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Posts
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Joined
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Another one I forgot.
Supergroup-specific missions. These missions are designed for SGs only and are even designed to accomodate 8-12 players. Each SG member is sent an e-mail from the mission computer (finally a use for the thing) that informs them of a dyier situation that needs there help. These missions are not for the feint of heart, as you can expect AVs and GMs (custom to these missions) around every turn. With these missions come special badges and rewards for all participants as well as game-wide recognition with a system that allows the mission computer to pull up a sort of "Leader Board" of which SGs have done what. -
A couple of ideas my son and I had over the weekend.
1. Since the tech is there, it time we had our own Nemesis system. Custom villains/heroes that can plague a character throughout there career. These NPCs scale to the level of the player and can attack in or out of instanced-missions. In the open zones they only focus on the player (or any team members) and are un-targetable by anyone else (no Atlas griefing). This is probably what CO has in store, but at this point, I see no need for this game not to impliment ideas that originated here anyway (only better).
2. Get rid of range slotting...everywhere! Now put down the pitch forks and hear me out. From a conceptual point of view, it makes no sense that an energy beam, bullet, or ball of fire won't travel it's maximum distance every time. In exchange for universal max-range, there would be an increased accuracy penalty for targets farther away that can be improved by to-hit or accuracy buffs. On the flip-side, acc and to-hit debuffs improve with distance as well. Basically where the arbitrary range slot was, would be replaced by added acc or to-hit (or damage if you want to Blap.) -
Can someone tell me what other MMOs have as an "End-Game" that they consider it so dull here?
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I ask because what alternate animation can you really choose for powers like .... and Hurl?
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Throw a car instead of a rock? Or even better, make it random like propel is? (But remove the smaller objects, obviously)
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I would rather not. There's floor everywhere that you can tear up and throw, but having a car appear out of nowhere is a bit of a stretch. I think a alot of people justify propel with the notion of the opject bing pulled from some other location. -
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Castle could just crank up the Endurance drain.
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This! Why is my /Elec End drain only good against Bosses and up? -
Lets get back tom the point...custom power animations! This would be sheer AWESOME and an excellent way to expand customization.
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Ok I screwed the pooch and bought a code and applied it to my account. How will he be able to log in at the same time as me?
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Ok here the situation. I have the game loaded on two machines and now I wish to buy a second account for my son (with credit card info), how can I do this?
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My goodness, please! The color white is the bane of the Costume Creator.
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I think its the love of your creation that gets me through the first 20 levels.
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On the subject of Nemesis Automatons:
Programming? Or a true artificial intelligence?
Same question, only for Council robots. Their bios say they have an advanced AI, but the Rogue Robots arc implies that their programming keeps them in check.
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Well it's been confirmed that Arachnos robots are "Soilent Green". That's why they sound like every other NPC. -
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Unless there's some kind of missions, content or whatever in these places, they will be completely deserted 99% of the time. Look at police stations. Cool, but nobody ever goes into them except to talk to a detective, or to log off for the Day Job.
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Now see, the police stations are another example of needing more to do. Put the occational costumed villain in the cells, lets us access police files on various villian groups, get stats on street activity, even let us get temp weapons from the armory for bank and other radio missions. The problem is the Devs go through all the trouble to create these rooms which are left mostly unused. -
The idea of having spawning missions in the shops and restaurants was part of a bigger Dynamic Content (tm) suggestion.
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What I find odd is the fact that there are Hydra in Perez and DE in Crey's. If anything in this game looks like weird toxic waste monsters, it's the Hydra.
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I have to agree with McNum. A variaty of defeat animations, maybe even animations based on the type of power used at the point of defeat would bring not only added flavor, but would be a fun reason to try new powers to see how the bad guys react when you use them.
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Not that different than logging out of a TF I would imagine.
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An option to set your character's weight so significant sounds can be set to a particular weight. This would make heavy characters sound and feel heavy.
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Im still trying to create my "uber" defender. That's my end game as well.
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A.C.C.A.H.U.D.
I have a character who is a Mutant, but wears power armor because that's the only way his powers are actually useful in anything resembling a combat situation.
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Look at Positron, he is actually Science-based, but wears a Tech armor to actually use his power effectively. -
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After the buzz wore off from watching the Going Rogue trailer and now being mired in anticipatory glee, something occurred to me. Statesman and Desdemona are looking at the view screen which is displaying another city full of heroes and villains that "looks like paradise". And that other city happens to be ruled by an evil Statesman. Coincidence or a little jab at the competition?
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Ya know, I thought that too. Looks more advanced than our Paragon City. -
Well we have actual stores all over the city, why not just have them sell actual temp power props. If I want a throwing knife or an Uzi, I can go to the Natural store and get one no matter what my Origin is.