BloodHunt

Citizen
  • Posts

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  1. Huh, it seems easy to just as easy to pick on new posters. All I found about dual pistols that is "confirmed" is that corruptors will be the first to get it. I didn't happen to see anything about blasters. Not to mention the fact that I mentioned about 5 other things in my post that no seems to be telling me were previously mentioned and if they were, they are so buried that it would take days to locate them.
    I have a life and cannot spend that sort of time searching key words to see if any ideas I have already made it here.

    ...and yes I am new poster. And it's negative responses that have kept me from the forums up until now. I was just sharing some ideas in a game I enjoy playing. And i figured that repeat request is what gets designers to think seriously about options for the game.
  2. If not, here are a few ideas and thoughts:

    1. "street fighting" Scrappers are severly missing the quinessential fisticuffs combat set that you see from well-known heroes such as Batman or Daredevil. Super Strength is too over the top for such concepts and the other melee sets are too sci-fi or not enough pure melee (too many elemental weapons or siphoning this and that, or just blaster-type abilities).
    - My idea: Hook, Upper Cut (knock down), Knee Strike, Elbow Shot, Headbutt (disorient), Fist of Iron (knock back), Build Up, Kick, Fists of Fury (like flurry power in Super Speed set). The powers are not in any order or level of damage - just a list of whats possible.

    2. "temporal manipulation" A good set as a secondary for blasters or primary for Controllers (change name to "Temporal Control" for Controllers)
    - my idea: Slow Time (individual and then group - slows foes), stop time (individual then group - holds foes), Time Jump (short range teleport for ally, self and then entire group), Echo (summon a "heroic echo" from the future or past as an ally - needs work but basically a short-lived pet), Future Shock (teleport foe short distance - foe arrives stunned, weakened or disoriented). Again not in any particular order.

    3. "dual pistols" (for blasters) Add Aim and change the animation for brawl to a pistol whip. Not a complete set idea but I think hero side would benefit from this if it could be worked out. Need more stuff for superspy type heroes (like SHIELD agents and Black Widdow from Marvel). Still a good set to couple with devices.

    Also was thinking of why there are no locked office or other doors that could be broken down (as well as "hidden passages" in caves where sections of wall could be broken). If it can be done with vault doors and cell doors then why not on other maps too?

    Additionally, is anyone else creeped out by the concept of Architect? It seems a little scary that so many players have decided as they are logged into a game sitting on their computers to have their make-believe characters log into a virual world and spend all of their time on virtual stories instead of going out and defending the city.

    Also that brings me to another idea. Why not have every zone map detail what areas of the map are controlled by law abiding forces and the areas overrun with foes? I know the danger level is shown but I think a map design like what is seen on the wall in Atlass Park (at the technology contact at DATA) describing Recluse's Victory would be more inspiring for heroes to go save the city. The maps would shift based on the number of heroes in a zone and the number of successful missions completed that day. And why don't we see the after-effects of hero neglect. Shouldn't more buildings catch fire or blow up or areas get more scummy if the heroes avoid certain zones and the criminal element sets in?
    And when are they gonna finish rebuilding Faultline? Those construction workers have been working for a really long time - some designer give them a break already.