Oedipus_Tex

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  1. Actually I think the reason newer exploding objects do Repel and not KB is because Repel allows the character to keep standing. You can eat inspirations during a Repel but not during a KB.

    I had suggested for the trials that huge knockback replace some of the huge damage components. Specifically, I kind of wish the Anti Matter Pulse Ray in Keyes Island that hits you for 50% of your HP every few seconds was instead a huge knockback from the center of the map that required you to put your back to a wall or risk being flung into danger (with pets still being immune to it).
  2. Oedipus_Tex

    Buffers rejoice!

    Quote:
    Originally Posted by WarMage View Post
    I find it interesting that some folks are of the belief that this change was meant to correct an "imbalance". Cannot find it at the moment, but if I remember correctly, this was "billed" as a QOL improvement for "buffing" sets.

    What New Dawn, myself (and others) are trying to say is that Empathy (Poison and Pain) are not being offered some form of QOL as well. Do these sets have similar powers that are easily adjusted? Nope... But having played a considerable amount of time with an Empath (or two, or three), the set should be given some form of reduction in "time spent buffing" WITHOUT making it overpowered. How can this be done ? Good Question.

    But it should be done. Thats all I am saying.


    Found it :

    The only thing with this, and the reason people are saying what they are about it, is that Empathy's and Pain's "rolling buff" power is identical in form and function to Cold and Thermal's rolling buff (Frostwork and Forge). I personally find upkeeping all 4 to be annoying. If Fortitude is a case where the buffing is too much, then Thermal needs a convenience buff, again, because that power works the same way.
  3. Quote:
    Originally Posted by Draggynn View Post
    Trying to figure out where where your 33% is coming from, because i'm getting a (1-.95^5) 22.6% chance/sec.
    From my bad math skills. I calculated .95^5 and got .773, subtracted 1 mentally and came up with 33 instead of 22. ;p


    Quote:
    I god, stop. Please stop. I can't do this. If I did this, I'd also need to take into account the damage mitigation of the 'afraid' AI avoidance script. It's too much.
    I should hope you wouldn't. There isn't really an answer.

    You can come up with a knockdown rate and sorta kinda figure out how many enemies you can expect to take down with it, but it's 70% a lie. It depends on who is standing in it, where you place it, and so on. If there are Controllers around (or one is casting the power) the inherent conflicts with their powers also comes into play. (E.g it partially disrupts the value of Fears, it invalidates Electric Control's sleep patch, it can be cancelled by cages, etc.)

    TLDR version: it all depends.
  4. Freezing Rain ticks 5 times per second and has a 5% chance per tick to knockdown. This should translate to about a 33% chance per second. The knockdown aura has a target cap of 16 enemies but I'm unsure how or if this is actually obeyed. The animation that plays when an enemy falls over is called SWEEP_LOW. I don't know its duration or whether there is a way to obtain it.

    Analysis of knockdown patches is sort of tricky because enemies can run out of them. But they can also run into them during an ongoing fight--sometimes in mass numbers, as in an ambush or accidental pull. Further, a knockdown patches' low base knockdown chance means that in the moment the power is actually cast (or when the enemy first runs into it) the odds of falling are low. The power needs a few seconds to saturate. The reason this is important to note is that a lot of damage happens in the opening seconds of the battle, when the patch is at its weakest. The reason casting these powers around corners is a popular technique is related to this issue specifically.
  5. Probably the silliest power to require grounding is Flash Freeze in the Ice Control set. That's a power that someone really knocked themselves out making sure it would be unpopular. In addition to having twice the recharge, twice the cast time, a higher endurance cost, a damage component (6 pts of damage at level 50) to prevent stacking, and less range than comparable powers, it also requires the target be on the ground.
  6. Oedipus_Tex

    Buffers rejoice!

    I would consider making Recovery Aura have a 120 second recharge time, no self-stacking. That would put most Empaths in the "supercharged self endurance" category all of the time a la Cold Domination and give them some slack in the trials so they don't have to constantly try to gather everyone.

    I can see Absorb Pain as a 15ft AoE targetted cast for sure, assuming it keeps its current no-self-heal penalty.

    I think Regen Aura would be extremely overpowered with its recharge changed.

    Sonic Resonance and Force Field need much more extreme buffs than these. AoE shields do not begin to fix their late game issues (tho admitedly Sonic is a little better in trials than it is in the main game, and Force Field the reverse).
  7. I'm curious about the differences between these two set combos. Kinetics is obviously a lot better at survivability and buffing. The Blaster is a glass cannon (in this case more like sugarglass). I already have the Blaster at 30, but now that Kinetics is no longer annoying, am wondering whether the damage difference is enough to keep the Blaster around.
  8. Quote:
    Originally Posted by Navy Spider View Post
    Yeah, let's not mistake tunics for skirts.

    That seems like an awful lot of energy spent on the label of a thing. We're talking about an open-legged piece of cloth that covers the waist and upper thighs. It may or may not be attached to cloth above the waist.

    For female models, there are no "dresses." There are "skirts" that you combine with a top to create the illusion of a "dress." This isn't unique; it's how you create many one-piece outfits in this game. The parts are broken up. A "skirt" is only a "skirt" when it's not a "dress," or a "tunic," or a "robe," or "what everyone wears on Tralfalmadore," based on how it is used.
  9. Somewhat unrelated photo of guys in dresses. Not superheroes, but athletes and college students mostly. The image is from the "Red Dress Run" in New Orleans. It's a popular annual event that basically involves... running in a red dress. It proves nothing one way or another, but something to look at.



  10. I had to go and google that thread. The name is like a camp event horizon:

    "I thought CoX was a Teen rated game?!?!?!"

    The best part is the poster's logic that crossdressing (gender switching, actually) shouldn't be allowed because it is too sexy. Thanks for the laughs.
  11. I think "sexism" is kind of a strong word. I don't know how much effort is involved with resolving clipping issues with the different models or how expensive it is to port them, so its hard for me to really have an opinion.

    I'll say that a lack of skirts isn't the beginning of the issue though. Male characters don't really have shorts. There are those "boxer" shorts I've seen in the AE but never figured out how to unlock. But for the most part if you want short shorts you end up with something like this:



    Of course, he'd be wearing those briefs even if I had a pants option. But not every toon is going for that look.

    [I will add that I do find it somewhat funny that when this character joins a team, I'll get 2 or 3 comments about his missing pants. Meanwhile I'm fighting next to female characters dressed like Cher circa "If I Could Turn Back Time."]
  12. Based on your sign up date, I'm assuming you are somewhat new to the game. Builds are a tricky thing. IMO there are many improvements that could be made to this one. I don't think the build would be able to annoy too many people because it doesn't have the endurance or the survivability to pull it off.

    I'll start by saying that I'm also not sure whether you mean "annoy because it can do its thing pretty well" or "annoy because its blowing enemies all over the place for no reason." I'm assuming the former. If all you want is the latter, you can save yourself lots of time by just slotting standard knockback IOs.


    Main recommendations:

    - You must slot at least some endurance recovery in Steamy Mists. One-slotting it won't work.

    - Hurricane needs to be slotted for -ToHit, which is the main benefit of this power.

    - The Kinetic Crash set is low-ish damage. Not enough to be useful in most damage powers.

    - Opinions vary but mine is that Nova completely sucks on Defenders. You're correct that it is annoying, but moreso to the user than the team because after you use it you're out of the fight for a while.

    - Gale is redundant with other knockback powers. Even if the attempt is to just to cause lots of scatter, you're probably better off with anything else.

    - Hami-O Ribosomes (End/Resist) are extremely expensive.

    - Skipping Power Blast is probably a bad idea.

    - Invisibility is mostly a waste when you can just stack Super Speed with Steamy Mists

    - I am not a fan of Fly. This may be a flavor thing so I left it in and slotted it with -kb and some ranged defense to at least make it contribute something.

    - While you can go with any APP you want, the Electric this particular combination have a few sane options to use on teams. This is assuming your intent isn't just to annoy.

    - It is my assumption this build is targetting the Cardiac alpha


    [EDIT: Fixed and reposted build]


    Hero Plan by Mids' Hero Designer 1.941
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Crowned Chaos: Level 50 Magic Defender
    Primary Power Set: Storm Summoning
    Secondary Power Set: Energy Blast
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Leaping
    Power Pool: Flight
    Ancillary Pool: Electricity Mastery
    Hero Profile:
    Level 1: O2 Boost -- Heal-I(A)
    Level 1: Power Bolt -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(7), Thundr-Dmg/EndRdx/Rchg(9)
    Level 2: Power Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(3), Thundr-Dmg/EndRdx(3), Thundr-Dmg/EndRdx/Rchg(5), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(13)
    Level 4: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(21), Posi-Dmg/Rng(21), Posi-Acc/Dmg/EndRdx(23), Posi-Dam%(23)
    Level 6: Steamy Mist -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(7), TtmC'tng-ResDam/EndRdx(9), TtmC'tng-ResDam(11), RedFtn-Def(27), S'fstPrt-ResDam/Def+(29)
    Level 8: Freezing Rain -- Achilles-ResDeb%(A), RechRdx-I(25), RechRdx-I(27)
    Level 10: Power Burst -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(11), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(31), Thundr-Dmg/EndRdx(31)
    Level 12: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(15), DarkWD-Rchg/EndRdx(15), DarkWD-ToHitdeb/Rchg/EndRdx(33)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(19)
    Level 16: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(34)
    Level 18: Snow Storm -- EndRdx-I(A)
    Level 20: Aim -- RechRdx-I(A)
    Level 22: Maneuvers -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(25), RedFtn-Def/Rchg(33), RedFtn-EndRdx(34), RedFtn-Def(45), RedFtn-Def/EndRdx/Rchg(46)
    Level 24: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 26: Tornado -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(29), ExRmnt-EndRdx/Dmg/Rchg(37), ExRmnt-Dmg/EndRdx(37), ExRmnt-Acc/Dmg/Rchg(37), ExRmnt-+Res(Pets)(39)
    Level 28: Thunder Clap -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(33), Stpfy-Acc/EndRdx(34), Stpfy-Stun/Rng(36), Stpfy-Acc/Stun/Rchg(36), Stpfy-KB%(36)
    Level 30: Hover -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(50)
    Level 32: Lightning Storm -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(39), Thundr-Dmg/EndRdx/Rchg(40), RechRdx-I(40), Thundr-Dmg/EndRdx(40), Dev'n-Hold%(42)
    Level 35: Explosive Blast -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43), Posi-Dam%(43), FrcFbk-Rechg%(43)
    Level 38: Fly -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(39)
    Level 41: Electric Fence -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(45), Thundr-Dmg/EndRdx/Rchg(46), Thundr-Dmg/EndRdx(48), Thundr-Acc/Dmg/Rchg(48), Thundr-Dmg/Rchg(50)
    Level 44: Shocking Bolt -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(45), BasGaze-Acc/Rchg(46), BasGaze-Rchg/Hold(50)
    Level 47: Power Sink -- Efficacy-EndMod/Acc(A), Efficacy-EndMod/Rchg(48)
    Level 49: Charged Armor -- TtmC'tng-ResDam/EndRdx(A)
    Level 50: Cardiac Core Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 1: Vigilance
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(17), P'Shift-End%(19)

    Code:
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  13. Yes of course I'd pay it. I would hope most rational people would. I don't know how to say it except that trying to obtain these rewards through gameplay would push past the limit of what I consider a healthy relationship with a video game.


    Two minor points to add:

    1) IMO the debate about whether it takes 20 or 154 or however many days to buy rewards misses the point. Those are the costs assuming you buy nothing else.

    2) The idea that people either want costumes or want tangibles/advancement is strange in a video game that maintains a significant revenue line via direct sales of costume parts packaged together with useful-ish powers. Why package these things together if most players would rather purchase either the costumes or the powers?
  14. Quote:
    Originally Posted by Positron View Post
    We have more powersets in the works.

    Can you please both confirm and deny that Water Control is one of them?
  15. Did the beta run yesterday (on a Dominator actually) but thought some notes might be helpful on what to expect on your Controller. Anyone else who has run it can feel free to provide info as well. The raid is still not "official" so it may or may not be changed between then and now. I also apologize because this is really, really long. And I'm sure I got some details wrong, which hopefully someone can correct.

    I'll start by saying, at least as it stands right now, this trial is significantly harder than either Lambda or the BAF. It is essentially a beginning to end AV fight with several phases, and lots of ways for you to die. This is not intended to be a detailed guide; there are some guides already floating around. I wanted to share some specific takeaways for Controllers so you aren't caught unaware.

    Basically this fight takes place at an outdoor "reactor" facility. It's populated by level 54 the IDF and Warwork robots familiar by now from the last few trials. Unlike the BAF reinforcement waves, the spawns here are not all-bosses, so most Controllers can deal with them reasonably well. This is true throughout most of the encounter, minus some Elite Bosses that show up later (but who appear to be surrounded by enemies of various ranks). The AV himself is of course more or less immune to controls.

    After the first (fairly easy) segment where your team fights some IDF, you get introduced to something called the "Anti Matter Pulse Ray." The Anti-Matter Pulse Ray is not your friend.

    Basically the AMPR goes off every 30 seconds, and hits every player in the zone for 50% of his or her HP. This cannot be dodged or resisted. It goes without saying that Empaths, Therms, Kins, Rads, anyone with Rebirth Destiny, and anyone I've forgotten need to throw their weight into keeping people's HP buffed. You can see the pulse countdown in the raid action window.

    Pets are immune to the AMPR. However, uou will probably not get much opportunity to test this out, because:

    The AMPR is tied to Anti-Matter's health. The more he loses, the harder the AMPR hits. I have no idea how much damage the AMPR is capable of at max strength. However with the AV at about 70% health I'm pretty sure he hit me for over 60% of my HP per pulse. He does not regenerate health during this phase, so if he gets hurt, your league has to deal with that damage every pulse until it is possible to actually kill him. Under all circumstances you must avoid doing damage to him. For most Controllers this probably means not summoning pets. The AV will be very close to you in certain portions of the trial and any damage the pet does in its blind zeal to protect you increases the AMPR.

    Winning the next 3 segments of the trial involves finding "power cells" temp power drops around the map and using them to charge up "terminals" that disable each of the three reactors. Each reactor gets increasingly more complex to locate the power cells and/or activate the terminals. At first you just have to kill the enemies around the terminal, and power the cells up (I believe all enemies within a certain radius must be dead for it to work, so your team will concentrate on the area around the terminal they are working on). In later segments, the enemies have to be dead and the AV must be pulled within a certain distance of the terminal for it to work.* In the final phase of all this, the "power cells" are located inside "bunkers" and can only be gotten by either busting down the door and attacking the things inside, or stealthing it (not sure how the stealth works but probably Illusionists can pull it off).

    [*He's a flyer BTW, so depending on what is happening -Fly may be a good or bad idea (usually bad if damage is attached). One of my teammates accidentally drained his endurance and he fell and hit the ground.]

    After all of this is done, its finally time to take on the AV head on. The AMPR is gone, but in its place the AV has a power called Disentegrate. As you probably guessed, this power is also not your friend.

    Disentegrate is a single-target damage over time power with a twist. If the person hit with it dies, the AV gets a massive self heal. When a team member calls out that he or she is being disentegrated, you should throw every buff, heal, and shield you can spare to keep him or her alive. (The notice is fairly hard to see.) If someone dies near the end of the fight, it could be like a reset button.

    While this is going on, you also have to look out for the AVs "Entanglement" ability. Entanglement surrounds you in a globe that is either red or blue. Anyone with a red globe standing next to a person with a blue globe takes damage. I was not able to evaluate how much damage this power actually does. It did seem less deadly than many other abilities going on.

    The AV also has a power called "Obliteration Beam" that I know very little about. I believe it works like the Halberds in the Apex TF. Supposedly there is a marker on the ground where it hits, but due to all the chaos, I never actually saw it. He also has a power similar to Marauder's Nova Fist thing that will pretty much one-shot any squishy who wanders too close.

    His final ability is "Time Stop." This goes off when he hits certain health numbers. It is basically a huge magnitude auto-hit Hold. I don't know if you can take damage during this segment (I assume you can though). When the Hold wears off, the AV runs and jumps on top of a "generator" surrounded by power terminals, and begins healing himself. Destroying the terminals interupts his healing and resumes the fight. I believe he does this 4 times before he dies.

    My group was lucky enough to have a great leader who had also done the raid before. My Ice/Fire Dominator (lvl 53 after level shifts) died about 4 or 5 times. I would have died many many more times if not for having Aid Self though, which dealt with the damage pulses pretty well. I only had 1 hospital trip, due to having Rise of the Phoenix. It took us about 45 minutes to complete the trial. I would say most team members were excellent to good players with several incarnate shifts under the belt.
  16. I would say Ill/Cold on the assumption that as the bar raises soloing a "standard" AV will become less and less of an ideal. The AVs in the raids are more or less immune to control powers. Illusion is the only control set worth anything against them (the powers are useful for other stuff but not dealing with the AV). I have no idea how /Traps Masterminds do in raids but my guess the pets get obliterated.
  17. Still haven't had time to finish messing with it, but this my current version of "Lotus Operandi." She is a Plant/Trick Arrow Controller sort of inspired by "gumshoe detectives." (But man do I wish Plant/Dual Pistols was an option. )


  18. Oedipus_Tex

    Buffers rejoice!

    Quote:
    Originally Posted by New Dawn View Post
    This thread is about buffers rejoicing, if all was balanced before, it can't be that way now as some buffers have something to sing about whilst others have nothing new. Pain and Poison may not be part of the defender sets hence why a small mention.

    I don't understand your assumption that if some sets get buffed, they all have to be, or else it is unfair. I'm sorry. That's all I can offer. The developers are not going to hold 5 sets back just because they have nothing specific to give the others right now.
  19. Oedipus_Tex

    Buffers rejoice!

    Quote:
    Originally Posted by New Dawn View Post
    Yep and as I see it all I've asked for is a buff to Empathy, Pain and Poison of equal value - could be anything. Reactive sets could do with less cast time and is still my opinion. This buff removes cast times from the sets its bestowed to so I see it only fair however what the Devs do with their knowledge is down to them.

    The developers have not spoken to this directly, but I will explain why I was one of the people who argued for a change to the "shield" powers and Speed Boost for years. The issue was strategy, not cast time. I do not know whether the developers agree with this assessment, but since they changed the exact powers I and some others have been lobbying for (plus ID) I suspect it at least part of the logic.

    Prior to the change, the combination of buff power and recharge time meant that using the buff was the only logical strategy. The powers were a combination of 3 things: 1) very desirable to have all of the time, 2) very available to be cast all of the time, and 3) relatively short in duration. This put some sets (especially Kinetics, Force Field, and Sonic) in a position where their best possible strategy in any situation was to hit the buff power prior to the previous cast wearing off, over and over and over and over and over.

    The limiting factor wasn't cast time or endurance. It was your tolerance for hitting the button. This was partly because buffs did not usually happen during meaningful combat moments (at least if you were any good at playing a buffer). They usually happened in the "between" moments between fights, when you are running down hallways or cleaning up the last few enemies. The critical element is that it was and is completely possible to keep a buffed at all times. In fact it was strategically detrimental to do anything but that.

    As I explained it in past posts, it was "balance by frustration." Especially in the case of Speed Boost. It was basically the hope that you wouldn't overuse Speed Boost because it was too annoying. Balancing powers by making them annoying to use almost always backfires, especially when the buff is as desireable as that one.

    You may ask why they didn't just increase the duration of individual buffs. And the answer for that is that would encourage "door buffing." If any of these buffs lasted more than about 10 minutes, it would actually be better strategy to gather 8 damage dealers, have the Defender cast the power at the mission door, and then leave them behind.

    I will say that this specific change to the buffs wasn't what I had in mind when I asked for change in the past. I'd always hoped to keep the individual shields, but giving teammates a method to "renew" them by staying close to the caster. I will also say that Kinetic's ID power is not one I thought would receive this treatment. Since the AoE version of the power only buffs Smashing and Energy resistance and nothing else, I'm not particularly concerned though. Some people are concerned about the buffers ability to hit whole raids at once, but PBAoE buffs have always done that, except they hit the caster too. I will admit I have some reservations about two or three buffers able to make a Rikti-raid nigh invincible but Destiny buffs more or less forced that issue already.

    In any case, functionally, outside of trials this change means very little for any of these sets except two things: 1) they are less irritating to play and 2) pets are more likely to be buffed. In the trials, they are definitely more powerful than previously but that is partially because their "teammate coverage" has been restored. Again recall that PBAoE buffs have always had an unlimited target cap, as have debuffs in terms of the benefits provided to the group.

    Do Empathy, Pain and Poison need a buff? Maybe but that's irrelevant to this change as I see it as those sets issues, if they exist, are different.
  20. Oedipus_Tex

    Electric Control

    Well... Electric Control also has an aggro-free Seeds of Confusion clone whose only significant disadvantages (on a Controller) are a slightly longer propogration time and a chance to critically miss. Endurance drain by itself is not what I considered a serious "main line" control ability. It does help out from time to time but like Ice and its -Recharge its more insurance than a replacement for actual mezzes.
  21. Quote:
    Originally Posted by Durakken View Post
    I think that the AI won't be difficult to write for this, but I may be wrong... But there are a few options for it that I am considering... I don't like the idea of full control, but i can see where it would have its benefits and since i am in to maximum customization i likely will put it in there as it will likely be the default anyways when i write it and then after i get the characters working i'll then add in the AI.

    On this specifically: all of the AI experience I have comes from writing enemy logic, not "friendlies," so this may not apply to your project. On the other hand it may be useful:

    I've had some success with game AI by creating a base class called Player (representing information specific to a player, even if this is just a one player game) and a sub-class called PlayerAI. Human players get an instance of Player, and NPCs (be they friend or enemy) get PlayerAI. Where the Player class lets the human player make decisions and await their turn (assuming a turn based game), the PlayerAI class does the same, calling up specific logic to make decisions. The reason to have all of this at a Player level, and not say, Squad or Unit is the AI Player should presumptively make decisions good for it as a player instead of good for the individual squad or unit. Presumably your friendly AIs owned by the Player should do the same, so you probably want a bit more AI-ish code at the Player level than I would normally have, but same idea.

    The way that decisions are implemented in a turn based game (for me at least) is through the use of what I called a DecisionObject that exists on the Player or PlayerAIs. This object basically says "this is the action I will take." Whether it is technically a Player or a PlayerAI that populates these decisions is irrelevant; the important point is that the AI, the visual interface, and the logic layer can always read them the same way. After the decision is made, the visual layer reads the DecisionObject, animates the decision and its results, then sends notice to the logic layer that the decision was rendered and the game is ready to proceed. Depending on the specifics of your game some of that may change, but I have definitely found having DecisionObjects helpful, because that way if you need to you have an inventory of previous decisions each team has made, and the AI can weight its approach on that (e.g. "the opponent sure has used a lot of missle attacks lately.")

    BTW if this is turn-based game, avoid the mistake I made and use TurnObjects of some kind. I built a strategy game in the vein of Shining Force or Ogre Battle where each character on the map gets a turn every so often. My mistake was using an array of Units directly instead of 'TurnObjects' which happen to contain Unit owners. Why is this an issue? Because eventually you may want something to happen on a turn besides a creature getting an action. You could make it so that a Comet hits the map on turn 50 much more flexibily this way than the alternative.
  22. I'm not sure what your background is. If it's C++, I highly recommend starting with Silverlight and the Microsoft package and C#. There is also a C-derrived language that Apple produces, but I know nothing about it. If you are newer to programming, Flash (which uses a language called "ActionScript", currently on version 3) is an option. A lot of people are excited about HTML 5 but I know nothing about that.

    To answer your questions, "vector" is basically a complex sounding word for a shape that is rendered from a math formula. The term is mainly important because of what it is not: it's not pre-defined pixel-by-pixel data (those are called "rasters.") Vectors can grow or shrink or flip around or translate relatively smoothly. Rasters are made up pre-defined pixels, so they are often less flexible. Think about what happens when you zoom in on or "sheer" an electronic photograph: it pixilates.

    In terms of City of Heroes, the character model is basically a type of (3D) vector, with a raster image mapped onto it (the face, skin, costume pattern, etc). The powers in Ice Control, such as Block of Ice, may be an example of a pure 3D vector; they even scale with the size of the enemy.

    In simple games, 2D vectors are often used because they frequently (but not always) require less memory than equally-sized rasters do. This is why they are so popular for use in Flash, Silverlight and other online games. A vector that is just a huge red circle is just a formula for a circle that is red. A raster that is just a huge red circle is pixel data for every single pixel in the file. Silverlight, and newer versions of Flash allow you to see this rather directly by actually providing the code (as XML) used to build the vector image in your detailed design window. (No such information is provided for rasters, but using code you can interpret and manipulate that too.)

    Another thing to keep in mind though is that images sometimes begin life as vectors but are converted to rasters (often via Adobe Photoshop or the equivalent) for use in the game ahead of time. The power icons used in this game are probably an example of that. It really depends on what the game is trying to achieve. An advantage of rasters in general is that they often have standard recognized formats (jpg, png, gif, etc) where vector doesn't seem to have as much standardized support.

    BTW if this is your first game ever, I highly recommend trying something in 2D first. 3D is not necessarily harder, but to my knowledge there is no game that is entirely 3D. You will eventually need to understand 2D concepts for things like user interfaces or sub-games. And learning the concepts and design structures of the game design is a lot more important, IMO, than learning the technical hurdles of mastering 3D, especially since that has been changing so much over the past 10 years, and will probably continue to.
  23. I am a small-time game developer myself. For me, it's a hobby, but I have built a few small games for corporate clients, mainly for use in the classroom. I think it's a very exciting field.

    Continue to develop your idea. Keep a journal of your concepts and continue to write them down as you think of new elements. You may find it useful one day.

    In terms of general recommendations, I think that you are correct: your idea is bigger than what is likely possible to be built by a lone developer. If you are interested in learning game design, I recommend exploring game building with simple concepts and building upward. Puzzle games, in particular, offer a lot of practical experience to help you get your feet wet.

    My first games were written in Flash, which I found easier to learn than something abstract because it is so concrete and visual. Unfortunately, Flash isn't free. However, you can use Microsoft Visual Web Developer Express to write games for Silverlight for free (core product: http://www.microsoft.com/express/Web/). You need both the developer and the Silverlight plugin to staart building the game. That is what I am using on my current, probably-never-to-be-finished game project.

    There is also the XNA toolkit for Microsoft Visual Studio Express you can use to build XBox games and installed games for Windows PCs. Keep in mind that the "Web" version is different than the "Normal" version, and that "Express" refers to the free, feature-lite versions as opposed to the version that costs money. It is however totally possible to build a game in the free versions.

    I will share one piece of advice I was given when I was new to this hobby, which was "stay away from custom built RPGs--you will never finish." I don't mean that as discouragent. Tools like RPGMaker might make an RPG possible by supplying the basic tools, but an epic-scale game (even as "small" as some of the older Square titles) is incredibly time consuming as well as easy to accidentally make boring.

    I will also add that AI, in general, is an absolute nightmare unless the person writing it is deeply looped in to the design of the game. It is simply a fact that good AI and complex gameplay are at odds with each other. I would recommend putting control of the groups somehow in the hands of the player.
  24. I don't think its possible to run out of powerset ideas.

    Actually, because of the ability to recolor them, they don't even have to stick to pre-formed concepts about what they "are." A set with a name like "Strange Forces" or "Entropy Domination" could look like just about anything.

    And part of the reason "Water Control" is so desirable is for the ability to recolor it and call it not-water.
  25. Oedipus_Tex

    Electric Control

    Quote:
    Originally Posted by CoyoteShaman View Post
    Wow. With 13 purples and a PVP IO that's likely to already be a several billion inf build and the def/res is pretty light. I might have to rethink my secondary set choices.

    Or maybe it's just been so long since I've played a troller I'm used to having a tank's protective powers.

    At any rate, I thank you very much for the starter-build. That will help a lot!

    Those are actually some of the cheaper purples. The PVP IO is absurdly expensive, though.