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Posts
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That's a good point...I wonder if you'll need to stick to certain tile sets to get certain items...but if your SG wants to role play the magic theme, I guess you'll have to skip turrets hoping that the devs make a similar function but new graphic item, i.e. yhe bolt launcher device :-) maybe instead of a gun, it could be an auto turret with a bow and arrow set up....
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another potential 'exploit' (i use that VERY lightly) for base raiding is having a bunch of tanks/blasters and a dedicated teleporter and reviver. 1 guy dies, the TP person TP's them to the door to get revived and they go back to fight....rinse and repeat.
I just hope you get X number of 'lives' per side. That sounds fair to me.
i also expect a limit on how close items can be to each other. that way you can't have a path with 4 sleep crystals and 4 turrets right next to each other, or have your power near your item being raided. That would make the defenders have to spread out!! -
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My concern is how the base system will support the SMALL supergroup.
My SG is a total of 10 guys. That's it. We're all real-life friends and we want to stay small and tight-knit. I am having serious doubts that we'll be able to compete against the other groups out there with 75 full members.
It seems that the base-raiding system is not geared for small groups or casual gamers. Lord Recluse, can you provide any comment on this?
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I am int he same boat, and we can't all reliably play simultaneously. I imagine that there will be heavy limits on sizes or each aspect.
Turrets/defenses will likely be SO expensive and rather fragile. If a turret costs 10 million influence and you get 6, imagine replacing all 6 on a weekly basis? Now do the same math for doors, teleporters, super computers, etc.
I also feel that there will be population limits based on what Lord R said. I imagine if you set your population to 10, then ONLY 10 people can raid your base.
What I wonder is:
will this be treated like a TF? If you leave the group, can you rejoin the raid?
Can you bring a full set up Rez inspirations with you? Do defenders revive a la hospitals?
If you destroy their power generator, can they no longer use their base as a hospital? can you detroy their "sick bay" stopping them from reviving?
Is base design locked during a raid? If you destroy a turret, cna you make a new one on the fly? can you create a dead end where there was none by removing a connecting room? that would be nasty.....
I just imagine a raiding party entering the door and a slew of defenses slaughtering them as they walk in. If the raiders manage to kill 1 or 2 defenders, they'll revive in the base and be back to fighting in no time....UNLESS dying during a raid on EITHER side puts you in observe mode...which would be great. Before you steal the item, destroy a few valuables to further kick them while they're down!!! -
Clint, great job!
Here's a question...what will the server names be? I doubt Freedom and Justice will do for a villain, but then again, if I am to meet up with a Hero, certainly there must be a link between each....anything stated yet? (maybe each name will have a () with the corresponding server? -
I imagine all of these things are in the works....my main beef with these zones is that Boomtown and Faultline are too damn similar. If Faultline has some Vahz and some CoT, why not have a big tower with green smoke going alllll the way to the sky on one side, and a slaughterhouse/factory that Dr. Vahz uses to pump out chumps to fight? Give Faultline some LIFE!!! That and maybe considering having SOME of Boomtown get fixed up, maybe with a military presence.....so it looks like the heroes are making progress?
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I am thinking it will hit test next week and prod right before Thanksgiving. ASSUMING Test goes well. I HOPE they do that so we'll all have fun during vacation with the new content! They'd just need to have a skeleton crew available for small fixes or to roll back the changes.
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We're working (or more precisely our wunder-programmer Martin) on a change to melee combat that will enable you to hit runners. No more angling just in front of the fleeing foe - yep - you can punch him from behind!
We hope to get this into Update 3, but it needs testing. But I thought you'd like to know.
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Why aren't there any charge type powers? Like run up, punch and dizzy/knock down a guy? That way a tank can base a blaster better. Make it maybe 10 feet or yards, nothing to crazy....or how about powers that prevent breaking away?
Yes I play Heroclix! -
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Let's just hope I3 is tested a LOT more than I2 was before official release.
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Issue 3 is in internal test already. QA reports suggest that it is already better than sucktastic. Your mileage may vary.
-jg
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Oh come on... this guy is on a roll!
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Will you accept snacktacular or delicious? -
I also doubt the 'Shield' power set is in the game yet. Sure, the graphics are, but said villain would just kinda sit there ;-)
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Yep - we've been going back and customizing a bunch of early level stuff. One of the big assets to City of Heroes is that players LOVE to roll up and play tons of characters. As a result, I want to make sure that the old content gets freshened up.
To sum up: on every expansion, we'll be customizing art & software for many pre-existing missions. So sometimes, you'll see something new in something you've done before.
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Another shout out to the devs, you guys rock consistently. Name me another MMORPG that has almost doubled it's content in such a short time? That garage mission was a shock....in a great way!
All I can ask is have more of the missions have that 'lived in' feel. When I enter a 'Freakshow'ed mission, it's great! When thje next warehouse looks plain, it stinks!!! -
The slight problem is that our subscription rate pays for updates and maintenence. If we hope to see updates to the villain-side of the game, and maintenence on the severs that house the villain portions of the game, accounts, etc, then this will also need to be paid for. My bet is each game will be 15 bucks, both for 20. that is equitable to me.