GCool

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  1. I'd like to be able to have allys which are available from the start of the mission - no rescuing needed; they just spawn at the door with you and are on your team.


    On that note, I'd also like to see the ability to make things depend on what happened the last mission. Everything - from mission events all the way through to entire missions.

    So, for example, I have several escorts dotted around the map, none of which are vital.
    Then in the next map, any you save are in your team (they start as allys). If you didn't rescue one, or if they died on the way out, then they arn't in your team.

    Or say you had to guard a bomb you'd set up in an old building.
    If you didn't defend it, then it didn't go off, and the building's still intact. So in two missions time there's an optional mission where you have to go back and destroy some big, nasty ArchVillain who has been created there.
    If you did defend the bomb, then he can never exist, so that mission can be skipped and you carry on to something easier.
    Or, the other way around - if you do something non-vital then you could open up a mission which you wouldn't normally get.

    Give the player some sense of actual cause and effect.
    It could even be combined with the 'different contacts' idea. So if you loose the contact as an ally in the game, you have to speak to someone new.



    Hmm, i'd also like to see a way for escorts/allys to interact with things. Possibly change modes after, too.

    e.g. you have an ally who you have to take to a computer, which he interacts with, then becomes an escort (you have to lead him back out again)





    Final thing for now; It'd be great to be able to set the 'map enemies' as 'none', to create some variation - maybe even go to your contact's base of operation, then have to defend against incoming baddys.
  2. On that note; I would like 'Glowies' to be able to be triggered by other events (so far I think they're the only thing that can't be)


    I'd like it if the game didn't think there was a dependancy loop after 4 similar events had been linked


    I would like it if you could have several things happen after an event (i.e. a glowie causes two ambushes; one ally one enemy)


    I'd love it if you could set ambushes (both ally and enemy) to;
    -Stay where spawned
    -Go to location of the event that spawned them (i.e. clicky, destructable object, etc)
    -Go to location of player (currently only works for enemys, allys seem to not exist)


    I'd love it if you could set custom boss battles to randomly pick a custom made boss (same with escorts)


    I'd also love it if you could set escorts/allys to be more than one character (e.g. 5 minion escorts instead of one boss)


    Most of all, I'd love the Arena Architect I outlined here;
    http://uk.boards.cityofheroes.com/showfl...e=0#Post1343727
  3. /signed

    Maybe have an option to prioritze played/unplayed in the shuffle? Missions which not many people/teams have played on can be brought forward so that they can get a better viewing.
  4. I don't like the thought of AE people being shunned just for trying to have fun wwith a new aspect of the game.

    What about personal text-string suppression? Or even highlighting?

    So, like, you can supress the phrase " AE " and/or " MA " (spaces included) which would get rid of any messages looking for AE or MA groups.


    On the other side, you could also set it up to highlight sentances which include the phrase "LFT" AND any digit within 2 numbers of your level, so that people who are looking for a team around your level get their text highlighted on your chatscreen.

    On a seperate highlight string you could put "sewers" so that anyone who's looking to get down and dirty could be highlighted
  5. Similar stuff has been suggested a thousand and one times - I know - but I'm bored and I have an idea =D

    Arena Architect
    An obvious thing would be to have an MA style room in Pocket D which allows you to create Hero+Villain or Hero-v-Villain maps.

    You can choose from different main-game options.

    With the exception of 'Mission', all game modes require/allow teaming.

    With single-map arcs, the group leader can change two variables for team-based games;

    - Points to win (1 point = one game, 2 points = best of three, etc)

    - Keep/Swap/Randomise teams (how the teams change between games - does not effect HvV)

    The basic minigames are as follows;




    Mission
    The standard MA sttyle map creator. All players are put on the same team.



    Race
    Same as Mission, except both teams start in different maps (they never meet).
    The first team to complete the map wins.

    - There is a status bar at the top that shows both team's completion of the map

    - If there is a time limit, the team with the most points wins



    Offence/Defence
    -Spawners placed at the start of the map for team A

    -Leuitenants and minions are replaced by team B, who spawn at the nearest point of interest to Team A

    -Points of interest are the general goals of a map (i.e. Escorts, Allys, Bosses, Clikables, etc.)

    -Teams can be set as Mix, A=Hero or A=Villain (although teams auto balance incase there are more heroes than villains)



    VS
    Teams have their own set of goals. The game is won by the team who completes all of their goals / the most goals.

    - Teams can be set to start on opposite ends of the map or both start at the normal spawn point.

    - Goals can be shared or overlapped. I.e. both teams have to try and gain the same ally, or one team can try and click objects whilst the other team trys to destroy them.

    - Clickies, escorts and allys can be allowed to swap teams (i.e. if a clicky is taken by team A, it can turn into a clicky for team b)

    - Goal linking is still available, but needs to be more complicted (i.e. if Clicky A is TeamA, then goal 2 is open - goal 3 closed, if TeamB, then goal 3 is open - goal 2 closed)

    - Escorts and allys can be set to standard, invincible or 'swap team on death' (in which case they respawn with full health, completly dedicated to those who killed them)
    - A possible offshoot of this is to allow them to change character on death (changing between civilians and outcasts, for example)

    - Damage between groups can be toggled (default off)





    As the creative of you can probably see, this leads to several types of minigame or whole new story types.
    For example, control-point based games, collection games, free the most hostages games, destroy the most objects games, etc are all possible, and probably a lot, lot more.


    Anyways, i'm sure there's problems with it, I'm just writing this off the top of my head, so feel free to points them out etc.
    I just really would love to see this happen =D
  6. GCool

    Super Booster 2

    Costume change emots!?
    Woot!
  7. I didn't know about the Auras when I posted =] It is fine.

    I also find it annoying that you can't have Assault rifle as secondary when you have Mercs / Robots as primary (since it's the same weapon and shouldn't interfere with animations)
  8. Something that should be simple to do and I'm suprised hasn't been put in;

    When the team leader starts the taskforce or talks to the mission contact, everyone in the area should have the mission text pop up, so that they can read the story.
  9. I seriously love MA, but there's one or two things about NPC creation i'd like to see added/changed;

    Power frequency / disable powers
    - When making themed villains/story characters, certain powers don't work with the design, but are put in automatically by the computer.
    - Either put a slider by the powers (full bar means the character will try to use it at every oppertunity, no bar means will never use the power) or just allow the powers to be turned off (but you can't turn on any powers that that level chharacter can't handle)

    Auras
    Characters who have access to auras (level 30+ who have completed the mission) should be able to put auras on their NPCs (however I can understand capes not having this option)

    Pool Powers
    When choosing powers for toons, you should have access to the Medicine, Fighting, maybe Leadership, as power sets that can be chosen, as either primary or secondary.

    Constant Flight
    - For toons who should be in the air at every oppertunity, not just when they want to move or when their enemys are (for style or stratergy reasons)
    - As far as I can tell, 'flight' on the current version dosn't work this way

    Ranged avoid
    - An attack style, rather than just standing back, the character will persistantly move position between attacks
  10. Well, I'm not sure if it's vista's fault, but I'm guessing so -

    Basically, I've had the game a while (15month vet now).
    I've moved out of my house to Uni.
    I left my PC at home, took my laptop with me.

    The game still works on my PC (which is XP), but on the laptop (Vista), I use the exact same Login and Password, but it says that it's invalid...

    Any help?
  11. OK, so SB is a good buff... i'd be much happier if it were also a good debuf. I don't want to take many team-only powers onto the build, even though i'l prolly end up playing mostly team.
    I'm thinking SB will have to be one of the later powers, and untill then my team can bring on a kin/* defender to help me if they must have SB.
  12. I have a mind/kin, and I have to say it's a great combo. Then again, i'm not allways the best person to ask in that sort of matter. Most of the following you'll allready know and understand, but I won't be able to write it any other way ^^

    Thing is, it all depends on your playstyle. Although i've not played either my mind/kin or illu/rad much above level 20, there's a clear difference in positioning between the two;
    Rad is a more 'middle of the team' power - you have an AoE heal and AM - very useful bother pre- and mid-battle. You also have further holds (Linger, Choke, EMP) which (for the most part) require you to be somewhere near the badguys.
    On top of it, you also have a rez power (which is allways admired) AND Fallout - a brilliant attack power which can be used in synergy with Mutate. The best way to use them would probably be to watch the tank's health slowly turn red, and tell everyone to stop healing them for a few seconds.

    With Kin, you have (IIRC) the only ranged heal in the game (ignoring, for a moment, the pool powers), a ranged teammte endurance grant (I think the only one in the game?) and a ranged teammate +dam (which also +dam's any teammates near you).
    All three of the powers also contain pretty good debufs which basicly reverse the effect done to your allies (the fact that transfusion uses foe's endurance and slows down their healing is as overlooked as the -acc, -dam on twighlight grasp, although it's effect isn't as noticable - acctually, i'd like to get some figures on that...)

    What this means is you can be almost completly removed from the battle. I've found the best thing to do is get Hover early on, then float at about the center-point of your team and select un-healthy teammates - check they're near their target - then blast a bolt of Transfusion down to them.
    This means that you can be a verrry effective healer without having to run around in the heat of the action. (it also means that you can float above a ritki attack, target your team's tanker, hit auto heal and then look directly upwards. This means you get NO lag, and can do your own thing until you've been hit with some sort of mez, and have to fly back up there)


    The other plus is that you get Siphon Speed and Inertail reduction, which effectivly means you can choose not to waste a power slot on a travel power. Even if you chose to go for fly, like I did, you can hit SS on potential melee threats to keep them at arms length from you, or even SS a couple of low levels whilst teaming, then hover around at sprinting speeds.

    When you get your group-sleep power (which is a usefull power for soloing and good teams), you can quite happily use your heal power on a group of sleeping mobs if you need a quick, safe heal, and they won't wake up. You can then hit the weakest one with SS and run away before they realise what's going on ^^

    Repel is a good shield against melee attacks (although you may want to just *nudge* yourself into near-by badguys, as they can hit you before you hit them at times), and siphon power is aparently a good debuff.




    So, that's about it; /rad is a mid-battle, team-loving set, with the majority of debuffs at the end (with the majority also toggle activated) and some impressive attacks, /kin is an utterly selfish power set (ignoring SB and ID), with one-shot debuffs all the way through but no damage.

    Either way, they're both fun, and you can do some neat not-quite-combos with both of them when the oppertunity arrises.




    Also, my experiance of TK; I don't like it. I tried it on the test server - I imagined it being a quick 'repel' type power, but with the ability to pin your target against a wall. It's alot slower than I thought (they acctually move at roughly hover speeds or slower) and your end is eaten quickly. I'm going to take it after I get stamina - i'd advise you do the same - but the difference between the primaryily 'toggle' /rad debufs and one-shot debuffs of /kin would make a big difference in how much end you end up using. I'd assume you could still get a few good attacks in on a heavily debuffed floating badguy with kin, but not with rad. Either way; best to leave it to your team.
  13. I team alot, but I like to go around an solo alot too, so i'm still not sure with speed boost.
    Like I said, I allready have fly as a travel power, and by the time i'l be able to get it, all my teammates will allready have their own travel powers.


    I might have to go for confuse next, then, and maybe health after that. I see your point about TK/Stamina.

    One thing, what about Increase density? is it worth considering or?
  14. OK, I have a mind/kin build. Seems to be quite rare (well, mind does, at least, and i've only met one other with the same powers as me).

    I have a few things I would like to work out for future building;

    With my next level I get a new power (level 16) and don't have a clue.


    Increase density: I can see this being very usefull for teammates, but I'm not sure i've ever seen it used.What's the recharge like, etc? Is it worth taking up a slot which could be another attack or hold?

    Confuse: I don't have this power yet, and I am looking forward to getting 'mass confusion'. I had the equivilent power on an Illusion, and only found it usefull for entertainment and thinning out foes a little. Any thoughts?

    Siphon power: Again, I don't have this, it's meant to be good though. I wouldn't know if I'd use this alot, or if i'd be happier to wait untill I get fulcrum shift. With siphon speed and hover I can happily out-manuever most foes, and i'm good enough with my holds to keep them subdued for long enough not to attack me. I can see it's benifit in teams, but not sure if I want it or not.

    Health: Obviously useful, and another step towards stamina, which I would benifit from in majour battles or siphon-speed fuled fights (usually my stamina endurance stays rather full when soloing, otherwise)

    and finally

    Challenge: I know it's an odd thing to go for, but I can see several uses for it; pulling from a crowd without the guy bringing his friends, using it in conjuntion with Transfusion to heal myself easier or to help save aggro from teammates who don't need it, and the fact that I can work it up into two powerful holds. Yes, I could get terrify, but cone attacks never seem to work for me, and using a PBAoE fear would help for escaping aggro.


    As for other powers i'd like to get some info on:

    Speed boost - I have siphon speed and find it very usefull, not just as a self-buff but a very effetive (and usefull) debuff against cirtain foes. It also means I can hover at sprint like speeds (I have swift as well, which helps)
    As for giving the buff to others, how vital would you rate this? As far as I can tell, it's only a weak Hasten effect, with superspeed on top of it, with no end recovery? I can acctually see it destroying any team i'm on faster than helping it, but yet I get very low level people asking to be speed-boosted. Also, if I got IncDens, would this be a usefull power to add? Do speed boost-ed teammates go faster than a siphon speeded self?

    Telekinisis: This power fits my concept *perfectly*, but when I tried it on the test server, it was a shockingly bad power. What's it like with some good enhancements, though?

    Inertial reduction: I have flight powers right now, but I love my SJers. Looks like a pointless buff, though. Any comments?

    Group fly: Now, many people seem to find this power as one that's a bit lacking as a travel power. If I combine it with speed boost, however, I might be able to make it work. With myself bonused in flight with spiphon speed, swift, and the occasional jumppack, and my teammates boosted with a highley slotted speedboost and group fly flight speed, what would be the end result? Would I still go faster than them, and how far/fast could we travel accross a zone? I'm assuming Gfly eats end alot, but if we're going so much faster, would this make much difference?


    Kick/Tough: I'd like Kick to work into the concept of this character, and as an additional melee attack for self defence (push baddies away from me if they get too close, without using massive ammounts of end keeping my repel shield up; usefull with taunt, I suppose) or damaging foes quickly whilst they're held.
    It also means I could get Tough, which could be usefull for the same reasons.
    However, i'm not sure how usefull either would be.
  15. [ QUOTE ]
    Group Fly isn't so bad if you follow them instead of them following you. However it can be tricky to negotiate a decent direction. It would be nice to click a general direction and for pets to proceed in it until you say otherwise.

    [/ QUOTE ]

    Group fly > follow minion > use 'goto' on said minion > keep clicking.


    Anyway, the best way to travel with minions is to force a teammate to recall-friend you everywhere; over long enough distance and the minions will get teleported with you. Far faster and more efficiant than anything, it just... lags a little...
  16. Wouldn't it be possible to have someone recall-freind you to each becon? I've never been to RWZ before, but when you get teleported over long enough distance, your pets ride for free...
    Thats assuming one of your teammates is willing to spend several seconds teleporting you...
  17. GCool

    Soul Control

    For soul imps, can I recomend making them slightly more powerfull than Fire imps, but to create them you need to target a fallen foe, first?
  18. I've had quite a bit of experiance with puppets in my life, and i'd haveta aggree with the idea of a carnival/full body puppet, but that dosn't fit in as well with the set, and could put the MM in the odd position of acctually fighting as his main power.


    You could have an anamatronic puppet, I s'pose, which could be quite cool, but infringing somewhat on the Robo's set, and isn't quite as sinister as the rest of the set.


    It's a tough one to think of.
  19. I don't quite uderstand the string puppet thing (is it meant to be like a carnival puppet?), but I love the voodoo doll idea - kind of like a safe teleport foe.

    I'd get rid of the fling power, too, and maybe think about branching into a secondary power set.


    I'd like to see a power called 'tangled strings' which leaves an opponant completly unable to attack of move - just floating above the ground in a straightjacket position, gently turning around..

    Or an attack called 'ventriloquist', which would basicly be a taunt power activated through an enemy target - a sort of reverse confuse attack. The target unwittingly taunts their former teammates in an AoE around them, and they all wail on the poor sap for a while. Would be so fun to watch =]

    Being on strings, aswell, would help teammates avoid any knockback, and allow them to jump higher. A good solid base for a buff.

    For the rest of the secondary, I think it should mostly be debuffs, but it'd be nice to see some endurance buffs, too. Maybe based off the dom's Plant control set slightly...


    Also, I'd be inclined to root shadow puppets to the floor (i.e. no hover or jump) They could then have better attacks and not be over-powered with invisibility, since you can't move them around as easily. Also; no intangebility.
  20. GCool

    Carnie MM

    I'd like confuse from them, thing is; with that and the dark miasma set you could have 9 effective members of your team - more depending on how fast confuse recharges.
  21. Flight looks amasingly cool, aparently, and does sound like the better travel power for MMs (team teleport seems alot more limited in range)
    I picked manuvers thinking it'd be better. I can allways respec it out I guess.
  22. I've narrowed my choices down to fly (hover, fly, Gfly) or teleport (all four powers, if I can) for travels...
  23. I allready have darkest night ^^

    At the moment I can only really get defencive boosters, a rez power (not allways usefull for a M), a small melee attack power (not really usefull for a MM other than to kick away badguys).
    Well that's all i've really looked into at least.