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  1. Positron, could the "Poison Gas Arrow" name have "poison" removed from the name (or the name changed entirely)? Using "Poison" in the title makes it sound more evil than I think you intended.
  2. [ QUOTE ]
    Yes, Numina will appear in Issue #3.

    [/ QUOTE ]
    Awesome! I can't wait to see her in action.
  3. [ QUOTE ]
    I don't recall any stories about Zeus being a super patriot for the united states, either, Chort, so they probably won't have to be exact copies of the gods they represent.

    [/ QUOTE ]
    Let's not forget the alternate-dimension Statesman, Tyrant. He's a super-dictator, not a super-patriot. Maybe each Incarnate is allowed a certain amount of free will.
  4. [ QUOTE ]
    I don't recall any stories about Zeus being a super patriot for the united states, either, Chort, so they probably won't have to be exact copies of the gods they represent.

    That's assuming of course, that Lord Recluse comes from Greek Mythology. It's unlikely that the incarnates will be the embodiements of only greek gods. They'll probably be any gods, so Lord Recluse could come from any mythology.

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    Further, maybe the Statesman character isn't meant to literally be Zeus, but is meant to share the same role(s) as Zeus, as the re-occuring personification of lightning, power, and authority, and like the lightning gods of old is the royality/ruler of his pantheon. Maybe as the "incarnation of lightning," Statesman is filling the modern-mythological role that has, in the past, been filled by Zeus, Thor, Enlil, Tlaloc, Set, Vayu, Wakinyan Tanka, etc.
  5. Here's what I'd like to see:
    1. The ability to browse through supergroups stats and members on the official City of Heroes web page (displaying names, archetypes, descriptions, badges, etc.).
    2. When the global chat goes live, the *option* for each character to decide to display or not display his or her global chat name in the in-game supergroup list, and the ability to sort the supergroup list by that name. (This will be a great help toward keeping track of players and their alts.)
    3. I would like to see a "Founder" rank introduced that existed above the Leader rank--even if that rank had all the same perks as Leaders with the addition of being able to demote and remove Leaders.
    4. Expand of the supergroup membership to 150 characters (or more). (Short rationale: If we presume each member averages 3 alts in the supergroup, membership of 75 only allows 25 people in a group while 150 allows for 50--a much more appropriate size for MMOG "guilds.")
    5. The ability to add, promote, demote, or remove characters that are offline.
    6. The ability to change my supergroup colors without having to destroy the group, start over, and struggle through re-adding all the members.
    7. The ability to change my supergroup symbol without having to destroy the group, start over, and struggle through re-adding all the members.
    8. The ability to see a character's supergroup rank floating above his head alongside the supergroup name.
    9. Supergroup Headquarters that are instanced zones accessible by light rail, as many missions now currently are. Imagine a supergroup paying influence for a meager HQ in the middle of a city block (or woodlands, island, industrial zone, sewers, etc.).
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    10. As they put more influence into the HQ, it's interior AND exterior becomes more elaborate and impressive.
    11. Non-supergroup teammates and others (temporary?) could be given access to my group's HQ, allowing me to show off our accomplishments while giving them an idea of what can be accomplished.
    [*]I'd like to see supergroups become a "super-character" shared by the group, that can have their own stats, badges (for the group's age, population, level, accomplishments, etc.), and descriptions that can be read (in-game and on the web page) by non-group players. At it's simplest, I imagine supergroup members doing certain missions that help the reputation of the supergroup grow, raising the group's level and influence.
    <ul type="square">[*]As the supergroup gains levels, it gains supergroup-shared contacts and missions like a character. Failing a mission might incrue debt against the supergroup level. Perhaps the missions reflect the sort of villain which the members defeat most often, allowing for a nemesis feeling of sorts. I'd love to see a high level mission arc where my supergroup fights evil alternate reality versions of themselves.[*]As the group gains levels, it also gains special supergroup colors, logos, HQ decorations, costume options, temporary powers, and the like.[*]Supergroup mission souvenirs would become more than text in a list, becoming visible trophies that can be placed within the HQ.[*]As the supergroup leveled, the leader/founder could purchase supergroup-specific meager Accolade or "power pool" style powers for his group.[*]Members could "recall" from any zone directly to the supergroup HQ (and vice-versa?) thanks to a shared supergroup vehicle (think of the Avengers Quinjet, the X-Men Blackbird and the JLU Javelin).[/list][*]A shared supergroup "vault" wherein members of a supergroup could store &amp; share enhancements and influence. Perhaps the existing member levels would affect who could store &amp; retrieve what sort of stored item(s).
    [*]When PvP is introduced, it may be handy to have the ability to flag only certain members of the supergroup as PvP-enabled (rather than creating a separate PvP version of the supergroup. If Leaders/Founders are given the ability to pick and choose which perks various ranks get, perhaps this would simply be a PvP checkbox for a given rank.[/list]This is a little off-topic, but I'd also like to see any member of a team (or at least a team leader) be able to place a marker on their map that can be seen by all members of that team.
  6. I like your ideas, Fishwan. A nice overview concept that runs parallel to the hero concepts, plus seems to use existing unqiue-to-CoH Exemplar systems to allow heroes to fall into villainy.
  7. [ QUOTE ]
    Controllers aren't supposed to be able to solo, you keep forgetting that. You need to group for all your missions, thats just the way it is.

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    All archytypes, including Controllers, are supposed to be able to solo. However, Controllers are not designed to be the best characters for soloing.
  8. [ QUOTE ]
    Not a change. Storyarcs always worked this way, it just wasn't noticeable until the reward screen was added.

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    So you're saying it's not an undocumented change, but it is an undocumented "feature"? Pardon me if I sound negative, but I ran into the same situation as the original poster (and too often can't find related information on the official site).

    One storyline was challenging to my controller all the way through to the end, as was another storyline to my healer. I may have "outleveled" the missions according to some arbitrary database number, but nevertheless the villains maintained an appropriatly challenging level throughout and therefore rewards should be issued in all cases.

    I would like to suggest that only when the final mission pits the hero(es) against opponents who provide no experience will there only be be some minimal reward reward given.

    Alternately, or in addition to the above "smarter" reward system, each mission should note the levels for which they were designed, to better allow players to manage their missions and time.
  9. Interesting notes! I wondered if there was some way I could pick out which NPCs give which information. Thanks for sharing!