Combateer

Citizen
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  1. Hi All,

    So I created a Ninja/Poison MM recently and - frankly - he's one of my fave toons.

    But for me looking at the secondaries it seemed that for the Ninja Master Poison and Trick Arrows were the only real choices if I wanted to keep the ninja thing reasonably authentic (storm summoning if going for a fantasy ninja master type I guess).

    Upshot is I think there is room for a Ninja secondary set - which potentially could also be available to one or two other classes as well.

    Here's the idea for the powers:

    1. Hidden Cut: (Reverse hold on Ninjato) A quick light attack but with a bonus to hit.

    2. Caltrops: As Traps (Alternatively Ki Healing - as heal other).

    3. Smoke Bomb: PC throws down smoke bomb and somersaults backwards circa 20ft to safety. Smoke bomb affects those within a few feet of where the ninja was leaving them disoriented and with -Def for a few seconds. Enables ninja to escape being overwhelmed and then gain advantage.

    4. Tiger's Claw: (Reverse hold on Ninjato) - A double slice attack that deals moderate damage and a chance to stun.

    5. Nightingale Step: A superior stealth power. +Def and small chance of detection.

    6. Poison Needle: A short-range but powerful attack as ninja spits (or blowpipes) a poison needle at 1 foe. Strong weakening effects that build and damage over time.

    7. Flash Bomb: A modern day version of the egg-shell ninja bomb which doesn't need a fire (as the originals did) - so a flash grenade - area effect blinding multiple foes. -Att. -Def. Stun.

    8. Ki Shuriken: Multiple, Ki-Charged Shuriken to strike several foes for good damage.

    9. Dragon Powder: Ninja blows poisonous dragon powder in a cone to blind enemies. Disorients, weakens and damages foes.

    10. Kobudera (Ki-Charge): The Master uses his Ki to improve his speed, dmge and end (as AM buff) - also effects nearby allies.


    Here I've tried to include classic ninja skills. Some other ideas which could replace some of the above:

    Ki-Healing (Heal other - instead of caltrops possibly)

    Escapology: Auto Power - reduces chance of ninja being held, trapped or knocked back

    Death-Touch: An open-hand strike using Ki - does bigger damage and has large chance to stun (or could be Nerve-Strike which would Hold one foe for a fair while).

    You could also replace the ninjato moves with Taijutsu unarmed attacks - which would be focused on disorienting/disabling the foe along with damage.

    Just an idea but I think there is room and due to Ninja Kobudera (their equivalent of Chi Powers or Ninja Magic) there's a lot you could do. I'd have loved this set as secondary for my Ninja MM.
  2. Don't know about weapons but a range of decent twin holster belts would be good. Had these in Champions and they looked good with the dual pistol power
  3. Thanks for the replies so far - I take the point about not completing a mish if someone quits - but wouldn't that happen on a TF if you went below required level of players?

    Regardless - the general idea here is to stimulate a discussion about using powers more widely to enhance the hero experience - and to a degree the team experience as well.

    I'm sure something can be done here.

    Any more thoughts?
  4. No but being a superhero is what it is about and this is more than just fighting.

    And this does not enter into it either - not all missions need to be like this - just some - and there could be solo "Task-Based" missions as well as team-based ones.

    Level based criteria are required for TF's. This is just another criteria in a more lateral dimension.
  5. So,

    A mission example:

    Bad guy has taken over a power station to hold city to ransom to enhance his own resources for the story arc etc. But it's gone wrong and part of the power station has blown up causing casualties in a nearby building (maybe an NPC hospital) and damage to the building itself.

    Mish broadly as follows:

    1. First rescue NPC's in collapsing hospital - Strength type powers needed to hold up certain sections of building (maybe earth and ice powers could also do this) - whilst healers either heal NPC's so they can get out or travel powers are used to get NPC's out quickly.

    2. Team then goes to power station and has to fight bad guys between 3 areas where electric/heat/energy powers (ranged or control) are needed to restart the power station.

    Perhaps one of the reactors in the power station is also over-heating and ice or storm powers are needed to cool it down (or forcefield powers are needed to contain the explosion).

    This mission would need at least one strength player, one player with energy powers and one with some sort of healing powers. Each of these players would feel even more valued in these missions and gameplay plus story potential could be enhanced dramatically.

    Levels and strengths could be set for these tasks but lower level players could still achieve a "Hero goal" by combining. For example the reactor build-up in the previous situ is serious and at lvl 20 - so either one lvl 20 hero with right power and enough endurance could do it or 2 lvl 10's.

    None of this would detract from story arcs, which are great - but it could add to them.

    Anyway - that's my 2 pennies worth - please add your thoughts. To the devs - is any of this achievable?
  6. Hi all,

    I've only been playing the game for 6 months and this is one of my first posts so I'll beg your indulgence. Before I start - firstly: Awesome game. Love it. Best thing since sliced bread. Community and people I have played with also seem fantastic.

    I have what might be a big suggestion but I really think it would enhance missions/arcs and actual game-play dramatically and I believe much of the essential framework is there in this game which would not require too much fundamental re-coding.

    My credentials? Well I've created my own game and been writing for it for about 15 years now - old-school PnP but my friends play nothing else offline. Had interest from U.S. publishers etc. (I never wrote it to sell - just 'cos we weren't happy with what was on the market).

    My main suggestion revolves around making more use of powers in more varied ways other than just for combat. This would give far greater breadth for creating different types of missions and also, I believe, give players a more immersive "hero" experience and more varied storylines whilst also highlighting the team-play element more. This would require more interaction with the environment in some cases which may be the biggest dev challenge - but looking around the game and noting things such as the burning building element much of what I'm suggesting seems doable. Villains powers would be a diametric reflection when they do evil missions.

    I could go on for ages but i think the best way to get these thoughts across is through some examples - then I'll put up a short mish example which brings some of these thoughts together.

    1. Strength/Telekinesis/Energy powers (assuming energy converts into strength here) used to hold up sections of a building/room or open a door whilst rest of team clear a room or get NPC's out. Endurance wears down whilst the power is used to do this.

    2. Healing powers used to revive injured NPC's after a disaster - or cure sick NPC's.

    3. Electricity/Energy powers needed to restart hospital generators or city power grids. certain lvl of power or endurance needed.

    4. Radiation/Energy powers needed to contain or re-direct power plant leaks. Certain lvl of power or endurance needed.

    5. Plant powers needed to revitalise areas which have suffered environmental damage

    6. Ranged powers needed for cliff-hanger sniper shots - could be a timing element here if villain has to be stopped before doing something or someone has to be rescued.

    7. Teleport/flight/speed powers needed to get trapped NPC's out of a deadly situation/collapsing building - again time-sensitivitiy could add to drama here.

    8. Scrapper/melee powers needed for "callout" parts of a mission - example - bad guy has a hostage but is in a tight spot - hero can challenge the villain to one-on-one to free the hostage if hero wins etc.

    So anyway - these are some examples. I'm sure every power could be used in some additional way other than for just enhancing combat with some thought. The key point is it would give an even greater sense of involvement, drama and dynamics to the missions and to team-play.

    Next post I'll put up a quick example of a mission. Perhaps people would like to suggest how other powers could be used for hero/villain situations other than combat - or suggest creative mission types.
  7. And it could be done but maybe sticking to jetpacs etc.

    A power pool added (comparable with the leaping, speed or flight powerpool) - Tech Travel or some such.

    1. Jump-Pac
    2. Exo-Harness (accelerator): Increases rate of attack and damage for example
    3. Jet-Wings: Can be enhanced just like flight
    4. Missile attack: Over shoulder/wing projectile attacks from either the Exo-Suit or the wings of the jet-pac.

    Not perfection but it would satisfy my desire for some toons to avoid super-travel powers whilst also being an okay pool power (that could be used indoors).
  8. I think vehicles offered in the game in some way is a good idea - when the devs have a lull perhaps. I have loads of characters where the idea of super-powered travel just doesn't work and vehicles would be appropriate. If they were weaponed up then it would make them fun in the outdoor environments too.
  9. Combateer

    Costume Colour

    Hi - can anyone help me - I'm a new player and when I create a character I can't seem to get more than 2 colours in the costume but have noticed other players who do.

    Can someone tell me how I do this please?

    Many thanks

    Combateer