-
Posts
151 -
Joined
-
Quote:Clues. Random foe drops a strange bit of salvage, or leaves a clue in your notes, or in some other way leads you to investigate something on your own (rather than simply popping up a new mission). You research the clue, such as by visiting contacts, clicking objects in universities or perhaps even using that salvage to craft something. One clue leads to another, larger clue (from which you can backtrack and find smaller clues, for the complete picture, but such would not be required), which in turn leads to yet another bigger clue with just enough information for you to deduce the crime and location, at which point you unlock a mission (which you can choose to accept or decline). The number of clues can be anywhere from one (for "quickies") to ten (for long, complex cases).
Hacking. In order to enter that locked warehouse or laboratory, or ferret out the information in that encrypted computer, you would go through a mini-game similar to System Shock 2's hacking. Simple, but effective in adding an element of interactivity and giving the impression of actually working on something to achieve a goal (rather than just showing up and walking in, or having a simple progress bar for computers). Hacking could be used to unlock new missions and contacts, such as optional "hack-discovered missions" in existing mission computers, as well as set up random doors which could be hacked and lead to robberies, kidnappings and/or corporate espionage for villains, and rescues, investigations (could tie in well with Clues) and/or raids (like, raiding drug labs, or Crey/Aeon facilities. not multi-team raids like Hamidon) for heroes.
Scavenger hunts. Once or twice every two to four weeks, an event triggers. Every player has a random object appear in one mission (randomly selected) per character. The player is tasked with locating that object, which gives him/her a list of other objects to find, and is tasked with going around the city/isles, locating and clicking the objects on the list, some out in public zones, others inside missions, perhaps even some being salvage drops or clues. If the player completes the list, he/she gains access to a special mission, or a random tier 3 salvage drop, or a random recipe roll, or a badge, or some other nifty little token of his/her success.Quote:I'd like to make better use of the Portal Corp. In the various mission stories we hear about crews that have preceeded us, investigating other dimensions. Why not set up a sidegame where we get to be the "first" to explore the zone around a portal terminus, applying some of the other things mentioned in this thread like cryptography, as well as archeology (ala Doc Sampson). It makes sense to use heroes to send into the unknown.Quote:Activities involving rebuilding portions of Baumton and Eastgate, especially if a leaderboard tracked the results and the zones actually changed as a result of player activity.
Best ideas ever! -
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
- You create a Superman clone who has Super Jump rather than Fly. (+2 Geek Cred for getting this joke)
[/ QUOTE ]
I got it! Yay! (For those that don't, where do you think "Able to leap tall buildings with a single bound!" came from?).
[/ QUOTE ]
I assumed thats what it was referencing but how is that a geek point when the theme says so.
[/ QUOTE ]
Actually he was probably referencing the fact that when Superman debuted in the comics (and for a long time after) flight was not a power of his. Only the ability to "leap tall buildings with a single bound".
Then again, i could be wrong...about the reference, not the ability. -
Star Strider Forces Registry
Name: Firequeen
Global Contact: @LeoninProtector
Level of Classification:46
Origin:Science Blaster
Super Rank & Super Group: N/A -
Wow.
I never thought I'd see the day. Kudos devs! -
[ QUOTE ]
Signature Powers:
Foundation: Signature Powers can have Foundations onto which Attributes can be added. Foundations can be Personal, affecting only you, or External, affecting others. Signature Powers get their first Foundation free.
Personal (1)- The Attribute only affects you, or for Area of Effect Foundations, a short distance around yourself.
External (1)- The Attribute affects your current target, or for Area of Effect or Cone Foundations, a short distance around your target.
Range of Effect: Signature Powers can have their Foundations have a Range of Effect.
Range (1)- Makes the Signature Power a Ranged power, adding range per point spent. If no points are spent in Range, the Foundation's Attributes affect only melee range.
Cone (1)- Makes the Signature Power a Cone power, adding 30 degrees of width per point spent. A Cone Foundation cannot also be an Area of Effect Foundation.
Area of Effect (2)- Makes the Foundation's Attributes affect those in the Area of Effect, adding to the areas diameter per two points spent. An Area of Effect Foundation cannot also be a Cone Foundation.
Attributes: Signature Powers add purchased Attributes to their Foundations for various effects. Attributes that deal Damage Types, cause Status Effects, or De-Buff may only be attached to an External Foundation. A Foundation may not deal conflicting Damage Types.
Damage Types:
Smashing Damage (1)- The Signature Power deals Smashing damage to the target per point spent. Conflicts with Lethal Damage.
Lethal Damage (1)- The Signature Power deals Lethal damage to the target per point spent. Conflicts with Smashing Damage.
Fire Damage (1)- The Signature Power deals Fire damage to the target per point spent. Conflicts with Cold Damage.
Cold Damage (1)- The Signature Power deals Cold damage to the target per point spent. Conflicts with Fire Damage.
Energy Damage (2)- The Signature Power deals Energy damage to the target per two points spent. Conflicts with Negative Damage.
Negative Damage (2)- The Signature Power deals Negative damage to the target per two points spent. Conflicts with Energy Damage.
Psychic Damage (3)- The Signature Power deals Psychic damage to the target per three points spent. Conflicts with Toxic Damage.
Toxic Damage (3)- The Signature Power deals Toxic damage to the target per three points spent. Conflicts with Psychic Damage.
Endurance Drain (2)- The Signature Power Drains the target a set amount of Endurance per two points spent.
Damage over Time (0)- The Signature Power deals one type of damage of your choosing over time.
Recovery:
Healing (1)- The Signature Power heals a set amount of Hit Points per point spent.
Maximum Hit Points (1)- The Signature Power temporarily increases Maximum Hit Points per point spent.
Regeneration Rate (1)- The Signature Power boosts the Regeneration Rate per point spent.
Endurance Recovery (1)- The Signature Power recovers a set amount of Endurance per point spent.
Endurance Rate (1)- The Signature Power boosts the Endurance Recovery Rate per point spent.
Revive (5)- The Signature Power revives a defeated player with a set amount of Hit Points and Endurance per five points spent.
Buff:
Damage Buff (1)- The Signature Power increases overall Damage Potential per point spent.
Accuracy Buff (1)- The Signature Power increases Accuracy per point spent.
To Hit Buff (2)- The Signature Power increases To Hit per two points spent.
Defense Buff (1)- The Signature Power increases Defense per point spent.
Signature Power Recharge (1)- The Signature Powers Recharge Rate is reduced per point spent.
Global Recharge (3)- The Signature Power reduces the Recharge Rate of all powers per three points spent.
Movement Speed Buff (1)- The Signature Power increases Movement Speed per point spent.
Jump Height Buff (1)- The Signature Power increases Jump Height per point spent.
Lethal Resistance Buff (1)- The Signature Power increases Resistance to Lethal Damage per point spent.
Smashing Resistance Buff (1)- The Signature Power increases Resistance to Smashing Damage per point spent.
Fire Resistance Buff (1)- The Signature Power increases Resistance to Fire Damage per point spent.
Cold Resistance Buff (1)- The Signature Power increases Resistance to Cold Damage per point spent.
Energy Resistance Buff (1)- The Signature Power increases Resistance to Energy Damage per point spent.
Negative Resistance Buff (1)- The Signature Power increases Resistance to Negative Damage per point spent.
Psychic Resistance Buff (1)- The Signature Power increases Resistance to Psychic Damage per point spent.
Toxic Resistance Buff (1)- The Signature Power increases Resistance to Toxic Damage per point spent.
De-Buff:
Accuracy De-Buff (1)- The Signature Power decreases Accuracy per point spent.
To Hit De-Buff (2)- The Signature Power decreases To Hit per two points spent.
Defense De-Buff (1)- The Signature Power decreases Defense per point spent.
Regeneration De-Buff (2)- The Signature Power decreases Regeneration per two points spent.
Endurance Rate De-Buff (2)- The Signature Power decreases the Endurance Recovery rate per two points spent.
Recharge Rate De-Buff (3)- The Signature Power increases the recharge rate of all powers per three points spent.
Status Effect:
Slow (2)- The Signature Power Slows the target by one Magnitude per two points spent.
Immobilization (2)- The Signature Power Immobilizes the target by one Magnitude per two points spent.
Sleep (3)- The Signature Power puts the target to Sleep by one Magnitude per three points spent.
Hold (3)- The Signature Power Holds the target by one Magnitude per three points spent.
Disorient (3)- The Signature Power Disorients the target by one Magnitude per three points spent.
Fear (3)- The Signature Power Frightens the target by one Magnitude per three points spent.
Confusion (3)- The Signature Power Confuses the target by one Magnitude per three points spent.
Knock-Back (2)- The Signature Power Knocks the target Back by one Magnitude per two points spent.
Knock-Up (2)- The Signature Power Knocks the target Up by one Magnitude per two points spent.
Taunt (1)- The Signature Power Taunts the target by one Magnitude per point spent.
Movement Effect:
Grant Flight (1)- The Signature Power grants Flight and increases Flight speed per point spent.
Grant Teleportation (3)- The Signature Power grants Teleportation and increases its range per three points spent.
Grant Intangibility (4)- The Signature Power grants Intangibility and increases its duration per four points spent.
Retrieve Teleportation (5)- The Signature Power Teleports the target to you. Cannot be used on a Personal Foundation.
---
In-game examples, to show you how it works:
Dull Pain: Personal(Maximum Hit Points Buff + Healing)
Stone Mallet: External(Smashing Damage + Knock Up)
Burst: External Range(Lethal Damage + Defense De-Buff)
Recall Friend: External Range(Retrieve Teleportation)
Eviscerate: External Cone(Accuracy Buff + Lethal Damage)
Frostbite: External Range Area of Effect(Cold Damage + Slow + Immobilize + Accuracy De-Buff)
Twilight Grasp: External Range(Accuracy De-Buff + Damage De-Buff) + Personal Area of Effect(Healing)
Divine Avalanche: External(Lethal Damage) + Personal(Defense Buff)
Fulcrum Shift: External Range Area of Effect (Damage De-Buff) + Personal Area of Effect (Damage Buff)
Edited for organization, clarity, and name changes.
[/ QUOTE ][ QUOTE ]
You might want to combine some of the effects into a single category, 'delivery systems':
EDIT: Hey, while I'm here, combine more of the systems.
Buff Effects
[u]Ability Boosts[u]
(These can be taken up to 5 times; they add together. For example, four +10% Accuracy Buffs add together to form one +40% Accuracy Buff.)
+Accuracy (1 point per level): Buffs your Accuracy by 10% per time taken.
+Damage (1 point per level): Buffs your Damage by 10% per time taken.
+Defense (1 point per level): Buffs your Defense by 10% per time taken. Normally global; you can optionally increase this by selecting damage types it does not apply to, up to 25% per time taken for defense that only applies to one damage type.
+Jump (1 point per level): Buffs your Jumps by 50% per time taken.
+Max END (1 point per level): Buffs Max Endurance by 10% per time taken.
+Max HP (1 point per level): Buffs your Max HP by 20% per time taken.
+Movement (1 point per level): Buffs your Movement speeds by 20% per time taken.
+Perception (1 point per level): Buffs your Perception by 250 feet per time taken.
+Range (1 point per level): Buffs the Ranges of your (non-melee) abilities by 15% per time taken.
+Recharge (1 point per level): Buffs your Recharge speeds by 10% per time taken.
+Recovery (1 point per level): Buffs your Recovery by 20% per time taken.
+Regen (1 point per level): Buffs your Regeneration by +25% per time taken.
+Resistance (1 point per level): Buffs your Resistance by 10% per time taken. Normally global; you can optionally increase this by selecting damage types it does not apply to (up to a +25% bonus for only one damage type).
+Stealth (1 point per level): Buffs your Stealth by 200 feet per time taken.
[u]Grantable Powers[u]
+Flight (1 point per level): Grants Flight at a speed of 20 FPS per time taken.
+Intangibility (1 point): Grants Intangibility. Remember, intangibility is two-way...
Teleport Other (1 point): Teleports the target.
Teleport Self (1 point): Teleports the user.
[u]Rezzes[u]
(Obviously, if the target is Affects Self, then it is also a Self-Rez. All rezzes provide XP Debt protection for 60 seconds.)
Low Rez (1 point): Rezzes the target with 1/4th HP.
Medium Rez (1 point): Rezzes the target with 1/2 HP.
High Rez (1 point): Rezzes the target with 3/4ths HP.
Extreme Rez (4 points): Rezzes the target with full HP.
Endurance Restoration (+1 point): This option improves rezzes by also providing Endurance.
Damage Effects
[u]Damage Intensity[u]
Minor (0 points): The damage is Minor.
Low (1 point): The damage is Low.
Moderate (2 points): The damage is Moderate.
High (3 points): The damage is High.
Superior (4 points): The damage is Superior.
Extreme (5 points): The damage is Extreme.
Over Time (-1 point): The damage done is over time, and is scaled down to match. (This is a penalty because it's easier to heal!)
[u]Damage Types[u]
(What type of damage you do. Values are based on the frequency of defense and resists to that type of damage.)
Smashing (0 points): The damage is Smashing.
Lethal (0 points): The damage is Lethal.
Fire (1 point): The damage is Fire.
Cold (1 point): The damage is Cold.
Energy (1 point): The damage is Energy.
Negative (2 points): The damage is Negative.
Psychic (3 points): The damage is Psychic.
Endurance Drain (3 points): The damage is done to their Endurance. Obviously, this scales the damage down to the 1-100 scale.
Delivery Systems
[u]Targets[u]
Affects Self (0 points): The power only affects yourself.
Melee Range (0 points): The power affects one person in melee range.
Short Range (1 points): The power works at the typical short range (60 feet).
Medium Range (2 points): The power works at the typical medium range (120 feet).
Long range (3 points): The power works at the typical long range (240 feet).
Extreme Range (4 points): If you can see it, you can shoot it. (480 feet).
[u]Area of Effect[u]
(These modifiers make the power effect an area. Cones use the ranges you purchased above in Targets, but halved. Without any Range mod, circular Areas of Effect are PBAoEs.)
Small Cone (1 point): The power affects a 15-degree cone.
Medium Cone (2 points): The power affects a 30-degree cone.
Small Area of Effect (2 points): The power is an AoE with 20' radius.
Large Cone (3 points): The power effects a 60-degree cone.
Medium Area of Effect (3 points): The power is an AoE with 30' radius.
Huge Cone (4 points): The power effects a 120-degree cone.
Large Area of Effect (4 points): The power is an AoE with 40' radius.
Location (+1 point): The power is not centered on you, or a targeted creature, but a set location. Does not work with Cones.
[u]Duration[u]
(These modifiers affect how long the effect lasts.)
Instant Duration (0 points): The power works immediately.
Short Duration (1 point): The duration of the power is 15 seconds.
Medium Duration (2 points): The duration of the power is 30 seconds.
Long Duration (3 points): The duration of the power is 60 seconds.
Toggle (4 points): The power is a toggle. This converts the Endurance cost to endurance-over-time, and the endurance cost lasts until you say it's done.
Mez Effects
[u]Mez Type[u]
Knockback (1 point): The power deals Knockback to the target.
Taunt (1 point): The power Taunts the target.
Immobilize (2 points): The power Immobilizes the target.
Disorient (3 points): The power Disorients the target.
Fear (3 points): The power instills Fear in the target.
Knock Up (3 points) The power deals vertical Knockback to the target.
Sleep (3 points): The power puts the target to Sleep.
Hold (4 points): The power Holds the target.
Confusion (5 points): The power Confuses the target.
[u]Magnitude[u]
Mag 1 (0 points): The power is Magnitude 1.
Mag 2 (1 point): The power is Magnitude 2.
Mag 3 (2 points): The power is Magnitude 3.
Mag 4 (3 points): The power is Magnitude 4.
[/ QUOTE ]
Two of the best ideas I've seen thus far. Now, do me a favor and break the examples into points spent -
Just gotta reaffirm that I completely support this idea!
-
I was just wondering if trying to pull a Lieutenant--in the midst of a loose grouping--would pull 3 or 4 minions or if it would end up pulling the entire group. I had never actually tested strategies for pulling in-game, I just typically went with predatory instinct (i.e. attacking the weak-links and stragglers). This guide is very likely to come in handy
-
No, Darrien, you're right. A minion that is hit with a lower-damage power will not set off an alarm. It will only pull him, but if you snipe the same minion and kill him, you can very likely pull the entire group. Now, lieutenants I believe will pull the entire mob (like bosses do), but that one I'm not entirely sure about. In a large group with a boss, the lieutenant might only bring a few buddies...
Anyone know for sure about that one? -
Now, I'm going to sound like a complete technical idiot, but what is the purpose for this tool? What does it do and why do I need to perform log-file cleanings? Does cleaning log-files increase performance?
Just a few questions to answer in your OP for the technically ignorant masses similar to myself -
Excellent job
Ya know I was just messin' with you though, right?
-
[ QUOTE ]
[ QUOTE ]
Gonna add an update for the STF?
I always keep your site up when playing the game...an excellent resource!
[/ QUOTE ]
As soon as it goes live I'll be running it with Red Tomax & my SG mates I'm sure, we've been looking forward to it for a long time now. So it shouldn't be very long after that until it gets on the site.
[/ QUOTE ]
Now, RedTomax...the STF has been live for a while now. Why don't I see under the task force list yet?
Just kidding with ya
Edit: I checked out the Invention section and I must say, you did an excellent job putting that together. Another useful resource from your site -
Excellent guide Peg. Very informative and makes me consider racking up on those IOs now
I have a Extreme Measures slotted into Blazing Bolt for the Regen and Recovery bonuses but that's it ATM.
I do have to say that Net's view on Firebreath makes me reconsider 6-slotting it. It seems to be a viable technique when up against +4s and higher (I tend to be a tad leary of taking them on in melee). I think I'm going to respec Firequeen (level 37 fire/fire) to be a range/melee combo. She is currently a melee blapper that uses Fireball+Firebreath as an opener.
Anyway,
Excellent job putting this all together. -
[ QUOTE ]
What's in Boomtown other than the Freedom Phallanx headquarters which holds Reichsman (a 5th Column villain)?
[/ QUOTE ]
Reichsmann is not a 5th column villain. He is from Axis Amerika and the leader of the Amerika Korps. He is an alternate-reality version of Statesman.
Sorry...just one of those mistaken identities that annoys the tar outta me... -
Gonna add an update for the STF?
I always keep your site up when playing the game...an excellent resource! -
Snap, snap, people!!!
We need a comprehensive guide for the Invention System! Salvage, recipe, and enhancement lists...anything you can get your grubby little hands on. -
Friggin' BRILLIANT! I'm typically a strategist, but I never considered this as a possibility....I have interesting PvP strategies coming to mind now
-
I'm about 3 months late seeing this, but even so....
/signed all the way! -
Good lord,
I'm a newbie then
I haven't played any MMOs but this one. -
Now that I've seen (and actually paid attention to) the picture of Rularuu on ParagonWiki, I believe that the Shard is indeed the mind of Rularuu. If this is the case, then Rularuu is either a godlike being that has a multiple personality disorder/schizophrenia, or he is a powerful psychic that has created a dimension of his own.
A possible candidate for the psychic is one we haven't heard about in quite some time:
Malaise.
Now for a story....Malaise could have had an active imagination as a child where he created his own world in his mind. The Reflections are the enemies that he fought most often with the Freedom Phalanx and the Rularuu masses are creations of his own. The destruction of the Shard 20 years ago could be when Malaise went mad and crossed over to the villainous side. Lanaruu is the aspect of this madness, Faathim is the aspect of his good side, Rularuu itself is the embodiment of his ideals for a perfect world, and the other Aspects are his wishes for control.
Mkay, I have officially confused myself, but there's some wild speculation for ya -
[ QUOTE ]
It would be very shallow indeed, if Rularuu is nothing but a Statesman clone.
Personally, I don't think so. Diabolique, for instance, is not a fragment of Tyrant. Ms. Liberty isn't a fragment of Statesman. And the Axis Freedom Phalanx probably doesn't have a fragmented Reichsman. Rularuu is most likely a very powerful being, beyond even a God. Perhaps he doesn't even have his own dimension. Perhaps he simply Is, without a dimension of his own, just a drifting presence pulling as many dimensions into his demented consciousness as he can, rather like a child pulling down candies hanging from a ceiling.
I, like you, hope you're wrong, but I wouldn't put it past them to do something like that.
[/ QUOTE ]
People like Diabolique, Ms. Liberty, so on and so forth, are not aspects of the Statesclone they work with/for. What I meant is that Rularuu, as a god, and a possible Statesclone, can conquer the minds of his enemies and can cause them to serve him loyally. As a god, it is possible for him to completely erase all of their memories, in essence, their prior life, and fill them with only the knowledge and abilities to carry out his will. There isn't another being in the game with this amount of power. The only one's that come close are the Statesclones and their godlike abilities. -
This is going to be completely WILD speculation, but here goes *crosses fingers*
It seems to me that all of the alternate-reality Statesmen share many traits (common "delusions of grandeur").
For example, the Reichsmann joined the Axis Army (or was always with the Axis...not sure) and wound up conquering the world and ruling it after Hitler died...or killed Hitler, either way, he became the supreme ruler of Axis Earth. His generals were similar in power to their Primal Earth counterparts, however, Reichsmann didn't allow them equal training, so they were easily defeated. Were Reichsmann still on Axis Earth, he would be uncontested for rule...it can also be assumed that he conquered not only Axis Earth, but also conquered multiple other dimensions...
The Tyrant, with his band of Praetorian supers, conquered all of Preatorian Earth and rule it to this day with an iron fist. Tyrant has all of Statesman's abilities and used them with similar resolve, but in a much more adverse manner. Over time, he conquered and recruited beings from multiple planes of existance and dimensions. He has minions from Warrior Earth, Shadow Earth and Infernal Earth, not mention footholds here in our own Paragon City!
Parallelling Reichsmann's characteristics/acheivements to those of Rularuu and Tyrant, it seems that Rularuu may very well be another Statesmann clone. I sincerely hope that it isn't, it would make for a very shallow story just copied over from not one, but TWO others.
So, if my deduction is right, what happened and how did it occur? In 1937, instead of being granted the abilities of a god, as both Marcus Cole and Stefan Richter were in [u]Web of Arachnos[u], Marcus became a god. In doing so, he conquered his home-dimension and began to extend his power. Along the way, he found other powerful/super-intelligent/influential people and--after killing them--resurrected them and embued them with the powers of himself. Faathim, Lanaruu, Ruladak, Uuralur and the others are resurrected entities of former world powers that were endowed with the abilities of Rularuu. This could explain the Preatorians' interest in the Shard...make any sense? -
[ QUOTE ]
Uuralur the Mirror
Archvillain, levels 45-54
Uuralur presides over the Garden of Memories. The beings that reside there are reflections f the worlds that Rularuu has consumed, though it is unclear whether he created them out of remorse or amusement. Uuralur had organized many of these reflections into a guard force that patrols the area and keep the remaining reflections in check.
[/ QUOTE ]
Apparently there is more to the zone (physically). I can't wait to see this added ingame. This would almost seem to be a location/spawn based AV, similar to a GM...interesting.
[ QUOTE ]
Aloore the Watcher
Archvillain, levels 41-54
Aloore is Rularuu's most trusted Field General. He guards the Palace and uses his Sentries to keep watch over the entire Shadow Shard. Of all Rularuu's fragments, Aloore is most similar to Rularuu himself. This makes him skilled and useful, but also dangerous, becuase Rularuu is not build for servitude.
[/ QUOTE ]
This appears to tie right into Sammy's (and others') theories of Rularuu as a malevolent entity that conquers worlds...I'm starting to formulate a theory....I'll post that after I finish this.
[ QUOTE ]
Ruaruu the Ravager
Gargantuan, level 50
The master of the Shadow Shard stands over a hundred feet in height. Rularuu's many powers make him a fearsome opponent, but his greatest weapon is truly his cast knowledge. Having absorbed thousands of dimensions, Rularuu knows all the tricks. There is truly no surprising him.
[/ QUOTE ]
Hami-raid replacement??? -
Hmm....
Does it seem like the missions for villains are scaled more in tune with the representative ATs? Just playing through a few levels of villains, the missions seem a little more difficult than heroside. I was just wondering if you had noticed this in your own efforts?