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Quote:Y'know, that would have been great, except we've seen that his tactics leave the "Security versus oppression" debate behind and drop right off the moral event horizon. We've gone well past the point where it would make more sense for people to start the slippery slope joining LORD RECLUSE and moving on the the obviously more evil Tyrant than the way the game is going being presented.And why wouldn't the more vigilante types join Tyrant? He stands for law and order, and gives his followers much more freedom to enforce justice than Heroes get in Paragon City.
In Paragon City, there's a constant cycle of crimes, arrests, imprisonment, escape, and more crimes - Tyrant breaks that cycle by skipping the whole imprisonment thing and replacing it with permanent removal - and his world seems to have less crime than Primal Earth as a result.
At least Recluse has laws in place protecting the citizens he rules over, rather than slaughtering them for little to no reason. Recluse has never even been implicated in anything as sordid as the possible relationship between Cole and his grand daughter. Hell, he's not even involved with Ghost Widow, that's Scirocco's deal. Recluse even allows public declarations AGAINST him on HIS OWN LOCAL STATION.
I seriously, seriously can't think of ANY Hero in comics that would follow an obvious monster like Tyrant. Hell, the characters that are already sliding down that slope/ They would SHOOT HIM IN THE FACE. The only people that would join such a paper thin evil regime are the ones that are already complete monsters. -
OK, we're not talking about Natives to Praetoria. Going Rogue is supposed to give us the opportunity to change the sides of the existing characters. In order for THOSE Heroes to change sides, they need to have a reason to join whichever side that will cause them to fall and become Villains. Right now, the ONLY organization Heroes have ANY reason to join is the Resistance. That means that they would HAVE to be the ones to cause Heroes to fall, but Tyrant is supposed to be the one to do that, because he's EVIL
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Quote:Right right, I get what you're saying, I just said it poorly. I was focused on Tyrant being the side that gets heroes to fall, but your idea gives us the idea that it's Resistance that does that, something I hadn't even thought about until then.So you kind of missed my original point, I wasn't saying that the Resistance was evil just that while the Resistance goal in general is a good thing and most Resistance members are 'fighting for the cause', you're going to get a few people of a certain violent nature taking advantage of the Resistance views in order to just blow crap up.
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A Hero can't even begin to fall, at least when it's not ham handed bad writing, unless he has a reason to join an organization that will turn out to be evil. We don't have a reason to join Tyrant's Army. Not any more. He's been painted with such vast, deep and stark evil that even Westin Phipps would get the heebie jeebies around him. He is the most evil being this side of the gates of Hell themselves. His government is the worst, the absolute WORST parts of 1984, Nazi Germany, and the Rogue Isles themselves.
I've been arguing on the side that Heroes have SOME excuse to join Tyrant and be turned evil. With every bit of info we get, those excuses are stripped away, to the point were even some of my VILLAINS would think he's scum. All I've wanted is a reason for good people to associate themselves with this pile of human filth.
I've said before that you can't paint stark black and white and call it gray. Well, there's one way I could possibly be wrong. Once the paint is laid, the black starts to fade, and the white gets dingy. Utopia is as black and vile as it comes, and the Resistance is everything pure in fiction. The only way for there to be gray is for the extremes to fade away. -
Quote:So you're saying that Going Rogue will have the Resistance be the side that will turn people evil, and Tyrant turn Villains good. You say this even though (as Golden Girl will tell us...repeatedly) the devs have stated that Resistance=Hero and Praetor=Villain? That would mean that every piece of information we've gotten starting with Hero-Con has been a campaign of misinformation. That they are intentionally playing up Tyrant=Evil, because THAT is the charade?I'm getting the feeling that the Resistance is going to get the 'heroes' to do things that in Primal earth basically mean terrorism. One mans Freedom Fighter is another mans terrorist after all.
Keep in mind that the Resistance would attract exactly the same sort of people that the Freakshow attracts on Primal Earth, guys and gals angry at the system, tired of being 'put down' and more than willing to just blow stuff up as a stress release. The only difference is that the Resistance has something to aim at which does need to be bought down while the Freakshow just have 'society' to aim at which has usually done them no wrong.
So while the head honcho may be all about saving his woman, I can quite easily picture other Resistance contacts being about blowing up buildings under the pretense that they're trying to free people but actually just enjoy blowing stuff up.
It's an interesting ploy, and one that places a lot of faith in the cleverness of the devs. I'll have to think about this a bit. -
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Dammit to hell.
I've already given up hope that there's ANYTHING remotely resembling a redeemable trait among the Praetors, so my only hope left for genuine ambiguity in this issue was for the Resistance to be manned by a group of dangerous psychotics. People who are bloodthirsty enough that the players are left to wonder if a crushing dictatorship might not be so bad, if only because the only other current option is rampant crime, war, and bloodshed. So now we get the profile of Calvin Scott, the leader, face and symbol of the Resistance...
...who's most evil act on record is that he wants to rescue the woman he loves.
For crud's sakes, the line between good and evil is now officially clearer in Praetoria than it is on Primal Earth. I'm not even kidding, the description I'm reading on this guy couldn't portray him more as a Hero if he had his last initial emblazoned on his chest. On one side, we have "Tear down the Evil Overlord, save the damsel, free the people" and the other is "Rule the world, crush all freedom and slaughter thousands". How is any of this going to appeal to the 'morally gray' nature that is supposed to lead to side switching? This is about as gray as choosing between "frolicking with unicorns" and "selling your soul to Satan". -
Admittedly, the only reason I had for equating them with BP was the voodoo like markings on the one in the foreground. Certainly made more sense to me than thinking they were Vahz, since there's no evidence of mechanical augmentation at all.
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I suppose that would be me. After ll, I'm the one that brought up flat ignoring it's presence (to my own characters at least) as a comparison to ignoring the little mission start windows that are the ONLY things in CoV that actually tell you that your character has no ulterior motives, he really is doing it for the evuls. I brought that up because I wanted to point out that it's not that much bigger a leap to ignore those when you're already hand waving eighty to eighty five percent of how the game actually works already.
And even the bit about Trainers actually being Registrars is hand waving, because that's not how the game presents it. They're not LETTING you use you're powers, they don't have a Gym for you to practice in, you walk up to them and they tell you if you wiggle your toes a certain way, you can get the ice you're throwing to encase some enemies.
However, at this point I've already decided that continuing ANY part of this argument is pointless. The person who really started it by saying there is no reason to play a decent person in the Rogue Isles has been given reasons. He's even accepted those reasons, yet he still rejects the idea. At this point, it's talking to a brick wall. And largely pointless besides, since no one needs his permission to play against type. And much like how D&D groups will often have the one evil aligned character in a mostly good team, there will always be people who want to play against type, whatever that type may be. -
Quote:At first when I read this I thought you were implying that people should be assigned ID numbers instead of a local name. Then I realized that you were talking about attaching that to the global handle. Problem is, we already have personal ID numbers in the form of our Global handle. It's just that we use more letters, than numbers. Which means that a phone number still leaves us at square one, as far as character names go.Phone Numbers.
That's it. That's all. Phone numbers. Un-ambiguous strings of numbers strung together.
Using 1 (XXX) XXX-XXXX you can have over a billion combinations of different numbers (I.E. different characters) without overlap. Meanwhile character names need not be unique.
The telephone number string could be easily put into a "Cell Phone" directory friends list or whatever. Add the character's name, AT, level, and a small picture and you've got a way to locate whoever you want indexed by all the current values -and- a phone number.
Heck. Wanna make it more "Super Heroic"? Make it the MedCom system's numbering. Individualized identification numbers on ever hero license.
Now you don't need unique names and have a method which is canonically sound, since every hero must register and all villains come out of a prison system and, thus, have their own numbers.
And I apologize, Sam, if it seems like I'm browbeating you or coming at you sideways. I'm not. Every post I've put in should be read deadpan, flat, and emotionless except -specific- words that I visually accent.
-Rachel-
*Edit* Err... HeroComm was Star Trek... I meant MedCom >.>
Either the ID number isn't visible, and there's no way to visibly tell between two characters with the same name, or it is visible, and it looks clunky. Even now folks complain that folks with numbers at the end of their names (with the exception of people playing robots with a model number) looks silly and bad. Using a global number like this would take us from "Fireguy23" to "Fireguy@459-276-9988" -
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I'm willing to admit when I'm talking out of my 4th point of contact, and I was when I brought up Martial Arts. You've mentioned a style that spends months teaching you how to punch before they show you how to kick, so I guess that works.
As for the Security Levels, it bugs me EVERY time I see it, not just here, because it doesn't WORK like that. Whenever Security Levels are mentioned in fiction, it's always under the assumption that just having clearance level X means Joe Hero will be able to enter/look at Macguffin Y, and that's not the case. If someone has no business looking at something or being a certain place, it doesn't matter if they have clearance to match the President they ain't getting in. You can't keep something secure otherwise.
Now for the points you bring up, Dual builds and the Difficulty slider. For the latter, I'll admit it's something so far gone from reality that it didn't even enter my mind as to a possible explanation, so absolutely add that to the list. And for the former, let's work at how one Hero is a master of ALL forms of Super powers before we get into the magic that was previously relegated to a Nuclear Power plant. Come to think of it, let's add the Heroes Respec Trial to the list too. I'd love to see the hand wave that explains how Radiation can change the powers that were given by the gods.
But I do have one more question before I close out here. This discussion all started when it was mentioned that the text of the game dictates character concepts. Well, I have two characters, one on each side as it turns out, who are autonomous robots. With all the text about breathing, sweating, eating, drinking, slicking hair back, viral infections and nervousness, there's at least as much text saying that Heroes must be biological. If the game's text says Heroic Redsiders are an invalid concept does this mean robotic characters are similarly invalid? If so, how does one explain Citadel? -
Quote:I don't know, I'd say not letting someone, even if it's the Devs themselves God Mode your character into something you don't want to play would be the smaller stretch than hand waving away an entire game mechanic.A super powered trainer is an acceptable stretch, but noble heroes resisting evil governments of their homeland going to Paragon City to rob banks and kill cops is reaching. Massive reaching.
And it doesn't matter whether it's your view on Training or mine, because BOTH are hand waving something in game. You say the Trainers have their own gym or gyms. I say the character doesn't need to be trained in his own abilities, and certainly not one judo throw at a time. The game says that Back Alley Brawler just tells you "Do this (what ever this may be) and you get the power called Dark Servant." -
...and now I'm thinking of what the BABs gym billboard would look like.
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Quote:I think you've got it backwards here, mate. It's because we need to do this here that makes it seem like not that much more to put a Hero in the Isles. Taking another look at my list, I suppose I could have simplified it to "anything that has to do with either XP or Inf."What, it's too hard to imagine that the most popular heroes in town don't have a staff of assistant trainers on hand where some might know how to train your mystical character? Just because we don't see him taking you to his private gym doesn't mean its not possible. You're already mentally rewriting the entirety of CoV, so why is it so hard to think BABs has specialized aides at his gym?
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Quote:>.>There was this thread a little while ago that might help.
<.<
You may want to give an outline about what you're looking for in your fan art. I found it very helpful in narrowing down the choices I was presented. -
Contacts, Trainers and Levels all can be traced back to one over arcing problem. Learning your Power piece meal. And in many cases, the 'powers' we pick are really part of what would, were this a comic book, be considered a single power. When talking about a martial artist one would say he or she is a master of ju jit su, or kung fu rather than listing each endividual move in their repertoir as it's own fighting style. Out of all of my different characters, I have one in which progressive levels of power actually makes sense, my Bots/Traps Mastermind.
I do understand that this is done to allow for A) player progression and B) a way to allow time to move on. The way I understood it, a player hasn't moved on from fighting Skulls because he's suddenly more powerful than them, it's because by the time you reach a certain level, you've already broken the gang. Of course, since this is multiplayer, they can't just remove the Skulls from the board, as new players will need them to gain THEIR levels, which actually leads me to the ambient crime...
You can't really expect a player to stop EVERY crime on their way, expecially the ones which have no reward because they are too low. It would completely invalidate Travel Powers. However, that's what a Comic Hero would do. Stop ALL crime in "their" city. Actually, I think that this is a bit of hand waving that we're technically supposed to engage in - that the Crime by gray enemies just doesn't happen. However, intended hand waving is still hand waving, thus it's presence on the list.
As for Contacts, you mentioned the BIG one, the part about never moving. However, also consider that crime is crime and the Contacts SHOULD be handing out any info they have, no matter how 'powerful' the Hero may have gotten. But they don't for much the same reason we are supposed to ignore gray enemies. Also because people complain NOW about running outleveld arcs. (well, maybe not as much as they used to) One can toss the cell phone situation on the pile too, though the devs have gotten better about it. New high level contacts no longer require proof that you're as good as the papers say.
As for the Security zones, it's another tie-in problem with Security Levels. I never liked that you had to be X level to 'unlock' the doors. But that's the old soldier in me. Something is either secure, or it's not. And that's the way they work now. If you're a Hero, you have the clearance. End of story. -
Quote:Actually, one could apply the Lawful/Chaotic labels to the Villains as easily as they do Heroes. Lawful Evil Villains would enjoy the freedom crushing and (implied) civilian killing that Tyrant's laws offer, while the Chaotic Evil villains can find Tearing down an evil government as much fun as a just one.Basically you can be a good person in either direction. Either good in a lawful manner (uphold society to protect the populace in what is, ostensibly, a utopian society) or a chaotic one (destroy the established regime to bring freedom back)
Ultimately i think it will be harder to play a villain in Praetoria than a hero... As you'd have to just be flat out evil, which both sides would probably resent...
-Rachel- -
Quote:Short short recap of the other thread:Really? Then shouldn't the heroes be going over to fight the greater evil instead? Greater evil does, after all, imply greater threat.
Tyrant 'Apologists': Well, maybe Tyrant won't be that bad a guy.
Other side: NO! He's absolutely EVIL! He's a mass murdering grand-child molester. Which is why it's perfectly acceptable for Heroes to immediately join what would, on Primal Earth, amount to a terrorist organization, topple the global government and FORCE democracy on the people of Praetoria, whether they admit they want it or not!
TA: But then the side switching mechanic makes no sense. There's no slippery slope of morality if Heroes are joining a force of pure evil.
OS: Well, maybe your hero is an idiot?