Sanguinary

Citizen
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  1. Sanguinary

    Open Questions

    It's been stated that there will be a way for heroes to fall from grace - and I think for villains to find redemption. It may not be in place "Day 1", but it will be there eventually. And it will probably involve a trial of some sort.

    And that's what raises some questions for me regarding ATs. Let's say I buy CoV, and decide to that my level 50 Defender from CoH should "go rogue". I take him through the trial to make him a villain.

    How will this affect his AT?

    Will he remain a Defender, with the same Empathy/Radiation powers he has now? Or will he need to be converted to one of the new villain ATs? That conversion would basically be like the current respec, only we'll also have to change AT, primary and secondary powersets.

    I'm not really sure which way I'd rather see them go with that. Changing the AT, primary and secondary powersets would basically be creating a new character - even if he has the same name. So it's not so much that you've taken your character to the dark side - you just wiped your character and started over with the same name. Which may not be a bad thing if that's what you wanted to do.

    There could also be issues with leaving them as their original AT. If I make my level 50 defender a villain defender, what game does he actually belong to? Is he now a CoV character? Or is he still a CoH character? Let's say my financial situation changes, and I can't afford to pay the extra amount for the subscription to both games, and I decide to keep CoV. Do I keep my villain defender with my CoV subscription?

    Other questions I have with ATs are about Kheldians. Will we be able to have villain Kheldians? Will we have to wait until we get a villain to level 50 before we can create an evil Kheldian? Or if we already have a 50 in CoH will we be able to create one in CoV from the start? Will CoH Kheldians be able to do the trial to become a villain?

    Those questions could also apply to any other epic ATs that are introduced between now and CoV's release. I think we might be getting one with Issue 5.
  2. Sanguinary

    Open Questions

    [ QUOTE ]
    Tankers cant get the healer badges and they probably wont get the debt badges too quickly either. While blasters wont get the healer badges but will probably get the debt badges quicker than the tankers.

    [/ QUOTE ]

    Actually ANYONE can get the healer badges - tanks and blasters included. There is a medicine power pool that anyone can take, regardless of their AT and powersets. And any healing done will count toward the healer badges.
  3. Sanguinary

    Evil

    All I can say is that if they add killer mimes to the game, then they'd better follow through with killer mime content!

    Otherwise they'd just be standing around on street corners, trying to get out of boxes or walking against the wind. That wouldn't justify the effort of putting them into the game, when those resources could have been applied elsewhere. It would be a waste.

    And I think we can all agree that a mime is a terrible thing to waste!
  4. This may be a bit of a stretch, but has anyone else noticed that the crashed ship in Rikti Crash Site looks very much like the crashed saucer in Stephen King's The Tommyknockers? (Albeit on a much larger scale.)

    It's the sort of coincidence that I normally wouldn't put much stock in - I mean doesn't one crashed saucer-shaped space ship look a lot like any other crashed saucer-shaped space ship? But when you look a little deeper there's another connection. As the ship in the book was uncovered it began infecting everyone around, gradually turning them into aliens like the original travelers on the ship.

    Well the Rikti are doing essentially the same thing. They are infecting homeless people (the Lost) and gradually turning them into Rikti.
  5. [ QUOTE ]
    What i was thinking was if it was possible to have it so combat jumping was on all the time, but when you press the space bar, it would switch to superjump and you would get the distance. once you let go of the space bar it would switch to combat jumping...

    [/ QUOTE ]

    That's kind of what I was looking for too. I wanted to be able to travel with SJ but automatically switch back to CJ as soon as I stopped (for the defense bonus). I'd been using Gnarly's fly binds with my flyers for some time, and I was thinking that it would be great if could toggle CJ/SJ the same way it toggles hover/fly when in fly mode.

    So I decided to change the binds myself. First I used Gnarly's program to create a new version of my fly binds, putting them in a folder called "jumper". Then I edited all the files to change the power names.

    So how do you edit hundreds of text files without spending hours on it, and going crazy? I used a freeware program called TextMorph - available at http://www.laughandlift.com/programs/ . (Though I'm sure there's other programs that can do mass file editing.) I just selected all of the files in my "jumper" folder, and all of its subfolders, and told it to do 2 actions on them. I told it to change all occurrances of "HOVER" to "COMBAT JUMPING", and change all occurrances of "FLY" to "SUPER JUMP".

    It took a few minutes for it to proccess all of the files, but when it was done I had the binds I wanted, and they worked just the way I wanted them to.

    I loaded the binds and hit "ctrl-m" to switch to SoD mode, and the sprint toggle works just like it does with my flyers. That's the mode I use when I'm running around in a mission, and I usually just manually toggle combat jumping on. But then when I want to travel a good distance I just hit "f" to toggle into superjump mode. (I'm used to using "f" as my toggle for fly mode, so I decided to keep it the same for jumping.) When I'm in this mode, pressing any direction key automatically turns on super jump. As soon as I release the direction key, it automatically switches me back to combat jumping.

    This has been working great for me.