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Here's a wacky idea . . .
What if the powers that be (that would be the devs) added another timer to flight, let's say 8 seconds, and when that timer expires, you can go "super-sonic" (i.e., above the cap).
Let's say you take off from the train station in IP to head for Lusca, who's usually inking the waters by the Brickstown gate. That's a long flight, about a mile or so. At 60 mph, that would take a full minute, right? Let's say you take off, and for a few seconds (5-10sec), you fly at "normal" (i.e., current) flight speed. This keeps people from using it as an escape tool (much like it is now). After a period of time, a speed boost option kicks in and flight speed is doubled (for the sake of argument). Now that 60 second flight to Lusca only takes about 35 seconds. A two-minute jaunt across Crey's Folly only takes 65 seconds, and so on.
Here are some ideas to balance/unexploit the idea:
a. increase the endurance drain while at high-speed
b. use the SPRINT toggle (instead of/in addition to a timer to make high-speed flight (and its endurance penalty) optional
c. require SUPER SPEED as a power, and use it as the toggle described in (b) above.
d. only allow the speed boost kick in above a certain altitude
The idea is to give fliers a travel power that will get them from mission to mission in a more reasonable length of time.
I'm so sick of arriving at missions that are halfway completed by the time I get there. Okay, that's a bit of an hyperbole, but you get the idea.
Flying is the coolest travel power. You get to see the city from all angles. You get to really check out the giant statues. You don't get stuck in Grendel Gulch. I am not out to cheat the system. I rarely engage in PvP, so it's not about getting an edge in Siren's Call or the arena. I'm hoping I've addressed those possibilities in my proposal.
Does this suggestion make sense to anyone else? Is it worthy of a Dev response?? BTW, thanks for posting in here, Castle! -
Personally, I would make the power toggle-based. As long as you have enough endurance to keep the power going, your size remains as desired (huge, tiny or somewhere in between). If it's the basis of the powerset, there may be more than two choices (subatomic and gargantuan? :P ).
Ideally, you'd be harder to hit when small and easier to hit when large. To make up for the defense penalty when you're large, there might be a damage bonus to compensate for it. Big heroes should do big damage, but they're vulnerable to more damage too. Smaller heroes would do normal-sized damage, and get a considerable defense bonus. In general, shrinking would be good for blasters, controllers and defenders, while growing would be more appealing to tankers and scrappers--but I think the original intent was to have a single archtype that could do both. -
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I thought Ied just like to add a little something about what I read here. There was an idea of players having abilitys that will grow or shink there charicter. Where one of the devs responded "How will they fit through the doors of missions?" Well whos to say huge villains need doors? The Hulk didn't use doors, he made them!
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Just like flight has its limited uses indoors, so might super-sizing your hero. There could be a cap on indoor growth based on room size or ceiling height?
I think the variation of camera angles might get a little restrictive if a hero is allowed to grow too large in a small room.
Shrinking would be better than growing for CoH, I think, because of the damage caps in place. I have a hard time picturing a 9 foot hero punching a common purse snatcher and doing partial damage. By all rights, you should need a paint scraper to get what's left off of the streets. At least having a little gnat of a hero dishing out "normal" damage would give the illusion of having a truly super-powered hero. -
Soooo . . . if we've got a shot at the beta-testing slots, the good folks at NC Soft will contact us via e-mail automatically? If so, I'll put the kabosh on that basket of fruit and mini-muffins I was shipping to Austin . . .
Seriously, though, is that right? -
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Quote:
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I think Nazi-types are evil and make wonderful targets for aspiring heroes. I think some people like to play the victim.
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I think the Fifth Column was doomed because the game was about to be released in Europe and Germany has very strict laws about what elements of the past can be portrayed or glorified in any fashion in a game or else the game is banned. (Market issue)
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That's the first viable explanation I've heard on that issue. Thanks.
To our German (and other European) heroes to be . . . welcome to Paragon City. -
I think the OP is right on most points. I think I like forum posts that elicit positive feedback.
I think the devs have an unenviable task.
I think, if I'm patient, I'll finally get to see the octopus, the ghostship and the paladin.
I think Marvel's law suit is going to backfire on them. I think CoH players have been their bread and butter for a LONG time, and they're biting the many, many hands that feed them.
I think the winter event will be fun, when it comes. And I think it will be worth the wait.
I think I finally have a hero that will make it to level 50.
I think I'm in love with the Nemesis Staff I found last night. (Can I keep it, Statesman? Pleeeeeeeeeeeeeeeeeeeease?) I think five days just isn't long enough.
I think I agree that CoH brings out the kid in me. I think that's worth more than $15 a month. I think that's priceless.
I think the Halloween event was a creative stroke of genius.
I think the Bastion TF is a real bear.
I think the devs are human. I think the devs are fallible. I think the devs are doing their best. I think bugs are a reality of the computer age, and I think that, given the size of CoH as an application, it's a wonder it runs as smoothly as it does. I think we should give them a break.
I think Rubble is the cutest little thing.
I think Independence Port is a big place.
I think flying is the most amazing travel power, in spite of its speed. I think superspeed and flight should stack, if I'm willing to take both power pools.
I think of myself as a soloist, but I have the most fun when I team.
I think one of my superpowers should be Lesson Learned, which resurrects a fallen hero and negates any subsequent debt. I think I would be VERY popular.
I think badges should do more than look pretty.
I think I play CoH more than I should. I think I play CoH less than I want to.
I think the UI of CoH is amazingly simple and intuitive.
I think Nazi-types are evil and make wonderful targets for aspiring heroes. I think some people like to play the victim.
I think a time travel expansion would be cool. I think going back to the time when Paragon City's fallen heroes were alive would be fun. I think saving each of them from their impending doom would make good missions.
I think temporary powers make the game more fun and interesting. (Have I mentioned my Nemesis Staff?)
I think attacking a large group of lower level grays with an AoE and watching them all drop is a great power trip.
I think the 3D rendering and attention to detail in CoH is amazing. I think a lot of people take it for granted.
I think the skills system sounds interesting. I think it will add to the CoH experience, whatever form it eventually takes.
I think it's astounding that people from around the globe can meet in Paragon City without having to leave their homes.
I think animal, elemental, and crystaline bodies of various types would be a fun addition to the costume set.
I think altoholics should have a 12-step program.
I think I'm an altoholic.
I think CoV and PvP will add an interesting twist to CoH.
I think NCSoft deserves an accolade. -
Great post. Any notions as to how Issue 3 will affect it's veracity?