Villain Hospital = JAIL
And instead of influence they'd use cartons of cigarettes?
That sounds great for the early part of the game. However, once you get your own secret lair, it would be nice if you could get your own teleporter. Going back to your base isn't as convenient as going to the nearest hospital, but it might be better than having to escape jail every time.
Also, it just *feels* vilanous to be able to rework the teleport system to escape justice at the last moment.
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Just a comment that KO'd villains should not wake up in hospitals the way heroes do. Instead, they should wake up in jail.
On the plus side, Jail should have trainers for villains and stores (everything is for sale in jails), and villains should have many many ways to escape from jail, ranging from the legal (lawyers) to the not legal breakout (physical force, stealth, teleport, etc).
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Interesting
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Also, it just *feels* vilanous to be able to rework the teleport system to escape justice at the last moment.
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I rather like this idea. As the hero is closing on your crumpled, defeated form, the villian shifts and fades as he ports out, shouting "I'll get you yet, Player_Hero! You haven't heard the last of the Creeping Kudzu!"
I think I brought this up in the months prior to the initial beta. People didn't seem to like it, although the CoT and 5th Column prisons haven't elicited too many complaints.
I love the idea. I think you could actually have a whole series of missions from within the prison - rebuilding a villain group and getting henchmen, etc. You don't get sent to prison until a certain level (kind of like debt that way) and the missions to get out are progressively harder. If there was enough content, it would be incredibly interesting. A sort of prison hazard zone (the one in Brickstown for instance).
A prison trial for CoV isn't out of the question too. I just think it would be cool.
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Just a comment that KO'd villains should not wake up in hospitals the way heroes do. Instead, they should wake up in jail.
On the plus side, Jail should have trainers for villains and stores (everything is for sale in jails), and villains should have many many ways to escape from jail, ranging from the legal (lawyers) to the not legal breakout (physical force, stealth, teleport, etc).
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That would be a kool, idea. But we can take it alittle further. Just like in the beginning of CoH you have a little training session. Have the same type of training session except it is geared to escape from jail or released or paroled. That would help with the mind set and game play.
And the Debt you earn, from being "defeated" or escape at the last possible second, goes to your oraganziation and lackies for pulling their boss out at the nick of time.
I also like the jail idea for the low level guys, You make deals with the immates (NPC's). to get enhancements and inspirations.
I'm afraid it probably wouldn't be cigarettes you would be trading with, it would be influence, but if you want to call it cigarettes, that would be up to you.
Don't think even "City of Villians" is going to promote smoking. Even though you can pick a cigar, and I've seen people in CoH, with cigarette's in their mouth.
Yarg! those cigars bother me. There so stupid looking.
It shouldnt be that different from CoH...It should be as simple as, you paid your debt and you leave the jail...just like in CoH hospitals..If you think about how CoH is and the game play it just makes sense this way...So dont be surprised if it goes the way I stated...If you think about it..The last thing someone is gonna want to do is mess around with getting out of jail... when they are mad about the debt they just collected..They are gonna keep the CoH and CoV themes the same..and which they should..
hehe
I was thinking that maybe instead of debt you can try to get out of jail its a great alternative to heroes' debt.
I like this idea, but it should be similar to hero hospital I think. Also I don't believe the criminal advance should be exp so to speak but call it wealth. It can technically be the same however it costs money to get out of jail - bondsman, lawyers, etc..
Also enough money will allow you to buy weapons/skills/hideouts, whatever a villain may need. Just my idea.
Good idea, but some kinks, like if your a magical based hero capable of eating galaxies or something youd be put in the same jail everytime??
I was thinking maybe the villain Archtype makes the jail depend on it, like if your some type of controller villain the difficulty of jail would be like guardbots or something and if your a tanker youd have to face like psychic guards or something..
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Just a comment that KO'd villains should not wake up in hospitals the way heroes do. Instead, they should wake up in jail.
On the plus side, Jail should have trainers for villains and stores (everything is for sale in jails), and villains should have many many ways to escape from jail, ranging from the legal (lawyers) to the not legal breakout (physical force, stealth, teleport, etc).
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That would be a kool, idea. But we can take it alittle further. Just like in the beginning of CoH you have a little training session. Have the same type of training session except it is geared to escape from jail or released or paroled. That would help with the mind set and game play.
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I really like this idea for a tutorial. Start off in jail, you hear about the CoV island thing (forget the name), do some easy missions to break out... very immersing.
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And instead of influence they'd use cartons of cigarettes?
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"Have you been injured in a super powered related battle?"...
No need for cigarettes with a good attorney
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Good idea, but some kinks, like if your a magical based hero capable of eating galaxies or something youd be put in the same jail everytime??
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Really....
If you can eat galaxies, how were you defeated in the first place?
Good idea, however the only prison I can think of off the top of my head is the Zeggerate there in bricks town, kinda of a long way to make a low lvl go, espically when he would have to walk every were, I would deffently have to aggre about sending them to a local er major secret lair where it would be nice and safe.
I kinda like this. Not saying it's going to happen, but it's a good idea.
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And instead of influence they'd use cartons of cigarettes?
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My bet is that Villains won't have Influence, but Infamy as their currency.
If I was a crook, money would suffice.
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That sounds great for the early part of the game. However, once you get your own secret lair, it would be nice if you could get your own teleporter. Going back to your base isn't as convenient as going to the nearest hospital, but it might be better than having to escape jail every time.
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Actually, I thought you might be able to start teleporting to your lair, after you complete a specific mission. I envisioned this mission to be where you sneak into Freedom Corps and alter the teleporting mechanism. So you would be teleported to the lair, instead of the nearest jail.
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And instead of influence they'd use cartons of cigarettes?
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"Have you been injured in a super powered related battle?"...
No need for cigarettes with a good attorney
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Yarrrr!!!! I couldn't go on without me boooty. And where are the pirate hats and wooden legs. Clasp for me cape could be a parrot. Har Har.... A parrot that would insult random heroes...
BS scrapper only because a rapier wasn't available.
Marshal Wagner BS/SR Level 50
Mistress Delight Drk/Drk Level 50
Golden Coy EL/EL Level 42
Helreginn's Hammer WH/WP Level 42
If a person is suspected of a crime and injured in the arrest, they are taken to a hospital. When they are well enough, they are transfered to a jail. Perhaps if a villain is KOed they should awaken in a hospital with guards nearby? Or at a bare minimum a prison infirmary.
Still, it doesn't quite make sense for villains to continually bust out of jail. Perhaps there is an evil organization determined to keep villains out of jail and fighting those Paragon heroes? Perhaps they teleport the villains out of harm's way the same as hospitals do for heroes. Rikti would certainly have the technology and motive to keep villains out of trouble.
I assume there will be other key differences between how villains go about their daily business as well.
I assume villains get notoriety instead of influence, and that it will be impossible for a villain to trade with a hero.
I assume villains will have different badges and badge titles as well.
Will villains take the subway? Doesn't seem right to me. To likely to run into a hero.
Many, many more questions to answer.
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And instead of influence they'd use cartons of cigarettes?
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My bet is that Villains won't have Influence, but Infamy as their currency.
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oooo...that would be cool and it would have the same abbreviation too.
Just a comment that KO'd villains should not wake up in hospitals the way heroes do. Instead, they should wake up in jail.
On the plus side, Jail should have trainers for villains and stores (everything is for sale in jails), and villains should have many many ways to escape from jail, ranging from the legal (lawyers) to the not legal breakout (physical force, stealth, teleport, etc).