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Posts
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I think I'm largely echoing you, Sam, but I genuinely think some of my favorite GR choices have been the ones outside morality missions. The morality ones I feel are largely metagame choices -- which line of missions to do I want to run when I switch zones? But the ones INSIDE the arcs make me think.
Do I let those people go or not, given that no one's around to verify that I killed them? Do I pursue this criminal or swoop to the rescue of some NPCs? That was one where I just sat and stared at the screen for a few minutes (glad I was solo!).
Yeah, I'd love to arrest Ricochet and the crowd would love me for it. At the same time, MY TEAM is in danger; I'm a mastermind and attacking my team equates to attacking ME. I wound up saving my team -- the game suggested it was an act of humility. I wanted to explain, no, it was an act of hubris. I don't like people TOUCHING MY STUFF, and if anyone is going to kill my henchmen, it's ME.
That was a moment that surprised me. I was invested in the choice my character made and I wanted the game to reflect what took me a few minutes of internal struggle to decide. But just like in life, you don't always get to explain your motives, or people impute a motive to you.
I knew that in the long run, the choice wouldn't matter as far as which storylines I played or content I saw. But somehow, the LACK of impact made the choice more potent, freeing me from the mechanics of the game and making it a more traditional role-playing choice ("Well, but my CHARACTER wouldn't do that..."). I think there are a lot of well-written moments like that in GR. -
Quote:Trouble with Batman is the degree to which he works with and for the police.A very good write up, but there is a slight caveat. The DC heroes have, for the most part, worked with the law and as an extension. Even prior to the comic code, heroes were called upon to work with the law. This makes Superman and Batman less vigilantes, more law abiding citizens trying to make citizen arrests.
Police generally cannot perform searches absent a warranted supported by probable cause. Evidence seized pursuant to a warrantless search will generally be excluded. This exclusionary rule serves to limit POLICE conduct and overreaching.
Scenario: Vigilante breaks into Defendant's house on his own initiative and seizes evidence. Vigilante delivers this information to the police on a silver platter. Because the exclusionary rule does not serve to deter PRIVATE misconduct, the rule does not apply (the remedy of the Defendant is a private lawsuit against Defendant, but the People will not be barred from using the evidence seized at trial).
Scenario 2: Police turn on the Batsignal and tell Batman "We can't do anything about the Joker." Batman breaks into the playing card factory and seizes evidence. If a judge determines that Batman was a state actor (very likely, given the Batsignal atop Gotham Central), then the exclusionary rule applies to evidence seized by Batman.
Otherwise, police would just hire private investigators to break into the homes of suspected criminals and no one would ever need a warrant. Having said that, when was the last time Batman applied for a warrant? His evidence would almost certainly be excluded. -
Quote:But teleporting, teleporting is probably okay. Don't think there's anything on point there.I was mostly commenting on the fact that stopping felonies is not technically a crime. There are a great many liability issues, but even Observe and Report Man/Woman would probably be advised to obtain legal counsel if he doesn't have a secret identity, because even there if he involves himself or herself in too many crimes life is likely to become litigious. I'm assuming a superpowered crimefighter would be more concerned about the rule of law rather than the letter of the law. Otherwise just flying to the scene of the crime could trip over who knows how many city ordinances.
Yet. -
Quote:I was deliberately leaving aside the citizen's arrest issue. LEOs may make a warrantless arrest for a misdemeanor committed in the presence or if they have probable cause to believe a felony has occurred and probable cause to believe that the Defendant committed it. For a citizen, however, probable cause is insufficient. Even overall reasonableness is insufficient -- the person must have ACTUALLY COMMITTED a felony.Actually, you don't have to be completely passive. Citizen's arrest laws allow you to use force to stop a felony and detain suspected criminals that you personally witnessed commit a crime until the police arrive, or transport them to a police station. Batman can't hunt down criminals just because he thinks they are criminals, but he can use reasonable force to stop a criminal that is actually in the act of committing a crime. And he can use reasonable force to defend himself from said criminal if that criminal threatens him with physical harm.
This raises a whole host of issues. If Spiderman reads the situation incorrectly, and Defendant has not committed a crime, than Spiderman's act of asporting Defendant to police HQ may become kidnapping. Similarly, there are the civil liability implications. The traditional remedy for an overreaching arrest by a LEO is the exclusionary rule (which, statistically, winds up favoring the prosecution in the overwhelming majority of cases) or at most a sec. 1983 suit (which will require very compelling facts in favor of our Defendant-turned-Plaintiff).
For emphasis, if the arrest is unreasonable or was performed in an unreasonable manner, the arresting citizen can be personally liable for damages, while a police officer will be cloaked in the state's immunity in most instances. Even a shopkeeper exercising the traditional privilege is likely only liable for actual damages -- an arresting citizen has no such protection and can be liable for, say, emotional distress or punitive damages.
That's why if a client came to me and asked "I want to be a superhero, what advice do you have?" I would say "Be Observe-and-Report Dude or be prepared to lose everything you own." -
The trouble with the question is that it's framed in terms of the real world. In the real world, even someone like Superman would routinely exceed the limits of the law and tread into vigilantism. There's just not a lot of ROOM in law enforcement for private citizens, which is as it should be.
While someone like Batman makes for compelling fiction, the fact that he takes the law into his own hands is dangerous and problematic.
Mugger beats up Victim and leaves him in the alley. Batman sees this so he beats up Mugger and leaves him on the steps of Gotham Central.
It's the same act. The same crime. The motive is different, but motive's not an element. The mens rea and the actus reus are identical, and the fact that Batman was "enforcing" the law is irrelevant. If both go to trial, both should be convicted.
So, really, unless your alter ego is Observe-and Report Man/Woman/Dog/Bot, you're a vigilante. -
N/\CLb0t
(Cheap chemistry pun ahoy!) -
I selected a contact, thinking the waypoint would lead me to the right door, but it pointed me to the door from which I entered. Pocket D teleport: go!
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Quote:Yes, but you see, the person to whom I was responding had only presented one side of an argument that cuts both ways. To illustrate how it cuts both ways, I presented the reverse. With both sides of the same argument thus illuminated, I assumed people could infer the connection between the two.On the flip side: Don't force the annoyance of resetting toggles on everyone because of the annoyance of a few (people who think that all the flashy FX (in a superhero game no less) are "annoying").
You'll notice what I did there right? The same, exact denigrating usage.
But, hey, now we've presented the obverse, the reverse, and then you've restated the obverse for anyone who missed it the first time. You are to be commended. -
Quote:There's no mystery to anything /dark. Take everything in the set, except Black Hole (yes, even Howling Twilight, yes, even if you plan to solo).I'd like to make a thugs/dark build but no clue how to get it started. And I don't much on thugs/dark builds here on the forums.
Level 1: Call Thugs
Level 6: First upgrade
Level 12: Call Enforcers
Level 18: Gang War
Level 26: Bruiser
Level 32: Second upgrade
At the other levels, you take powers in /dark if there's a new one or pools* if not.
*In lieu of a pool power you can take one of the attacks from the MM primary. I wouldn't, but I'm an extremist. -
On leaving Praetoria you choose where you want to go. This is true regardless of what you've done in Praetoria.
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I'd consider it one of the best level 18 powers among the MM primaries. It gives a handy buff to the selected minion and starts summoning lots and lots of little... closest analogue is fire imps.
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Quote:That argument cuts both ways. Don't force the annoyance (of aura-rocking shoppers) on everyone because of the annoyance of a few (people who think their toggles take too long to toggle).Meanwhile, I'll keep telling those that complain about people who leave their toggles on/hate drive-by buffers/whatever the same thing I've always said - go to any other market than Talos or Cap and your problems will more or less disappear. Don't force annoyance on everyone because of the annoyance of a few.
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Dark fits thematically and is a genuine powerhouse among MM secondaries. When fully equipped, a necro/dark MM is almost unparalled at locking down enemies -- you have the MM, the Lich, and the Dark Servant all debuffing the foes.
The others are fine, but you basically cannot go wrong making a /dark MM. Whichever primary you have, /dark makes it better. -
Quote:The upgrade powers are area-effect. Use it when your robots are standing together and they both receive the benefit. There are physical changes in the 'bots, but they're subtle. What you need to do is use the arrow on your pets window to see what buffs your pets have, then you'll know if one is missing the effect.I got a skill that let me upgrade my bots but it seems to do little difference. They don't even change appearance, so sometimes I accidentally upgrade the same bot twice, wasting a ton of stamina.
At 12, you can take your protector bots. When given the first upgrade, they can heal other robots. You'll spend much less time waiting for their heal to recharge than for triage beacon, which, unenhanced, never seems to be up when you need it. -
Just wanted to post a follow-up. On Ms. Mesmer's advice, I decided to run more missions, and the final contact in the Neutropolis Warden chain DID have a Failed Experiments mission. Got my badge, handling this last gasp of Praetorian business, then I'm off to Primal Earth, where the supervillains at least have the good sense not to believe their own propaganda. Thanks!
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Sadly, I've already completed his missions and the contact following him (which was, instead of what I needed, more Clockwork and Syndicate... like I didn't earn THOSE badges back in NP.)
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Do Failed Experiments spawn anywhere outside of missions? I defeated all those I could find in my missions (I confess, I haven't done all the Neutropolis arcs* -- trying to save some stuff for other characters), but I have... I think every other Praetoria badge and am ready to begin the invasion of Primal Earth.
I searched Neutropolis Underground with no success, and I certainly didn't see any FE above ground (just regular ghouls).
I suppose I could just leave it undone and wait for the arcs to show up in Ouroboros, but... it would just be irksome to leave with unfinished business.
*I did all of Crusader and the first two Warden contacts. If the final Warden or either of the Loyalists can complete my set, please let me know and I'll do that, gladly. -
I'm also not a fan of voice chat. I know it's useful and fun for the people who find it useful and fun, but it's not for me.
Several years ago (issue 4 or 5-ish), I was a participant in an SG that I really liked. There were some great people in it, and I count my time with them as some of the best I've had in the game. But we wound up going our separate ways, and from my end, voice chat was a big part of the reason why.
It's never really appealed to me, as I've said, so when the group started using it, I was a holdout. If I want the TV on or I want to listen to my stereo or something, voice chat gets in the way. I suffer from migraines and was in law school at the time, so by the time I logged into the game, I'd already had a full day of listening to talk, was usually stressed and hurting, and just wanted to slide into neutral and double-Sunless Mire my foes into oblivion. I was also going through an excruciating breakup and... I guess voice chat was too "real"? Having them exist as a costume and text on a screen was just about my comfort level -- it's not that they weren't welcoming, but even "just come on so you can listen" felt like too much for me.
And so it goes. People started talking more on Vent, and while I'm sure they were having a great time, it meant that no one was typing. At some points, it would be seven people on Vent and me as the silent loner. People started to forget that I couldn't hear them, and instructions got lost. I'd wind up hip-deep in purple enemies and find out that we were stealthing the mission; I'd get to the mission door only to find out we weren't doing missions anymore.
Just not my thing. I realize it makes me a throwback -- apparently I'm the guy saying "these 'talkies' will never catch on; when are they going to stop with the gimmicks and go back to making REAL movies?" But it's my comfort level and preference. I'm happier with text chat than with voice. -
My favorite was the post about the minion who joined a team with some random Bone Daddy in Perez Park, and all THAT guy would do was stand in a corner and say "Go. Hunt. Kill Herros."
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Quote:Mentors who would go afk without warning you; sidekicks who suddenly spaz out to investigate a glowie making you try to locate them before they level drop; a personal favorite, watching all my MM pets die because someone wandered away.But does no one remember (without throwing up a little in your mouth) seeing
"YOUR MENTOR IS GETTING OUT OF RANGE" o crap
"YOUR MENTOR IS OUT OF RANGE" faceplant!
Oh, yeah, and back when MM pets couldn't zone and you had to upgrade them one at a time. What did the whole process take, 1:30? 2:30?
I really feel my age when I see all these new-fangled MMs running around with their pets out in zones. In MY day, the only excuse to have your pet out in a zone was because you were expecting an ambush or were forced onto a hunt mission. And I still haven't come to terms with this Bodyguard business or MMs taking attacks from their primaries. -
I remember...
When enemies didn't scale for solo players. Bosses were bosses and AVs were AVs. I gave up on a number of low-level characters because they couldn't handle the first Skulls boss you encountered in Perez Park (this was pre-Hollows, obviously).
How excited I was when I got a character to the level where he could Hover. I took him right up to the top of Atlas' globe. There were no badges, then, but it was still the obvious first move.
Toggling Unyielding Stance on and off so I could move between spawns.
Six-slotted perma-hasten and Accelerate Metabolism would get you multiple instances of Phantom Army. /sigh
Which reminds me of one of my most dubious memories of soloing my Ill/Rad -- pre-containment, pre-almost-everything-else, in order to beat Frostfire and Atta, I had to Deceive a nearby minion into killing them. It took forever and I got no xp for it. In retrospect, teaming would have been much, much less pain.
The pre-launch strategy guide (which I still have) which promised a Faultline trial that never materialized. It also lists "Fold Space" still in Gravity Control, so that might be a blast from the past for some of the longest term among us -- it had already been replaced by Singularity when I started, but maybe someone else can offer a memory. It looks to have been a Recall Teammate-type power. Very little about the guide remains accurate, but it's still interesting to flip through when these threads arise.
I wasn't around for the CoH end-of-beta, but I sure was for the CoV. Statesman's Strike was goofy fun, even though it was intensely laggy. Personal highlight was getting KO Blow one-shotted by ol' Red-White-and-Blue himself (all I said was "Very well, I shall tell you my evil plan... before I kill you," and the next thing I knew I was face down in the Mercy Island dirt). -
This is a question I've posed to Hero 1 in the past -- I think it piqued his interest, and I'm wondering if any more has come to light.
What happened to Marshall Mayhem and Eliza Silk? The Issue 7 promos discussed two Grandville characters we'd get to meet, Marshall Mayhem (known for complex global extortion schemes) and Eliza Silk, Arachnos Keeper of Secrets. But they proved perhaps too mysterious, because I don't think either one got mentioned in the game itself.
Other questions:
Will we see more historical scenarios added to Ouroboros? I'd love to visit more bits of history: Brass Monday, the December 7, 1941 invasion, Recluse's overthrow of The Weaver.
If Hero Corps withdrew from Paragon City in ~1999 (per website background), why are their Field Analysts still around, and why are we taking missions from Henry Peter Wong? We shouldn't need a Hero Corps liason if they're not in Paragon City anymore.
Also, I'd like to ask (once again) for more development of the Color Coded Spy Agency. -
[ QUOTE ]
It did get their attention, but it didn't get much of a change.
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Because they were supposed to implement the ideas in this thread on Sunday afternoon? -
(QR)
I don't know if this can be readily made into a bullet point, but it's a (somewhat) abbreviated form of a suggestion I've been developing for quite some time.
To further expand on the contact issue, I've always wanted a contact who is essentially your lackey. He hatches schemes for you, and since you have the superpowers, you do the leg work.
It could be simple, like a grovelling minion who's looking to get in good with an up-and-coming villain. Or it could be... something like Efficiency Expert Pither. I've always envisioned someone like a Villainy Consultant. He hires out to supervillains to maximize their malevolence and leverage synergies to capitalize on their core competencies. These lackeys would handle "the busy work" that we never see (recruiting minions, and so on), leaving us to do the high-profile work.
The general tenor of the missions, however the contact shakes out, would run something like this.
"Hey, boss, I've got a great lead on building a fantastic doomsaday weapon. Why don't we assemble it and hold Paragon City for ransom?"
And then you have missions like "Infiltrate Archon Burkholder's base and steal the MegaMech plans so we can copy the weapon delivery system." "Steal the Jewel of Hera to use as a focusing device for the laser." "Infiltrate Paragon City's high security whatever and steal the codes to disable the war walls." And then the arc culminates with you defending your weapon from Longbow assault, when you've driven off a few waves of Longbow, one of the signature heroes spawns to take you down (premised on the theory that he can stop the device AFTER you're in jail).
And so on -- the character could even be a recurring contact, offering you a series of plots every five levels or so, each time getting more and more grandiose. You could have an early arc allowing you to establish a "base" (clear out one of a number of mapsets depending on your preferences -- sewer, cave, tech lab, etc), which can be used in later missions when the heroes attempt to stage daring raids on your secure fortress.
That shift in tone ("do this for yourself and please don't hurt me for suggesting it") would go a long way to establish it as the story of our villains, instead of the story of our contacts, guest starring our villains.