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Quote:The ancient city that I want to visit most is Oranbega, before it sank beneath the Earth.
Possible plot lines could include the Oranbegan-Mu war, or possibly events leading up to it. One of my characters is written as an ancient Oranbegan "resistance member", whose now-forgotten sect fiercely opposed the contract between Demons and the original Circle of Thorns, when they were losing the war.
A round of mission maps in this area of history might include some of the following.
- Majestic Oranbega, a sprawling city that thrived for thousands of years before retreating underground from Hequat's assaults. A place where magic may have advanced to the point of obsoleting the need to ever pursue a technologically advanced civilization. I can imagine parts of the city on the surface, and parts of it suspended in the sky. And in my mind, ancient Oranbega could make an Asgardian god blush.
- The island civilization of Mu.
- The War.
- Battles on ships, at sea, and over sea. Some in the water, some on Mu airships, en route to bombard Oranbega with magical assaults.
- The option to take a side in the war. Four possible sides could be the Oranbegans, the Demons, the Mu, or my Oranbegan Resistance idea.
- Conflicts between the allied Oranbegan and Demon armies, and the Mu.
- Conflicts between the Oranbegans and Demons, when the Oranbegans hesitated to let the Demons completely wipe the Mu off the face of the Earth, as per their contract.
- Resistance Oranbegans fighting Oranbegans and Demons, to help save the remaining Mu. I have a character that really needs this mission.
- The Tower to the Stars.
- "Pre-demonic contract", the botched attempt by the Oranbegans to reach Ermeeth; ergo, a visit to the realm of Hequat. (Though I have no idea how nice a place it is to visit. Few Oranbegans returned, and not with their sanity intact.)
- The original Library of Souls.
- Face off against Hequat. Incarnates, you should bring a league for this. Trust me.
- A big battlefield map. Huge. You're in the middle of the War. Lots of NPCs fighting. Demons flying around, Oranbegan warriors and sorcerers clashing with the Mu, bodies everywhere, sounds of explosions.
- A handful of new NPC factions could come from this. New costume pieces.
- New Midnight Squad arcs (don't tell me THEY wouldn't be involved).
What am I forgetting?
I vote YES for more mission maps. Your ideas are awesome, I would really to fight on those maps!
Just some crazy ideas I am going to throw out there:
"The neighborhood shop clerks feel too scared to keep their stores open, you need to go to the stores marked on your map, help save small business economy!"
--You enter the convenience store and have to repel waves of gangs that keep trying to hit the place, last out the countdown. The npc's that attempt to shop lift will have dialogue (ex: "wheres the vault gram-pa", "empty the register", "I have a five-finger discount"...etc.). There should be a cowardly looking hostage behind the register (use a layout similar to the tech-gadget store, but with music constantly playing in the background, soda dispensers, shelf with a cereal featuring Statesman, gumball machines, etc.) It would be hilarious if there was a store sensor door beep whenever a thug enters.
[blue side]
-reward: xp + temp. emote=slushy drink
-badge: complete this mission type 50x for the "neighborhood watch" badge
~this could also be an event, much like the Steel Canyon Fire~
"The diamond/radioactive mineral quarry or archeological/dino dig site is under attack! Thwart the raid!"
--large pit mine with excavating equipment, hostages are running around (construction workers using the Shark Isle raid or researchers using doctors as the npc.)
[blue side=stop raid, red side=raid the glowies in the quarry and escape]
-reward: xp + temp. attack power=melee with a large coring sample
"the train is under attack, stop the bandits!"
--you fight your way on top and through a steam locomotive's box carts and then...
[blue side=stop the super villain from robbing the gold, red side=rob the gold within the train]
-reward: xp + temp. travel power=steam powered copter pack
-badge: complete this mission type 50x for the "box cart brawler" badge
"he stole from me, now you steal it back!"
--you fight outside and inside a South American mansion, map has a jungle surrounding the map borders. There would be a large reflecting pond/pool in the center with rows of hedges and some fancy cars. There would be a round-about drive way with a water-fountain. There would be a white mansion with a balcony overlooking the front lawn and a fully bricked patio on the backside of the mansion, there would be lawn ornaments like statues, sun dials, croquet set, garden maze, life-size chest board.
~this could be part of a "The Family" story arc~
-reward: xp + temp. emote= playing croquet
-badge: complete this mission (or a quota) for the "no honor amongst thieves" badge
[red side]
"raid the resistance cabin in the swamp lands"
--you move through a map that has brine/swamp water vegetation/growth. The water is waist high except for small stretches of sand bar like protrusions, the only man made structures is a small wooden cabin with a dock a jet propelled version of a fan boat. There is a constant sound of animal noises in the background, like frogs, crickets, something diving into the water making a splash.
-reward: xp
[gold side]
I may have more ideas to post later on. -
Just a thought, but you know how First Ward has the cloaking magic path thing, how about spots of AoE slow down power representing quick sand to slow travelers down as dinosaurs stalk you.
And soaring patrols of Pterosaurs that dive bomb on toons with flying slash attack for their gaping jaws/extended claws/talons.
But to increase the chances of such a zone getting made, it should be a subscriber exclusive zone with a "reanimated-paleontology badge" upon entering the zone. It would be cool if the zone were tied into an Ouroboros story arc about time, maybe someone with access to the time travel secret did something that caused such a zone to be unlocked, just a thought though. A pet from this zone would be awesome. -
I can only speak from my own experience but most of the people that I run into that play MMORPGs tend to play WoW for the PvP content.
When I go to the PvP zones in CoX, there is hardly anyone there, I feel like the "Omega Man", to have more epic RP PvP would be so cool!
So the suggestion to promote more PvP, thereby, in my own personal theory, increase the player community, there should be an awesome costume/weapon/power set exclusive to meeting some sort of PvP quota, but only awarded to subscribers, no free handouts. -
Quote:I think it is called a rope spear, could be wrong though, it would be fun if this melee set could be adapted to a fishing pole with an insane looking fishing hook or have a ship anchor attached to the end of the chain, then you could have an attack like "drop anchor", toss the anchor in a ballistic arch over a short space between ur toon and the enemy toon/npc and come then have the anchor come crashing down on their head.AH ... I can see and agree with that, in that, it could easily be altered to hold a whip. Though, I've still never seen a chain held like that. The only time I've seen a rope type weapon held like that is the asian weapon, a rope with a dagger on the end. Which I would also LOVE.
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I like all these suggestions, but I am somewhat skeptical on whether we will be allowed shark heads, only because that may diminish the originality of Capt. Mako, but I could be wrong.
If they do allow sharks skins and heads, the shark heads need to have access to several paint schemes, so as to allow for leopard sharks and tiger sharks, a goblin shark and/or a swordfish head would be awesome! Flipper hands would be interesting.
More reptile heads would be awesome, but I would prefer to see some dinosaur heads, kinda like a "prehistoric pack" with:
a velociraptor head, a pachycephalosaurus head (with ankylosaurus/stegosaurus head variant + organic body armor plates* + variant ankly/stego tail + stego fin back pack), and maybe a triceratop head if they could work out a scheme for how to make the head look balanced to the shoulders.
Along with an ancient marine creature:
a dunkleosteus head with organic body armor plates*
Finally, flying reptile head:
a pterosaur head*2 (variants--Pteranodon head/Ornithocheirus head)
A highly unlikely suggestion/request would be a serpent neck combo for:
-sea serpent (a variant of the "Snakes" head but with dragon fin webbed ears)
-long necked bird
-sauropod (variant of sea serpent)
-hydra head (not the in-game "Hydra" but classical myth hydra)
-Pterosaur*2 (the really impressive looking pterosaurs had this type of neck)
This would use a scale slide adjustment of the current in-game animated tails or use the current in-game "Snakes" tail/torso skeleton, but programmed/written to the head area instead of the tail area. -
I want to summon:
-boxing kangaroo!
-silver back gorilla that tosses boulders, "goes ape" on ground opponents and be named "Bubbles"! -
I vote A, I love the chest console for internal suit adjustments, that is the coolest. It will go so well with other suit and robot themed toon designs, especially for those which might have the "Think Tank" head, this will allow for a more sythetic homeostasis feel to it.
Then there is the alien life form bonded with the Kheldian, the host body might not be adept to life on Earth. -
The alternative animal suggestions (mainly the dire bear) and possible removal of the dire wolf(ves) are fine, but the current animal line up (in exception to the locusts) do not seem to provide a sense of villain animal minions. What I am trying to say is:
-hawk (neutral, can go either way)
-locusts (neutral, biblical-- can go either to a Holy Man(hero) or to a plague lord(villain)
-lion (hero, very noble animal, in literature that is)
-wolves (neutral, can be either a hero's adoptive parents in the case of the Tarzan/wolf child/Native/Meso American spirit animal or can be a villain's starved animal attack dogs, or a vampire (villain) animal command of nocturnal demon spirit animals)
Suggested:
-dire bear (more hero then villain, thus not very neutral, a bear is sort of a Native/Meso American spirit animal or represents Soviet wilderness hero unit (extremely heroic Ural hunter summoning aid from Mother Russia's native sons/daughters of the wild)
But the extremely villain like animals seem to be lacking, suggestions:
-dire rat
-dire boar (gluttonous beast, Biblical "Legion" association, an unclean animal to eat)
-??? any other ideas? -
Hey,
Just thought I should clarify a creature/minion concept that many of you might not be familiar with but when I suggested a "Nightmare" MM set, I am referencing to an idea in an anime called "Ragnarok" in which a creature that is called a Nightmare confronts the main protagonist, the creature is half horse, a female horse is called a mare, that is why the name is clever, its a
(dream at night) + (female horse-->mare) = nightmare, if we are not allowed female minions, this MM set is impossible, it would be called "Night-stallion" what the heck is a night-stallion? Sounds like a certain type of bar if you know what I mean.
Oh, concerning a female demon, a baphomet I don't think has ever been used as an npc enemy in CoH/CoV, so just give the baphomet some clothing and your set to go on that one.
As for the female zombie option, a "Mommy", get it? A mummy, but female,... you can shoot me now. -
I vote yes for female minions, don't the controllers or defenders have some sort of minion ("Decoys" I think they are called) that are female? 2 male, 1 female, if so, the Devs have already put themselves in a possibly threatening position, so why not just take the plunge deeper with the female decoy and make it a henchmen choice?
If female minions become an option, I would really like to see another MM set come out, the minions would be "Nightmares"--female unicorns armed with scythes and pitchforks. They would have poorly nailed horse shoes with blood staining and a gut-wrenching equine roar when summoned. They need to have small beady red eyes recessed in a dark void of an eye socket and pant a grey death like breath. They would wear some sort of CoT leotard poncho that is slightly tattered. The last minion to be earned in this set would be a Baphomet (maybe, might be a creature minion reserved for Demon MM, had they done the set right with hell hounds and blood vomiting pigs). -
The dire wolf should have been something other in my opinion, but the idea of Alpha and Beta wolves with offense/defense abilities sounds really interesting. As for the locusts, this would be cool for a Biblical plague attack, but the crow swarm sounds intense!!! (See an enemy just getting covered by "Attack of the Birds"--brutal).
The lion does sound out of place, suppose its to cater to Aslan fans, but I am not really into Narnia, others might really love having this animal though.
The hawk summoning is awesome, months ago I requested a Falconry MM, this is a great substitute.
[animal(s) I would have preferred in this set]
-Dire Boar
-R.O.U.S. 's
As a side note, why did the Demon Summoning not have "hell hounds"? -
Hello Ms. Bianco,
My question is: what is the best way to advertise a new power set to the development team, forums seem to be cluttered with new threads, quickly causing new posts to get missed in my opinion, is actually mailing in a well prepared suggestion allowed? -
Hello everyone,
Some of you might recognize this posting from the controller archetype posting forum, and indeed it is. It was brought to my intention that though this power set was intended to reduce opponents to crippled gas victims, the set's powers do not achieve a controlling effect. Thus I have re-posted my new power set idea under the dominator archetype forum. Please let me know what you think of these powers set under a new archetype.
Additional: The color tailoring of this power set needs to be more apparent, when a person wants black smoke, that is what they should get, when they want white smoke or purple beacon haze smoke, that is what they should get.
Also, the attacks were originally designed as an attack focused on a particular individual, but now I am wondering if these attacks might work better as a targeted area of effect. An example would be the "caltrops" or "ignite".
Lastly, the gas effects may be under sold, additional negative modifiers may be warranted, but in fear of an overpowering set, I tried to maintain what I think to be a rather "conservative" string of power effects, thank you for your time. -
I would like to see a power type solely committed to chemical warfare, such an individual would posses:
-[Blinding Gas] low damage, long range, low endurance cost, quick recharge time, affects all foes in close adjacency of highlighted target. The animation would be similar to smoke grenade, but engulfing more of the upper torso. The effects would be:
-low damage over set period of time.
-blinded opponents suffer to hit debuff.
-[Respiratory Gas] low damage, mid range, low endurance cost, quick recharge time, affects all foes in close adjacency of highlighted target. The animation would be initially like the smoke grenade, but would progress to an exhaling fume from hit targets. The effects would be:
-low damage over set period of time.
-damaged respiratory causes opponents to suffer draining endurance and slow endurace recovery.
-[Nerve gas] moderate damage, long range, moderate endurance cost, moderate recharge time, affects all foes in close adjacency of highlighted target. The animation would be initially like the smoke grenade but would progress to a temporary confusion swirls around target(s)' head. The effects would be:
-moderate damage over set period of time.
-all successfully hit targets will be unable to move for a specified duration of time.
-[Acidic smog] low damage, mid range, moderate endurance cost, quick recharge time, affects all foes in close adjacency of highlighted target. The animation would be initially like the smoke grenade but would progress to a bubble encompassing the hit targets with a kind of rain drops running down the bubbles. The effects would be:
-low damage over set period of time.
-all successfully hit targets suffer a diminished damage reduction
-[Lethality cloud] high damage, long range, large endurance cost, slow recharge time, affects all foes in close adjacency of highlighted target. The animation would be a taller plume of the smoke grenade and would encompass a specified radius of map with a faint tint to the player's screen. The effects would be:
-high damage over set period of time.
-[Proximity plume] high damage, short range, moderate endurance cost, quick recharge time, affects all foes in close adjacency of highlighted target. The animation would be appear like the smoke bomb costume change, only the smoke bomb detonates at the base of successfully hit target and progresses to {Blinding gas} animation. The effects would be:
-high damage over set period of time.
-[Therapeutic vapors] moderate healing, short range, moderate endurance cost, moderate recharge time, affects all allies in close adjacency of either self or selected ally. The animation would appear as a slow rising thin smoke from the base of all healed allies or self. The effects would be:
-slow recovering health for either self and/or allies.
-[Gas explosion] high damage, long range, heavy endurance cost, very slow recharge time, affects all foes in close adjacency of highlighted target. The animation would be like smoke grenade but would progress to a red glowing emission from successfully hit targets and finish as a grenade explosion detonating around each successfully hit target. The effects would be:
-immediate high damage.
-causes knockback.
-[Focused fumes] low damage, short range, low endurance cost, quick recharge time, affects all foes in a wide cone centered on highlighted target. The animation would appear as a mid level jet stream of bellowing gas and all successfully hit targets will have their upper torso encompassed by gas. The effects would be:
-low damage over a set period of time.
-slowed attack rates
The purpose of this power set is low damage powers that, when layered, cause massive attrition damage over wide areas. The power balancing effect is individual target attacks are less effective for this power set, must unleash all powers at once.
Though the animation of the powers have been described, the animation of the attacks have not been. There is 1 attack animation style--"chemical warfare":
"Chemical Warfare"--varied attack animation types as follows:
[Blinding gas]-->gas grenade launcher.
[Nerve gas]-->gas grenade launcher.
[Proximity plume]-->toon pulls out a large gas canister, twists open valve, bends down and rolls gas canister across the floor towards highlighted target.
[Therapeutic vapors]-->toon pulls out a large cylinder, opens gas valve and chucks the canister towards intended target to heal.
[Lethality cloud]-->toon radios an artillery gas shelling on top of selected target.
[Respiratory gas]-->gas grenade launcher.
[Gas explosion]-->toon radios a gas crate to be para dropped next to the targeted foe, from the ceiling, a metal frame open crate parachutes in with horizontal laying huge gas canisters, upon landing a high pressure gas leak vents from the huge gas canisters, gas envelops successfully hit targets and then performs the fore mentioned power animation.
[Focused fumes]-->toon pulls out a gas cylinder, twists open the valve and directs the jet stream at the intended center target of the cone attack.
[Acidic smog]-->gas grenade launcher
This power set for the Dominator archetype would best compliment the gas masks available in the "Science Costume Set". At the current moment, I do not know of a new secondary power set that I would like to have go with this "Gas Warfare" primary power set, thank you for your time. -
Hello everyone,
First I want to begin by saying thank you for taking the time to read my posting. It has become evident to me, from your responses, that I have misunderstood what a Controller is, thus, I will be re-posting this new power set under Dominators, hopefully I will be correct in my understanding of which archetype this new power set is better suited for. I also want to express my gratitude for your critiques and your interests in this power set, thank you for your time. -
Hello everyone,
First I would like to begin by saying thank you for looking at my post. Reading what responses I have received for my post both on this particular forum as well as on the Archetype forum, it has become evident to me that I did not understand what a Controller is, thus this power set may be better suited for a Dominator power set.
If after you have read the initial posting, keep in the powers in mind as an intended new power set for Dominators and let me know what you think, thank you for your time. -
I would like to see a power type solely committed to chemical warfare, such an individual would posses:
-[Blinding Gas] low damage, long range, low endurance cost, quick recharge time, affects all foes in close adjacency of highlighted target. The animation would be similar to smoke grenade, but engulfing more of the upper torso. The effects would be:
-low damage over set period of time.
-blinded opponents suffer to hit debuff.
-[Respiratory Gas] low damage, mid range, low endurance cost, quick recharge time, affects all foes in close adjacency of highlighted target. The animation would be initially like the smoke grenade, but would progress to an exhaling fume from hit targets. The effects would be:
-low damage over set period of time.
-damaged respiratory causes opponents to suffer draining endurance and slow endurace recovery.
-[Nerve gas] moderate damage, long range, moderate endurance cost, moderate recharge time, affects all foes in close adjacency of highlighted target. The animation would be initially like the smoke grenade but would progress to a temporary confusion swirls around target(s)' head. The effects would be:
-moderate damage over set period of time.
-all successfully hit targets will be unable to move for a specified duration of time.
-[Acidic smog] low damage, mid range, moderate endurance cost, quick recharge time, affects all foes in close adjacency of highlighted target. The animation would be initially like the smoke grenade but would progress to a bubble encompassing the hit targets with a kind of rain drops running down the bubbles. The effects would be:
-low damage over set period of time.
-all successfully hit targets suffer a diminished damage reduction
-[Lethality cloud] high damage, long range, large endurance cost, slow recharge time, affects all foes in close adjacency of highlighted target. The animation would be a taller plume of the smoke grenade and would encompass a specified radius of map with a faint tint to the player's screen. The effects would be:
-high damage over set period of time.
-[Proximity plume] high damage, short range, moderate endurance cost, quick recharge time, affects all foes in close adjacency of highlighted target. The animation would be appear like the smoke bomb costume change, only the smoke bomb detonates at the base of successfully hit target and progresses to {Blinding gas} animation. The effects would be:
-high damage over set period of time.
-[Therapeutic vapors] moderate healing, short range, moderate endurance cost, moderate recharge time, affects all allies in close adjacency of either self or selected ally. The animation would appear as a slow rising thin smoke from the base of all healed allies or self. The effects would be:
-slow recovering health for either self and/or allies.
-[Gas explosion] high damage, long range, heavy endurance cost, very slow recharge time, affects all foes in close adjacency of highlighted target. The animation would be like smoke grenade but would progress to a red glowing emission from successfully hit targets and finish as a grenade explosion detonating around each successfully hit target. The effects would be:
-immediate high damage.
-causes knockback.
-[Focused fumes] low damage, short range, low endurance cost, quick recharge time, affects all foes in a wide cone centered on highlighted target. The animation would appear as a mid level jet stream of bellowing gas and all successfully hit targets will have their upper torso encompassed by gas. The effects would be:
-low damage over a set period of time.
-slowed attack rates
The purpose of this power set is low damage powers that, when layered, cause massive attrition damage over wide areas. The power balancing effect is individual target attacks are less effective for this power set, must unleash all powers at once.
Though the animation of the powers have been described, the animation of the attacks have not been. There is 1 attack animation style--"chemical warfare":
"Chemical Warfare"--varied attack animation types as follows:
[Blinding gas]-->gas grenade launcher.
[Nerve gas]-->gas grenade launcher.
[Proximity plume]-->toon pulls out a large gas canister, twists open valve, bends down and rolls gas canister across the floor towards highlighted target.
[Therapeutic vapors]-->toon pulls out a large cylinder, opens gas valve and chucks the canister towards intended target to heal.
[Lethality cloud]-->toon radios an artillery gas shelling on top of selected target.
[Respiratory gas]-->gas grenade launcher.
[Gas explosion]-->toon radios a gas crate to be para dropped next to the targeted foe, from the ceiling, a metal frame open crate parachutes in with horizontal laying huge gas canisters, upon landing a high pressure gas leak vents from the huge gas canisters, gas envelops successfully hit targets and then performs the fore mentioned power animation.
[Focused fumes]-->toon pulls out a gas cylinder, twists open the valve and directs the jet stream at the intended center target of the cone attack.
[Acidic smog]-->gas grenade launcher
This power set for the Dominator archetype would best compliment the gas masks available in the "Science Costume Set". At the current moment, I do not know of a new secondary power set that I would like to have go with this "Gas Warfare" primary power set, thank you for your time. -
I would like to see a power type solely committed to chemical warfare, such an individual would posses:
-[Blinding Gas] low damage, long range, low endurance cost, quick recharge time, affects all foes in close adjacency of highlighted target. The animation would be similar to smoke grenade, but engulfing more of the upper torso. The effects would be:
-low damage over set period of time.
-blinded opponents suffer to hit debuff.
-[Respiratory Gas] low damage, mid range, low endurance cost, quick recharge time, affects all foes in close adjacency of highlighted target. The animation would be initially like the smoke grenade, but would progress to an exhaling fume from hit targets. The effects would be:
-low damage over set period of time.
-damaged respiratory causes opponents to suffer draining endurance and slow endurace recovery.
-[Nerve gas] moderate damage, long range, moderate endurance cost, moderate recharge time, affects all foes in close adjacency of highlighted target. The animation would be initially like the smoke grenade but would progress to a temporary confusion swirls around target(s)' head. The effects would be:
-moderate damage over set period of time.
-all successfully hit targets will be unable to move for a specified duration of time.
-[Acidic smog] low damage, mid range, moderate endurance cost, quick recharge time, affects all foes in close adjacency of highlighted target. The animation would be initially like the smoke grenade but would progress to a bubble encompassing the hit targets with a kind of rain drops running down the bubbles. The effects would be:
-low damage over set period of time.
-all successfully hit targets suffer a diminished damage reduction
-[Lethality cloud] high damage, long range, large endurance cost, slow recharge time, affects all foes in close adjacency of highlighted target. The animation would be a taller plume of the smoke grenade and would encompass a specified radius of map with a faint tint to the player's screen. The effects would be:
-high damage over set period of time.
-[Proximity plume] high damage, short range, moderate endurance cost, quick recharge time, affects all foes in close adjacency of highlighted target. The animation would be appear like the smoke bomb costume change, only the smoke bomb detonates at the base of successfully hit target and progresses to {Blinding gas} animation. The effects would be:
-high damage over set period of time.
-[Therapeutic vapors] moderate healing, short range, moderate endurance cost, moderate recharge time, affects all allies in close adjacency of either self or selected ally. The animation would appear as a slow rising thin smoke from the base of all healed allies or self. The effects would be:
-slow recovering health for either self and/or allies.
-[Gas explosion] high damage, long range, heavy endurance cost, very slow recharge time, affects all foes in close adjacency of highlighted target. The animation would be like smoke grenade but would progress to a red glowing emission from successfully hit targets and finish as a grenade explosion detonating around each successfully hit target. The effects would be:
-immediate high damage.
-causes knockback.
-[Focused fumes] low damage, short range, low endurance cost, quick recharge time, affects all foes in a wide cone centered on highlighted target. The animation would appear as a mid level jet stream of bellowing gas and all successfully hit targets will have their upper torso encompassed by gas. The effects would be:
-low damage over a set period of time.
-slowed attack rates
The purpose of this power set is low damage powers that, when layered, cause massive attrition damage over wide areas. The power balancing effect is individual target attacks are less effective for this power set, must unleash all powers at once.
Though the animation of the powers have been described, the animation of the attacks have not been. There is 1 attack animation style--"chemical warfare":
"Chemical Warfare"--varied attack animation types as follows:
[Blinding gas]-->gas grenade launcher.
[Nerve gas]-->gas grenade launcher.
[Proximity plume]-->toon pulls out a large gas canister, twists open valve, bends down and rolls gas canister across the floor towards highlighted target.
[Therapeutic vapors]-->toon pulls out a large cylinder, opens gas valve and chucks the canister towards intended target to heal.
[Lethality cloud]-->toon radios an artillery gas shelling on top of selected target.
[Respiratory gas]-->gas grenade launcher.
[Gas explosion]-->toon radios a gas crate to be para dropped next to the targeted foe, from the ceiling, a metal frame open crate parachutes in with horizontal laying huge gas canisters, upon landing a high pressure gas leak vents from the huge gas canisters, gas envelops successfully hit targets and then performs the fore mentioned power animation.
[Focused fumes]-->toon pulls out a gas cylinder, twists open the valve and directs the jet stream at the intended center target of the cone attack.
[Acidic smog]-->gas grenade launcher
This power set for the Controller archetype would best compliment the gas masks available in the "Science Costume Set". At the current moment, I do not know of a new secondary power set that I would like to have go with this "Gas Warfare" primary power set, thank you for your time. -
Would like to see wall crawling travel power, especially if an ape costume is made, but this would be great for ninjas.
-
Assault rifle weapon option/choice:
-wrist mounted guns
-shoulder or chest mounted gun for tech/robot characters
On that note: change Mastermind poison attack animation from spitting to a bio spray gun/cannon -
Hello everyone,
I am proposing a "Robot Package" that would have one major difference from all other costumes, this costume set would emphasize the strange, almost absence of normal organs for a toon, is not to be confused with a suit, it is clearly a robot, case in point, the robots that a Mastermind summons, they have the type of "robot like" features that makes no one not doubt that those are robots. To better organize/present this costume set:
Head #1: [extremely blocky] (not appealing to humans, this head is for housing computer circuits, bulky optical receptors and listening equipment. The "eyes" could project out from the head)
*Head #2: [dome head] (looks like a tall rounded transparent cylinder with various odds and ends of electronic "stuff" inside)
Head #3: [head is in the chest] (flat, incorporated into the chest without a neck)
Upper Body #1: [no musculature, just pistons] (this recently got kinda achieved with the upper clockwork body part)
Upper Body #2: [big robot build] (this would be the pinnacle of ponderous looking with drive chains and pistons)
Upper Arm #1: [cutting edge sleek robot rotating cuff] (this has been achieved already)
Upper Arm #2: [bulky pistons, hydraulic fluid lines] (this would emphasize the heavy industrial robot look)
Lower Arm #1: [1950's claw hands] (a variation of the small robot claws but radical in that it is just two or four digits, completely across from one another)
Lower Arm #2: [four pronged heavy digits] (a heavy grip fuller looking hand and fore-arm but with the clearly inhuman look of it being a robot appendage)
Chest Detail #1: [the front access panel of a manual access point] (buttons and knobs that provide an adjustable artificial homeostasis for the inorganic toon)
Lower Body #1: [the rotating swivel mid-torso to a genderless hip] (essentially, the look that a robot might have if capable of rotating its upper torso 360degrees)
Legs #1: [the tin man] (a very bulky, slightly medieval like, but circuit and piston and hydraulic cable variant of any armor costume piece, emphasis on the cables)
*Legs #2: [why walk when you can drive] (the most radical addition of this package, much like the animated flapping wings a toon can be equipped with, this feature allows for the continuous track look for feet that screams robot, mechanical, not natural. This would animate with a driving motion instead of showing walking for the toon's movement. These treads would have heavy shocks for allowing up and down stair well movement and the treads would have continuous movement when the character swims, much like an amphibious tank)
Back detail #1: [batteries included] (this would be a variation of the "Steam Punk" package steam backpack, but a truly modern battery for long lasting robot operating time)
Of all these costume parts, the two pieces that I most want to see added to the game costume maker is:
*the dome head (must be transparent, to dispel all doubt of its lack of humanity)
*the continuous track
These two parts are almost completely un-met, the big dome headed look is a ponderous, ominous, humanoid construct look and continuous tracks are very mechanical.
Please let me know what you think the feasibility of the continuous track would be for environmental interaction and please note, that an inverting track to the knee area would be a good animation look for jumping. As for the dome head, the Arachnos spider helmets do not meet this criteria, this costume piece would be available to both sides and the dome head must have height. -
Hello everyone,
I really enjoy this somewhat recent set, the "Animal Pack", but something that I was really hoping to see with this set was the introduction of more reptilian heads/tails, something more dinosaur like, the male reptile head is not to my liking, I tried making a dragon themed character, but I feel that the current available head does not do dragons justice, I want a more classic Chinese type dragon with the whiskers thing. Also, since they put minotaur legs in the game, it would be creepy but epic if they introduced a goat head, allow for a Baphomet look.
On another note concerning the animal pack, the avian head and legs are awesome, but I just can't get myself to use it on account that the bird wings are the birds arms, yet my toon has arms as well? I have tried the whole prosthetic arms looks so as to emphasize the alien like nature of arms on a toon that should not have arms. But an armless toon, this would of course make for a nightmare of power set/archetype problems. One thing though that dawns on me is the fact that once a toon is equipped with wings, the moment they fly (if they have flight), the wing flapping response is automatic, could this feature be made to also over ride melee attacks, but for assault ranged powers, I have not a clue to a solution, still, I would like to see some sort of:
bird head + bird feet + bird wings = no arms, (sigh, there is no bird tail either, the bird feature of this package needs allot of attention) -
The costume=power idea I do not agree with. I understand where you are coming from, but I much prefer the previously stated ability to hold on to something passe and still not be any less effective.
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Hi, thanks for replying, this goes to all those who took the time to read my posting. Your idea Samuel Tow, sounds pretty cool. I like the customizing capability, as well as the examples ("Go Robo!"). As far as the absence of a current working model, I realize this would mean making something from the ground up, and in addition, I would like to see this minion remain on the toon's gauntlet before an attack option is given, although, an eye in the sky watching over the toon would also be cool.
I think I should have better explained though by what I meant when I was stating "better avian command" versus "primal fighter-red tooth and claw". I was thinking of how one would choose to slot their power sets, choosing maybe more damage enhancements versus accuracy enhancements, but that would probably be understood as a given custom option to any power, and there fore should not have been said. Still I would like to see some sort of "dual strength character" a kinda "Wonder (Fraternal siblings)"(watching the copyrights) sort of deal.
But mostly, I just want to enjoy what it must be like to be a Falconer. On that note, one of the toon's powers should be a "veterinarian" heal ability, emphasizing the Falconer's responsibilities to the bird. Also, there are two other birds that should have been added to the list:
-Eagle
-Mechanical Bird (kinda like Bubo, but not having to be an owl, just an ambiguous mech-bird) -
What I am suggesting is creating a new Master Mind that only gets a single minion, a bird that is super powerful.
First, why the bird needs to be super powerful, because a normal bird is not going to win against a 5th column robot. But a bird with super strength, super slash talons, and tough exterior...such a bird could carry a 5th column robot to the ceiling and let go (power would be called "falling from heaven"), allowing the robot to crash onto the floor. Or the bird could use it's razor sharp talons to cut-up a person (power would be called "dive bomb slash attack"). The bird would have a tougher damage tolerance, (power would be called "avian steel").
But this type of Master Mind would be different from the rest of the current in game Master Minds because this Master Mind can only command a single minion, his/her bird, but at lvl 47, the toon would become a Master Falconer and can command up to two birds.
Another feature would be that, since the Falconer Master Mind gets only one minion, this minion should be customizable, the choices would be color limited but bird specie flexible as follows:
-hawk
-falcon
-owl
The aim of a Falconer Master Mind is to choose powers specific to their discipline, a good Falconer will strive for accuracy of their bird's attacks, thus choosing "better avian command" sets, where as the more heavy handed player that favors strength makes might can choose "primal fighter-red tooth and claw". These sets allow the Falconer to either focus on a more team minded attack style that honors the sport of Falconry but the heavy handed Falconer allows for "let the bird do it's thing, show no mercy".
Falconry is a hard to get into sport, and the only games that allow for a Falconer type "feel" has you summoning weird childish animals from a card or ball, but some characters draw their strength from their animal guardian/friend.
I am new to posting suggestions on a forum, but I think this a very radical and doable suggestion. One minion (later two) allows for much more better control and makes for a more unique type of character power type.