit
to clarify, you go into the map, and you get a 5 or 10 minute timer in which you just have to cause havoc (basically mayhem mish with all the breakables), then after the time limit the hero(s) will arrive based on the number/type of objects destroyed (like 10 cars = generic hero, 25 cars = longbow ballista, 50+ cars = random member of freedom phalanx) and there would be similar scale for crates (which after a number would spawn a vindicator), and extra stuff such as the fire hydrants, newspaper dispensers, bus stops, ect would spawn a hero from a different group (WISDOM could be a possibility)
thats one possibility, the other would be going into a map where a hero and another villain are fighting (with respecting mobs), and you just join in the fray to whip them all into shape -
A quick re-cap with some new things.
Heroes go to stop a villain from destroying the city. Or if two villains are fighting he has to stop them both. Villains can destroy things and cars will do damage to both participants. Civilians can be saved in the same way as a glowie and it earns extra exp and inf.
Villains have to stop a hero from capturing Arachnos soldiers and questioning them. The bonus in this is destroying things like in Mayhems. There can also be two heroes kidnapping the soldiers at the same time, so the villain may have to fight two. -
Quote:Well, the escaping from jail thing was just an example. But yeah, i guess they helped him or he took them with him.hear hear, /Signed
a solid way to have the one-on-one fights we know and love where it can be 1 hero vs. 1 distinctive supervillain (but where do the minions come from? if he just escaped from prison, are these just more escapees?)
I also like the idea of having two bosses fight each other, and then the hero stops them.
As for villains, i really like that idea. But i don't think the hero should be arresting them because i don't think Recluse would send some super powered to rescue a few soldiers. He should be taking them into questioning so that the stakes are higher. -
Quote:Well yeah, except for those couple other additions. I also think it's more of a super-hero feel than going in a warehouse or something.It would actually be more or less new, and add an extra option to the radio mission list, though it sort of amounts to a 'Go arrest this guy' mission at its base level, just on an open map instead of an interior.
Flavour-wise, it is very good for radio missions. -
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Every comic book has those street fights between hero and villain. Trying to beat the other while the hero is trying to keep everyone safe. But COX doesn't have this. So i came up with the closest thing possible.
The mission will be a available from radio's. Something like "(villain name here) has escaped from the Zig and is on a rampage!" The map will just be street. No alleys, just one long street.
At first, minions will run at you before the villain gets there. Once you defeat them all the villain appears and you have to fight him/her. That's pretty much it except for a few possible extras...
-Getting hit by cars will cause damage and you'll get knock backed.
- Civilians will be behind the villain cowering. They'll act as glowies and the more you "save" the more inf. and exp you get. This is just a bonus.
- The villain can destroy things. Like a Mayhem Mission.
- In a group, there will be minions with the villain.
That's all i can think of, i'm not sure wether the villain will be a boss or arch villain. Any ideas are welcome. -
/signed
I was just thinking about an option where you can look at current teams.
There wasn't one thing i disagreed on. -
/signed.
Good for hunting and keeping track of RL things. -
/signed
Maybe one or two contacts as well because sometimes when you finish contacts they don't give you any to go to. I spent a trying to find some contacts with missions close to my level. So this is a great idea. -
I don't know how this could affect the game graphics wise, but it could have a minor affect on hitting. If you're jumping around it's not very realistic that you are still getting hit dead on. Of course it doesn't need to be realistic but you know.
It also couldn't apply to all powers, some powers take a long time to use even once you've triggered them, it would have to only work on instant powers.
If there are no major problems with this then i'm all for it -
I agree with this. It would add very diverse bases and people who love base building could do a lot more.
I think another cool addition would be a Circle of Thorns theme. They have those huge caverns with bridges and rocks and the water underneath, they would make great bases. -
Sounds good, you could get a calender to post dates or just paper to post news.
I like it -
Anything that is possible on that list should be done!
/signed -
Quote:Yeah, but the only problem i have with the emote making a chair appear is the prop chairs. You've explained that some clubs don't have chairs at tables but what about bases? Not everyone will want to RP that.Well, if I understand you correctly, I would have to say 'think about it for a second'. Whenever you want to sit on a chair right now and (as far as we know) in the future, you have to use an emote. Even point and click on a seat to force a toon into 'Sit Down Mode' is just an emote if the Devs do ever decide to do such a thing.
Make an emote where the chair appears but work on making real seats sittable I guess the word is.
^ This what i think they should do. -
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Well everyone knows this is a bit of a problem, here's my solution(s)
Vigilantes and Rogues stay with their Heroes and Villains side respectively.
When they make the full switch they go inactive and appear offline, they can't do anything unless they go back which they become active again
CON: Not able to join another SG/VG
Second;
When they make the full switch they are kicked from the SG/VG and are able to join new ones. When they make the switch back, a message pops up asking if they want to re-join.
CON: Might not work -
Quote:Thanks that's what i thought it wasoig. The short version is: Our Engine Does Not Work Like That
Champions Engine works like that because it's not our engine, and hasn't been our engine since about a third or so through the development of Marvel Universe Online. Implementing a throw-able objects system would require significant changes to underlying world geometry as well as significant animation work. BAB's and Nelson would have to create an entirely new animation set not only for each body type, but would need also need to work with the coders to implement a grapple system. Remember, in City of Heroes you are effectively a bubble sphere to the game world. This is why objects that players can "interact" with in Mayhem Missions and Statesman's Task Force can only be attacked, but not actually "moved" from their places.
Now, if Paragon Studios got the money together to spend the next 3 years writing a new game engine for a new game, I'd be a little torqued off if they didn't include throwable objects. In the current game, and the current game engine? I'm not sure I can think of a way throwable objects can be implemented without raising the minimum processing requirements, something the development staff is largely reluctant to do.
See above, their engine is not our engine. Also, keep in mind that just because Champions Online does something, that does not automatically make it a good idea, or an idea that our developers should look at. If anything, the trend of Champions Online is such that our developers are probably better off using Champions Online as a template of what NOT TO DO.
Vehicles in City of Heroes has also been shot down on multiple occasions. Memphis_Bill has some of the better torpedoing posts around, such as this one from 4 months ago: http://boards.cityofheroes.com/showp...62&postcount=6
His best known one I think originated on 5/16/09: http://boards.cityofheroes.com/showp...6&postcount=12
Suffice to say, vehicles won't be happening anytime soon, and probably not ever in this game.
(my question may have seemed like a suggestion but i was honestly wondering if it was the engine in COH) -
taking inf is not that bad, base taxes are. Either take them away completely (eh) or lower the price and make it less often.
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Quote:Hmmm, i guess you're right. I would really love to have seating available, not an emote though. The emote could be a short term thing, because making seating available would be hard.Not necessarily. I have traveled the world and seen many a bar/disco/club/whatever with simply bars and tables standing alone which one could pull a chair up to or stand at sans seat. This would leave it open to the RPer (sheesh, lookit me helping RPers) as to how they wish to appear. I would get rid of the low slung tables in say Pocket D to be replaced with higher tables (I forget what the precise name is for these), and the bars are fine as is but nix the stools that are already there. I would leave couches and booths as a challenge for the truly skilled 'sitter' to show off his or her mad positioning skilz.
Besides which, making these an emote allows both the ultra-mini toon and the mas grande character to sit on an appropriately scaled seat. I know my main Villain (all height sliders maxed) still looks silly trying to sit down on darn near anything. I'm pretty sure that the coding could be done to allow for both ends of the scale to sit at the same table or bar as long as both table and bar are the same height. So mini-toons will just have to dangle their feet on the big stools which they do already.
And although, I would rarely use this (I dont generally RP unless requested by a good friend); I would support this. More emotes!