UniversalTarget

Citizen
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  1. to request this isn't so much an issue. it's been requested, it's been re-requested, and -if people pay attention to the dev reply- it's not really possible at the moment with the CoX engine.

    Essentially, what you've got in the assault rifle power, for example, is an apple. What you've got in devices is an orange.

    What are the characteristics of an apply? well, it's crisp, red or green skin, etc. What are the characteristics of an orange? well, it's orange, soft, lots of juice.

    A few traits are interchangable. But they're apples and oranges. You can't have an apple orange, and what people are requesting is essentially "change the world so we can have appleoranges." Walk into a genetics engineering office and ask that, and they'll say "Get back to us in fifty years." Essentially, the same thing is happening. "well, will you settle for just the flavor, or just the juicyness? the softness or the color?"

    Possible, but a pain in the butt on a level you've never seen. Redesigning parts of the game from the ground up is, essentially, remaking the entire game. In other words, a new game. Top that off with the amount of content that's been added to the original game, and it's insane. I wouldn't be surprised if they've started working on this since day one of CoH's release and never managed to finish.

    I'm not saying to stop requesting, since it's something I'd really like to see, but the game flat out wasn't designed for it. it's like modding a moped for hauling an 18wheeler trailer.
  2. The most simple suggestions are the most accepted, I'd say. Especially if it involves work on the devs part. The simpler the work, the better chance to have of implementation... So, here's mine-

    This would be considered an inherent power to everyone. Instead of a recharge timer, institute a 'charge bar.' (Think Domination for dominators). This way, the signature move can only fire off for a set duration (or as a massive, built-up attack, as most 'super-moves' are), and after the player has been involved in fighting already. This would include toggle powers like powerful (but limited duration) shields, the super powerful AoE heal, Ranged debuff AoE, or whatever your little heart desired. The point system could be modified so that the more powerful the signature ability, the longer it would take to charge (as well as lose charge, or 'decay' out of combat). When the move was charged, it stays charged, and you pop it off whenever you like. This would ensure common and widespread use in PvE, ignoring the insane cooldown times and instead allow players to use it 'as needed', avoid spamming outside of combat, and give something for players to 'look forward to', plan for, or even save up for in difficult encounters. You would have to define how it charged, say, taking damage or dealing damage, or having friends take damage/deal damage, but the bar would certainly have to charge faster for PVP encounters.

    However, if it was a toggle power, it would have to be for a limited duration for balance issues. Also, if you chose damage types or abilities outside your power sets (for example, NRG/DEV blasters choosing a psionic attack, or tankers choosing a sniper attack or heal-other ability) it would increase charging time.

    I'd also say holds wouldn't remove self-buffs for this, but self buffs would be for a set duration (I'd play the starman theme!) cause you'd hear the tankers, scrappers, stalkers, and brutes really weep if they popped their ultra-shield and got hit by a sleep move for 20 damage a half second later. I'd also say that the signature power could not 'contradict' your power set, for example, an invincibility tanker could choose nothing psionically based. This is for exploitation issues, because you KNOW there are going to be people that make massive buffs against their hated damage type of choice, and throw off the intended balance that the devs put in place. It'd make PVP even more of a nightmare, with how creatively people exploit the costume system- imagine something that powerful game mechanics wise in the hands of all those silly players.

    I can already see a number of blasters grabbing super resistance shields, tankers making spammable self heals (in ADDITION to what they have already) or 'break free' effects, and stalkers making a second form of placate.

    However, I can also see tankers dropping a damage shield on squishies, scrappers whipping out a PBAoE heal on his tanker buddies in range, and having the OTHER tanker throw a sniper attack to nail the runner or grab a boss' attention.