Samuel_Tow

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  1. Quote:
    Originally Posted by BlueRaptor View Post
    There's a medium ground in between four days and forever, mind you.
    Name one way to level to 50 in four days without powerlevelling or working 12-hour shifts in-game and then we'll talk. Because the Scrapper I made on Monday is sitting at level 12 two and a half days in, and I don't envision myself getting her to 50 by Friday.

    Quote:
    If people wouldnt want to invest even a few weeks into a character, it would be a poor game indeed.
    Ideally, people wouldn't need to INVEST in a game. In my ideal world, a game would be solely for fun and recreation, and never work, an investment or a project.
  2. Quote:
    Originally Posted by GrinningSpade View Post
    And now the fun starts for real, because on that toon the language settings are all skewed. have is english and the other half remains german. Whenever I join a team my teammates all get confused madly. Always fun to see their reactions.
    What do you mean? You type some words in English and some in German?
  3. Quote:
    Originally Posted by BlueRaptor View Post
    Or people that find advancing a character more fun that having a 50 and/or get bored once they have a 50 of every character concept they ever came up with.
    This is so utterly absurd I fail to wrap my head around it. I've been subscribed to this game for 63 months according to my vet badges, and during this time, I have made 7 50s with over 20 other characters still waiting for their time in the spotlight and, from the looks of things, about half a dozen to a dozen characters that'll get made in-between now and the early days of Going Rogue.

    I know Going Rogue will give me AT LEAST two new characters, proliferating Axe to Scrappers will give me at least one more, proliferating Dark to Blasters will give me one more, I still have yet to make a Pain, Thermal or Poison Mastermind, I only have Broadsword and Ninja Blade on my Stalkers while looking at least at Martial Arts and Dual Blades, as well...

    This is insane. Are you saying I could just sit down and get no less than 30 characters to 50 by just snapping my fingers really hard? Because five years and change of trying hasn't got me even half-way through.

    *edit*
    Also, why is everyone talking like you can log into the game and be 50 within a few hours? I mean, yes, you can probably powerlevel all the way up there in a short amount of time, but I haven't seen people tugging at my sleeves to powerlevel me. Regular gameplay very much does NOT permit ultra-fast levelling. I just checked, and...

    My first 50 right now has 922 hours of gameplay on him, but he hit 50 in January of 2005.

    One of my latest 50s right now has 307 hours put into her, and that's with me essentially skipping all the 35-40 game Via three ITFs over a weekend AND getting her from 45-50 during a double experience weekend.

    307 hours with taking shortcuts is very much more than any non-MMO game I've played. I got through the entire campaign in Torchlight in about 10 hours, and I could probably do that again with the two remaining classes. I suppose I could make new characters and build them differently, but I built my pistoleer as I did because I liked how she played. I've no reason to build her differently. Currently, Dragon Age: Origins boats 60 hours of playtime or thereabout, which I've seen called "absurd" in several reviews. I know two things about Baldur's Gate games - I can probably double their game time if I try really hard, and once the game is over, I'm GLAD it's over and I would never bring myself to play it again from the start. I've played City of Heroes entirely from start to finish 8 times right now, and I've never faltered, because the game goes fast and it's easy to play. Very much unlike practically any other MMO.

    That's the big thing about City of Heroes for me - the game doesn't bog you down with hard tasks and complicated challenges, inciting you instead to replay it. Because a hard game is fun once over, but a hard game over and over and over again just grates and grinds.
  4. I realise this is a joke, but I'd be all for appending the four Euro servers at the end of the queue and letting us pick from any of the 15. That way, my poor countrymen get to play on a more populated server if they wanted to, and we get... Well, Europeans get to play on more populated servers. How's that?
  5. Quote:
    Originally Posted by Shadowblaze View Post
    We can argue all day about this, but (most of) you guys won't listen to any other opinion that differs from your own, and continue to call the rest of us liars, whiners, and morons. Anyways, I'm done, carry on with your flaming.
    And I am to take away from your post that you will? You know, as opposed to the pot calling the kettle?

    What is with this fad in recent days? Every time someone disagrees with a criticism of the game, people come down from the hills, toting a modified "fanboy" comment and shoot it all over the place indiscriminately? If you want to make a point, make it. You don't need to make an *** out of yourself in the process.
  6. Quote:
    Originally Posted by UberGuy View Post
    The reputation system is, in theory, based on a feedback loop. Literally. People give you bonuses for posts they like, and penalties for posts they don't. That's the feedback - by seeing what produced the rep change, you learn what's good or bad. With comments, they also can tell you why they did or did not like the post, which reinforces the feedback.
    I have to agree with this in a big way. I enjoyed seeing the +rep comments I got when I made interesting posts or threads, which motivated me to try harder and post better content that would be more interesting for people. By the same token, I always dreaded posting things I KNEW would get me negative rep comments, and so I did that less often.

    Now... Who cares? I'm anonymous again.
  7. Quote:
    Originally Posted by warden_de_dios View Post
    Very Very interesting. I find it's a bummer the room was all NOOO!!! to tying names to globals. It would be nice if there was an option in the game to display names in chat and team search as playername@playerglobal. Stars are great, but I can't see them in chats and using a popup window to pull globals off a team search is rather lame.
    NO NO NO! Under NO circumstances would I ever want to be known as global name@player name. I've seen this in action, and it's fugly. This is one of the quickest ways to make me disregard names in general and overall stop reading chat. Absolutely, positively NO global-appended names. I don't care about name uniqueness, I just don't want the horrible ugliness that is this approach. It looks THAT BAD.

    As for name purges, I'm not against running another one, but it won't give you any new names. They ran a purge of characters under 36 on accounts 90 days inactive, and the purge freed up almost nothing. I always say the same thing when people ask for this - the names you want ARE NOT taken by throwaway characters on the accounts of people who left years ago. They're taken up by the kind of characters who won't be de-named anyway. The first purge proved that to evidence, and so the subsequent purges have been level 6-and below. That's where all the freed names were, anyway.

    And I've never felt names were sparse. OBVIOUS names are, like Something Man (both literally and as an example), but the solution to that is to have a name that is no some combination of your power source, colour, archetype or gender (honourable mention goes to Miss Blaster). It's never really guaranteed, but it's far from impossible.

    For instance, a couple of days ago I got a name that a friend of mine described as generic. I snatched "Pandala" on Victory, which was taken on Pinnacle, and doing research on it, I see it's not very creative at all. Lots of people have used it in their fiction, and there's even an area that looks like a large plane in Zambia called that. It was also taken on other servers, so it obviously isn't so unique. But you know what? Any name I can get through character creation is unique just by default. It doesn't matter if it's unique because no-one thought of it, or because EVERYONE thought of it but everyone thought it would be taken so no-one bothered to try. As long as it goes through, it's unique enough.

    In conclusion, I don't mind the occasional name purge as long as it follows the same parameters in the past, and I don't mind non-unique ways, as long as they're implemented in a way that's not ugly and yet makes it clear who the character belongs to (ain't that a catch 22). At the same time, however, I don't see making new names as problematic. It may require some lateral thinking, but good names are far from running out. They gave you a name check at character selection and they gave you the ability to start with the name and work backwards, exactly so you wouldn't end up with a costume and no name to put to it. So if you worry about your name, then start with it.
  8. Quote:
    Originally Posted by DMystic View Post
    Seeing as there are no connections,channels or sg's involved inexperience with the redside game would have no bearing on Wes' ability to form a team. My conclusion is that the exception is being made because of the known population disparity.
    PK posted his confidence that he can form a team blue-side because he has, because he knows he can, and because he knows the population. He's not as confident he knows red-side because he hasn't played as much. Is it really that hard to understand that instead of suspecting?
  9. Quote:
    Originally Posted by Venture View Post
    Yes, leveling is too fast, yes, the game is too easy
    You say that like it's a bad thing.

    Far as I'm concerned, a game that's quick, easy and controllable is far superior to one that's hard, slow and random. I much prefer playing a game ten times over, as opposed to playing a game a really long time. When a long game is done, I'm glad it's over and I'm very unlikely to start it from the beginning. When a short game is over, I can't wait to play it again because I know I won't be busting my butt like a mad man each time.
  10. Quote:
    Originally Posted by Niviene View Post
    That's the part that got tweaked.
    Is that what they call it these days?

    Well, now that I can't read my own rep comments, then the whole rep system loses meaning. The numerical representation was always meaningless, but at least the "double anonymous" comments were useful before. With the only useful part of the system getting "tweaked..." Eh.

    Or, more appropriately, bah humbug.
  11. I managed to turn at least one head with my panda today as I walked up the ramp of the train station, right past a hero going down. I can't say if it was the panda or the walk that did it, but I'm was very happy to be able to do that just the same.
  12. Samuel_Tow

    No "More"

    Quote:
    Originally Posted by Arcanaville View Post
    I assumed "updated textures" implied a face-lift, not a complete revamp.
    I expected the changes done to Faultline to involve merely putting a few new characters in and maybe changing the entrance to a tunnel, but we got something rather different. That said, I'm not worried about the city zones. I'm worried about the hazard zones. Every time I see a suggestion to remove the fog in Dark Astoria, I shudder.
  13. Samuel_Tow

    No "More"

    Quote:
    Originally Posted by Pathogenist View Post
    I'd like some way to see server population and activity at login. My server seems really dead. It's hard to find people to team up with. Perhaps there is a more popular server and I am missing out.
    Technically, the dots next to servers should be meaningful, but since they represent load and not population, they're a bad way to go. Personally, I'd hit the server boards and ask, or just ask here in general discussions. But, yeah, an indicator of people logged in might not be bad.

    Quote:
    Interact with the city - I'd like to be able to pull a lightpost out of the ground and bash someone with it, or toss a bench at them. Maybe pickup that fancy sculpture in front of the academy and throw it across the city.
    This discussion may be of use to you on this. General consensus is, I think we'd all like that in an ideal world, but look through it just the same.

    Quote:
    Traps - I find it really creepy during instances when I'm traveling solo through a tunnel or cave or something. What would make it even better for me is random doors slamming shut behind me and foes come flooding into the room. Or stuff slaps at me from the walls or falls onto me from the ceiling. Spikes pop up from the floor.
    Having played games with traps like these, I have to say they're more annoying than they are cool, especially since we lack trap detection and disarming skills, but if it's done right, I'd be on board with that.

    Quote:
    Command nature - Henry Winkler, covered in bees!
    Well, we have Plant Control for Controllers and Dominators. Would that work for a start?

    Quote:
    Epic mobs - I'm talking something nasty, as tall as the buildings, invading a city, walking the streets or crawling across the rooftops. Maybe a 200 foot sewer snake, slithering through the streets then wrapping itself up a building, spitting toxic venom and spawning smaller snakes.
    You want Giant Monsters. Have a look at their ParagonWiki page and see if that's what you're after. They're typically giant, roam randomly and take a lot of people to take down. Personally, they're my least favourite type of enemy, but that's just me.

    Quote:
    Market - Reduce or remove the penalty for posting something for sale and then removing it from the market. I can't count the number of times I research a recipe and what it sold for, think I hit the jackpot, list it for a couple million. Then I check back in a few days and suddenly 5 of them sold for 1/10 the cost... So I have to pull it and relist for a lower price and lose that 200k charge for listing it the first time. As a newbie those charges really add up.
    The point of the listing fee is to cause sellers to list low. If you keep burning yourself with listing items too high and not having them sell, then I would suggest just not listing them as high. List them for the price you're willing to take for them, not the highest you hope to score and they will sell. I list all of my recipes and rare salvage for 5000 and they almost always sell for upwards of a million. I very much want the system which incites sellers to list low to remain in place, because this ensures faster churn of items and a more useful market.

    Remember - the highest bid always goes to the lowest listing price. If 10 people are bidding and you list something for 1, you'll get however much the HIGHEST bid is at the time. If you and 10 other people have listed an item and someone bids a billion, then the person with the cheapest asking price will get the billion and the rest will be left waiting. Typically, if there are generous buyers, the most generous sellers are the ones who score. There's always the danger that if you list something for too low, you'll be undercut and give someone a bargain, but that's just how it goes.

    The lesson of the listing fee is simple - list and you won't pay much if it doesn't sell.

    *edit*
    I realise this is a quasi-suggestion thread, but Pathogenist did say he was new and he did touch on a few subjects with ready answers to them.
  14. Samuel_Tow

    Plots and Plans

    Quote:
    Originally Posted by Chyll View Post
    hmmm, running with a thought here without thinking it through.
    What if the lead really were a recipe? But the salvage to craft it were something like they give out for the Lost Curing Wand - you only get the items for completing specific tasks and not tradable... So your recipe (clue) would trigger a specific set of missions in a PD terminal, mission computer, or whatever.
    That is exactly what I was talking about very much to a T. We'll probably need a new subsystem to give out the actual missions, but yes - I envisioned getting a recipe called a "Lead" and getting salvage for it as a mission completion reward for its subtasks, called "Clues." When you have all the Clues, you can invent the Lead and move on whatever it leads to.

    Quote:
    Complete the missions, get the salvage, craft the enhancement. Now you could slot or sell it.
    Given that the Inventions system is supposed to be able to award anything on inventing it, I don't see why it has to be an enhancement. I'm not sure if it's possible to invent a mission, but that's ideally what I'd like to invent - a new, final mission where you follow the clues and stop/cause the disaster. I don't really see the need for a special reward more than an arc completion bonus, though.
  15. Quote:
    Originally Posted by Gaspard View Post
    Where's that ******* walking emote for carrying stolen television or pushing shopping trolleys.

    Then we might actually have something.
    Powers/Inherent/Walk. It's right above Sprint, or right above the Reveal power if you have that. It has the same icon as Sprint, though.
  16. Samuel_Tow

    No "More"

    Quote:
    Originally Posted by IncredibleMouse View Post
    Ugh. Lordy. Dude. You win. lol Now go find a life.
    Get a life, huh? Class act, that.
  17. Samuel_Tow

    No "More"

    Quote:
    Originally Posted by Arcanaville View Post
    Hmm, I'm not too crazy about most of the things on that list, but at least two appear to be things that not only I'd like to see, I believe the devs have all but said we will likely get eventually (although "eventually" might be a long ways out): updating the existing zones to ultra mode quality, and a map editor for the architect sound like items four and six on that list.
    Updating the existing zones sort of goes without saying, but I'd rather they didn't "update" them like what they did to Faultline. The stories there are good, certainly, but flooding the cracks just ruined the feel of the place for me. It used to be so impressive, and now it's... Well, meh. Founders' Falls Junior all the way up until the dam. And to think that the dam wall we see now is no more than a fifth of the full height of that wall... It just makes me sad it's gone.

    As for adding a map editor to the Architect, that'd probably put an end to me ever using the editor again. If it's anything as complicated as the base editor, it'll just turn me off completely. I mean, I like freedom of creativity, but I've always been a fan of a balance between freedom and ease of use, and the SG base editor is DEFINITELY far in the side of freedom. About the only extra customizability I'd like to see about maps and the Architect is being able to pick which spawn point to put objectives in, but I'm REALLY afraid of touching the maps, themselves.
  18. Samuel_Tow

    No "More"

    Quote:
    Originally Posted by BrandX View Post
    I don't know Sam. I like the idea of no War Walls. Then I wouldn't have to take the tram on some occaissions (which I have never really cared for, when playing a hero).
    The "Tear down the War Walls" is the one thing I never got. They're probably the biggest, most distinctive landmark of Paragon City, and probably the most impressive structures in the game, yet all I ever hear about them is how much people hate them. To me, it'd be kind of like removing the junk cars from Junk City.

    But again, I don't fault people for wanting it, and I've heard the arguments for it. I just disagree with removing them, because, to me, it'd make the city less interesting and less visually inspiring. Hence why I disagreed.
  19. Samuel_Tow

    Plots and Plans

    When I talked about "recipes as clues," I meant to use the already existing mechanic of finding a recipe and then looking for its salvage, only its salvage would drop from specific missions you go to to find clues, rather than off random drops. You get a recipe, and with it you get a few extra missions you can go to to look for clues to it. I didn't envisions needing to randomly run across clues for the lead, or to have to put them together yourself, as that's very much out of the scope of what the game seems to have (not that I'd be opposed to it) and instead imagined just having a recipe drop on you, and having three extra missions open up as soon as it happens. Each mission would give you a "salvage-clue" at the end that you can then use to put the "recipe-lead" together and get one more mission where you finish the thing.

    As far as having proactive missions in the mission computer, I wouldn't be against that at all, as long as there's a terminal somewhere in the city that I can use to access them, too. Most of my characters are either without a SG or in SGs with cosmetics-only bases, so I don't actually have access to a mission computer. I'm not even sure what it looks like. But as long as there's a console in each PD, I don't see why not. This earns points for two reasons. For one, YOU have to go seek it out, it doesn't just drop on you, and for another, the mission computer would be just information, not ready-made tasks. You decide you want to do something, then go look up info on if over the PD's crimes database, and from there you formulate a plan.

    At the end of the day, this is a question of presentation as much as it is of technology. We've already seen the possibility to run without a contact at all done very well in the Architect, and we've seen the possibility to go with a helper (e.i. someone who helps you, not someone you have to help) in place of a regular contact, and those work reasonably well. They're just ALL player-made.

    Let me give you the one example I know of where developer-made content has this - Tavish Bell. During the course of one of his arcs, you begin to notice Crey is up to something. When he sends you on a boring time-waste of a mission, you lie that you're going to go, but instead break into the Crey facility you first went to rescue and make off with their secret project, only for Tavish to say he's sorry your mission was unsuccessful (you don't even go) and to say someone broke into their lab, but they couldn't call you to help save it. Oh, the irony...

    But that mission has the right idea. You have a contact, he's trying to give you missions, but the ACTUAL mission is something completely different, written as your character deciding to do it on his own. Good idea, good writing, nicely played. Now we just need more missions like it
  20. Samuel_Tow

    Your 1 thing?

    Quote:
    Originally Posted by Dispari View Post
    Forget that! I want...

    Ack! WANT!!!
  21. Samuel_Tow

    No "More"

    Quote:
    Originally Posted by IncredibleMouse View Post
    I mean this with the utmost respect, but I really, really, REALLY, disagree with your take on my suggestions posted to an open forum that specifically asked for people to post what "they" wanted. Nonetheless, I do thank you for your unwarranted feedback. Have a fabulous day!
    Ugh... Great, more unnecessary wrath. You post it in an open forum, people have the right to comment on it. And as far as I remember, I never questioned your right to post this or your right to hold that opinion, but do feel free to point out where I did. However, this IS a discussion where people come to read AS WELL AS to post, and I happened to read your post, and I happened to feel like I wanted to respond to it. If you have a problem with that, tough. I retract my gesture of respect if that's what your response is going to be.

    If you have some kind of illusion that you I need your permission to leave feedback behind, or that I'll hold back until you ask for it, you are sorely mistaken. Next time you leave an opinion, be prepared for people to comment on it and try to cut the snide remarks. They don't help.
  22. Samuel_Tow

    Plots and Plans

    Well, choose your own adventure style gameplay is fun, and it will most likely be in Going Rogue (it ought to), but I had something more proactive in mind. In choose your own adventure, you make your own choices, but you're still presented with an event to choose how to react to. I was sort of more looking at missions that don't come from somewhere else and are then handed to you, but rather missions you come up with to do on your own.

    Finding a clue that leads to a bigger story is an acceptable "reaction" as far as I'm concerned, because you were still out there actively doing things when it landed. Having to visit a contact and ASK for an assignment, however, crosses over into reactionary territory, even if all the contact does is tell you what's happening. Ideally, I wish we could have some subsystem that made it at least SEEM like out characters are coming up with their own ideas, not just reacting to circumstances.

    Again, paper and scanner missions are a step in the right direction, as they marginalise the contact giving them, but they're still reactionary. "Hey, this happened! You could go interfere with it if you want!" That's as opposed to "You know, today I want to build a death ray. Where are my blueprints? Igor! Get my spanner!"
  23. Quote:
    Originally Posted by cohRock View Post
    PS: Walking remains active while in Architect Studio B. Move even slower!
    It does? Sweet! The studio is probably the one place where everyone SHOULD walk.
  24. Samuel_Tow

    Plots and Plans

    Quote:
    Originally Posted by FredrikSvanberg View Post
    I've always wanted to be able to craft my own missions. No, not the MA. This would be more like getting a rumor in the form of a recipe and then I would have to find clues in the form of salvage. Once I've gathered all the clues I needed I would confirm the rumor in the supergroup computer, or at the library. Once confirmed I would now have a new mission and if I complete the mission I get a special reward which was mentioned in the recipe. A unique enhancement or a temporary power or a special inspiration or whatever. Something that would make the gathering of rumors and clues worthwhile, at least.

    Example: You fight Hellions and hear a rumor about a ritual that is about to happen. The Hellions are going to sacrifice their girlfriends to an evil entity mentioned in an old tome they found. You gather clues by fighting more Hellions: one drops a Location, one drops a Time and one drops a Reason. You go back to base and feed the computer with your findings, and out comes a finished mission. You finish the mission and get a Tome inspiration which grants 1 hour of double xp earning.
    Interesting... See, that's why I asked, that's a great idea! Leads and clues in the form of recipes. I like it. As far as I remember, the developers once said that anything you can receive as a reward, you can get out of Inventing a recipe. I wonder if that extends to new missions? I'm not sure if you can do missions without a contact in general, as even paper/scanner missions have a faux contact they are attributed to, but that's really besides the point in this case.

    Let's see if I can work with this. You fight, say, the Skulls and eventually you get a recipe drop. It's not common, uncommon, rare or unique, it's a "lead." Instead of being a literal recipe to create an item, it's a piece of information that can lead to a mission. Let's say the lead you get from the Skulls is that a mysterious stranger has appeared within the group, but no-one seems to know who he is, what he's after or why he has such pull. So, you can go to one of three missions to find those out. One mission would look into who this stranger is, uncovering his identity and giving you a piece of salvage called, let's say... Suspect background. Another mission would look into what he may intend to do, finding out what his plans are, giving you a clue called, let's say... Threat report. Another missions still would have you examining his ties to the Skulls and the means by which he has favour with them, giving you a clue called, let's say... Situation report.

    So when you have your suspect background, threat report and situation report, you sit down at a desk, mull over everything you know and suddenly discover that this all makes sense! He's the brother of an old Skulls leader who died recently, he intends to summon some sort of death god through his brother's old ritual book, and he holds the gang in his debt via a pact of leadership which is actually void because he killed his own brother. Now you need to both stop and discredit him to save the day.

    I like how that works and how it uses the system. A "recipe" in this case would serve as your case file, whereas the salvage needed to "invent" it would serve as your evidence. Once you have enough evidence to move forward, you "invent" it and get a new task. In fact, it could be more complicated than that, involving numerous recipes for sub plots and suchforth. A little like those 3D CSI Las Vegas games, where you have to collect enough evidence before you can get an arrest warrant. Only here the bad guys won't be arrested off-camera, but you'll have to go beat them up yourself.

    This can, of course, easily extend to villains, as well, as a much more literal representation of a "recipe." You acquire plans for a super war machine, and you need the parts to build it. It can also apply in a less literal interpretation, as well, giving you a lead on something interesting and forcing you to find clues as to its true nature, how to use it and what it could do for your, finally allowing you to put together where you can find it via recipe invention. The theory is there, at least.

    Cool!
  25. Samuel_Tow

    Plots and Plans

    Not to be confused with Pots and Pans.

    Here's something interesting that has been bugging me for a while now - we all like to talk about how villains aren't villainous enough but, barring killing civilians, no-one can really agree as to what they should be able to do. Personally, I want to leave off the GTA nonsense and focus more on the plots villains weave, either for greatness or for destruction, and I'd like talk about what we could conceivably want to let them do so that they could feel more SUPERvillainous.

    But that's only half of it. Here's something even more interesting - shouldn't we really give heroes something to do that would make them feel more like heroes and less like call girls? I mean, yeah, it's cool they always do the right thing and answer the call whenever it may arrive, but give 'em some credit! Some of these guys actually have functional brains with which to make decisions, maybe even take initiative. But since they can't act unless ASKED to act, they kind of don't get to do much on their own. So why can't we give them the ability to make plans of some sort, even if they're something as simple as plans how to be more heroic?

    Enter plots and plans. This isn't a suggestion, since I don't actually have a good enough idea to suggest in enacting this addition, since "plots and plans" is about as generic and non-committal as it comes. Instead, this is more of a question for you, guys. If you wanted to make your heroes and villains more proactive, which path would you take? What would you add to the game to make it so?

    Now, I'll go off precedent. There was a thread in suggestions recently that talked about villains wrestling control of, say, an island and building their own evil lair on it a few steps at a time as they went up through the levels. I can't find the thread right now, and I don't want to get into the specifics of in-game implementation, so let me just sign off on that and call it a good idea. It is.

    But what else can we do? What about heroes? Can't they have something in that vein? While super heroes can and do have bases, they're usually legal, or at least aren't taken by force from someone else. I suppose we could have heroes acquire their own island base of operations by kicking some hapless villain out of his lair, but that's a bit... Iffy. Let's have them build something. But what? Maybe have an instanced neighbourhood that's overrun with crime that the hero can occasionally go into and help rid of street thugs, rid of corruption and help rebuild? Say, transforming something that's a cross between Boomtown and Kings Row into a little slice of Atlas Park with no crime and happy living? That'd certainly be satisfying, at the very least, and mark a sort of personal achievement that's difficult to attain in the game as it is. That way, each of us can be the proud and respected hero of our own small corner of the world.

    Moving away from real estate, let's look at something I and others have mentioned a lot over the years - self-serving missions for villains. Now, one of the BIGGEST complaints I've seen levelled at CoV is against Arachnos and how the storyline writes us as their fanboys. Almost the whole time, all we do is get ordered to go do this and that, and with how the contacts system is set up, there really is no good way around it. Or is there? Read the briefings and note that most of the "railroading" comes not from the contacts system, but from the actual writing. All of the missions present us as yes-men for our contacts, and very few (like putting one over on Tavish Bell) play with it at all. Oh, sure, we have paper and mayhem missions, but those are really for the villain with very little perspective and imagination.

    So why not have a series of HELPER contacts, or even a few contact-less arcs that are written as though they originate from your villain, himself? They could even come in a few basic patterns where you pick, say, the item you want to steal (the crystal ball, the blueprint of the space station, the Pink Panther diamond, etc.) and have an arc about preparing for that. Or why steal? Why not plan to, say, poison the water supply for all of Mercy Island. Not that anyone could tell, but it's still a noble effort. Just something where your contact doesn't say "Go do this and I'll pay you." but rather "Here, I have the information you're paying me to gather for you. Do with it what you like."

    I sort of went that way with my villain arc in the Architec, where everything is based on what looks like it makes sense, things you might as well do and so on and so forth without a contact actually telling you to do anything. It's harder to write, certainly, but the opportunity is there if you look for it. I could talk more about that approach if anyone's interested.

    Heroes ought to have something like that, themselves. Their scanner missions, though appropriate for the kind of missions one would get off a police radio, are REALLY reactive. "Oh, no! Something's happening! Really Cool Dude to the rescue!" Why do we always have wait for crime to happen before we stop it? Why can't I look around, realise there's nothing going on and, instead of sitting on my hands waiting for something to happen, decide "Hey, now's a good time to go follow up on that lead I had!"

    There is a LOT of leeway to work without an ACTUAL contact if you think about it, and simple things like information kiosks, dead drop mailboxes or even cell phones can provide that give the impression that we're giving rise to events while still having a traditional contact stand-in giving us traditional missions. To go along with the example, you decide you want to follow up on a lead, so you head to a police computer and do so, getting information on it as a briefing, with your action and decision implied by your taking the mission. If the briefing says "Hey, it looks like this warehouse might be a front for the Family. It might be a good idea to check it out!" and you click "Check out warehouse." you have already implied that, yes, it every much IS a good idea to check it out. When you then find more clues from the guy in charge of the warehouse and come back to the police computer to verify, you realise you've stumbled onto something big and follow the bread crumbs from there.

    This is about where my imagination (or rather, where my preparation) ends. I can't really think of any other ways to make us feel more proactive at the moment, but I'm hardly the smartest guy around here, and I'm sure guys would have better ideas than mine. So what do you think? How can we go about doing that?