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Posts
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So here's a fairly typical insp tray for me:
Lots of similarly-colored inspirations, but no combining opportunities. What I would like is the ability to combine inspirations across tiers.
The resulting inspiration would be the same tier as one of the combined insps, chosen at random. So for example, if you combined a t1 insp with two t2 insps, the resulting insp would have a 2/3rds chance of being t2 and a 1/3rd chance of being t1.
Now, because we often need to combine insps in battle and in a hurry, the choosing of which insps to combine would be completely automated. To the player, it would feel the same as it does now; you right click on a color of insp you have 3 of, it gives you a list of insps to make. I came up with a whole flowchart for how the choosing process would work, but I don't think it's necessary for the discussion to post it in its entirety. To summarize it, first it would look for same-colored insps of the same tier, then if it doesn't find enough it would start looking for insps of different tiers, starting at t1 and moving up to t4* until it has enough to make a successful combination.
*Also it would be possible to combine t4 insps. -
Fractured Dawn was a player. He won a contest to name the movie that would appear on the marquee of the movie theater.
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Quote:Guess this answers my question.Add in the fact that beginng with Issue 21 anyone can start any of the non-epic ATs in the new combined tutorial zone and based on the result of a sort of morality mission they either leave a villain or a hero. And as long as they have a 20 level on the red and blue side..they can start all 14 ATs there. So it will soon be possible to start a Warshade in tutorial and wind up a villain at zone 2. So it becomes even more unfair that a BRUTE that leaves the tutorial at level 2 and heads to Atlas park can just automatically start picking epic powers at 41 but a BRUTE that becomes a villian has to run an arc from a Patron to get access to those powers.
It just makes sense to do away with the special arc and let them simple start picking powers at 41. I do like your idea... Lets say that Heroic Brute wants thepatron powers rather than the ones assigned an heroic one then run a special mission and earn them and visa versa.. much better than running a whole arc for them. -
Okay, hold on. The people in this thread are all aware that you don't have to become a Hero to get access to regular ancillary pools, right?
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Quote:But then how do you explain inspirations like Presents, Ambrosia, or Will of the Earth? I think their presence indicates that inspirations do not use the kind of limited object definition architecture that you're describing.My guess (as a software engineer IRL) is that code-wise it was simply easier for them to "replace" the 4th tier green pill in favor of the Ultimate level-shift pill. Had they made room for the new level-shift inspiration then the 4th tier would have had an extra type of inspiration beyond what the first tiers have. This means they would have had to tinker with their data structures a little more drastically than simply overwriting an existing inspiration with the new oddball level-shift one. Thus the total number of inspiration types per tier could remain the same.
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Hero patron pools aren't the solution to this problem. If they're new pools, you'd just have villains clamoring to have them and complaining that they have to switch to hero side in addition to heroes complaining that they have to go villain to get the villain pools. If they're the same pools, that would just be incredibly lazy and completely nonsensical, since the villain pools are very distinct and thematically tied to the patrons.
The only real solution to the problem is to have hero side arcs to unlock the villain pools. -
But they'd be wedged in the ground. At least a big, jagged piece of concrete can be found in the ground SOME places, I don't know of any place you're likely to find a forklift or a piece of modern art buried in a shallow hole.
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It doesn't need to do anything beyond 100% HP restoration. When you're low on health you don't have time to fuss about whether you'll get all the HP it gives you, you either use the inspiration or you die.
And like I said, a large portion of the time you'll have boosted max HP anyway, especially in the content you need to run just to get a tier 4 inspiration. -
But then, what are all these things doing wedged in the ground? Unless you make a new animation too.
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Healing Inspirations work off your base HP, and who has only their base HP for their maximum these days?
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I would like for there to be one.
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I don't understand why we can't use powers with Walk. BAB said it was because there's no animations for fighting from the walking animation, but we don't have any animations for fighting from the normal running animations either; every animation starts as if from the normal standing poses. And Walk uses the same standing poses are running.
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In case you're wondering, the patch also changed the Barrier FX. Now it's less staticky and more fuzzy.
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Quote:Sure, it is a lot of work. But it IS possible. There's no coding changes needed, it would be all spreadsheet work. I actually PMed Castle about this a long time ago (in the context of a possible body-swapping mission), and he said as much. There would be art work involved, but they already have lots of missile-launching and laser-shooting FX animations. Heck, they could just have you pilot a Kronos-class Titan, that would save some art time.Next, think about how the power would actually work in game. When you enter the mission you get granted a temporary auto-power "Super Mega Mech". You now look like a mech and all of your powers are greyed out. You also get a bunch of other temporary powers "Mech Attack 1", "Mech Attack 2" etc. But they aren't on your trays. You've got to dig through your temporary powers list and find them. Then when the mission is over you need to reset your trays. Consider how much trouble people had with the temp powers in Lambda when it was new, does this really sound like a good idea?
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Quote:I think you're forgetting about the Dwarf and Nova powers which do exactly that.The BIG, major, humungous, issue is how to give you access to the vehicle's attacks. The above examples of costume changes all either require custom animations or turn off all powers. So to make a vehicle work it would need to turn off all existing powers (to avoid animation issues) and then, somehow, give you access to a new set of powers. Anyway you look at it that's a significant change from anything that has come before which almost certainly means a large amount of coding. Add in the animation and art work needed to make it look good and it's almost certainly a huge amount of work for minimal benefit.
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If powersets work like purchaseable costume pieces, you'll be able to preview them in the creator and buy them from the stpore without leaving the creator too.
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Just because they could be in Crey's pocket doesn't mean they're up to all the bad stuff that Crey is into. It could just be that they think Crey is just a company like the rest of the world (apparently) does (some of the time). Crey's involvement in any dirty dealings that may or may not exist is probably just limited to the fact that they bankroll Hero Corps and so it's unlikely to investigate any criminal dealings of theirs.
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I think you've got it completely wrong Sam. It sounds more like Hero Corps was formed with the principle of genuinely wanting to help people, and Crey destroyed their headquarters then offered to underwrite them to get them in the Countess's pocket.
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Did you know the Hero Corp emblem isn't one of the Chest Details awarded with the 30 month veteran reward? This is in spite of the fact that several of the ones that ARE never seem to show up anywhere else in the game. Seriously, can someone name a spot in the game outside of that vet reward where you'll see the Freedom Phalanx, Vindicator, or Circle of Thorns emblem?
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Because most days I don't. They're supposed to be a mercenary group of heroes for hire. Outside of one contact in Atlas Park, one plaque, the NPCs who let you adjust your difficulty in Paragon City, and that one aggravating low-level mission to introduce you to said NPCs, they're nowhere to be found.
I'd like to see more of these guys. I would've expected Going Rogue to feature them some*; heroing for cash seems like an attractive proposition for Vigilantes who like fighting crime but don't have the moral character to be a Hero and do it for free.
*had I remembered they exist -
Azuria's really got more of a desk job, she doesn't need to dress like a superhero. While an upgrade wouldn't go amiss, her actual outfit looks fine to me.
If we were to actually see her in action (and I understand there is indeed a combat-capable Azuria NPC in the game database) then a better outfit would be welcome. But for what she actually does day to day, the pink skirt and blue tank top are fine. Kind of like how Crimson, Indigo, Viridian, and Shadow Spider wear civvies when you talk to them for missions, but they wear combat gear when you fight them. -
The VEAT inherent is an increase to their BASE Recovery and Regeneration. That means any buffs to them, like the Stamina and Health we all get for free, will be stronger.
Besides, VEATs don't need a strong inherent. They're awesome as they are. -
The Domination FX follow the precedent set by other powers that boost controls. When the game launched, Power Boost in Energy Manipulation made a rainbow aura when you used it, the many colors of its graphic indicative of the cornucopia of effects it had. In issue 2 and then 3, when more powers where added with similar effects (Vanguard Medal and Power Build Up, respectively) they used the same graphic. By the time it was time to make Domination, it was well entrenched in the game that powers that boost the duration of controls were rainbowy.
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Instead it has a fast, low damage melee attack with very high knockback mag. For keeping foes out of melee with you, like I said.