Any ideas for some new powers (all what if's)


8_Ball

 

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So I'd assume Doc Ock's tentacles could be a power set.
What other powers would be cool to have? Maybe in the Stalker class a Morbius style vampire power set. Maybe a Green Goblin type of blaster (using lots of dirty tricks like gas bombs and stuff.) Or even a Venom/Carnage power set. Anyone else have any interesting what if power ideas?

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In light of the whole Marvel lawsuit thing, I'd be willing to bet the devs would rather avoid anything that could be easily linked to an existing comic character..

There was a suggestion thread for new power sets, but I'm not sure if it survived the old-thread purge. Some suggestions I placed in there, in abbreviated form:

Edit: There's a thread about new powersets here that has some nifty ideas -- not the thread I was originally referring to tho!

Bladed Chain (Scrapper Primary) -- longer range than standard melee weapons, with some control options (entangle, trip), offset by a slightly lower damage max, and most of the damage done as DoT. (light weapon doesn't hurt so bad, but the blades DO cause bleeding)

Dimension Shift (Defender Secondary) -- Folds space to create a variety of effects: a ranged punch (through a fist-sized hole), harmfully teleporting enemies into solid matter, teleporting yourself and leaving a clickable temporary warpgate so your teammates can follow, redirecting incoming attacks to other targets (opponents.. or maybe teammates??) and one-shot "summon" attacks that do damage by opening a portal to a harmful environment (like a nuclear reactor, outer space, or the surface of a star)

Adaptive Armor (Tank Prim) -- Based around the idea of altering your own molecular composition (or having armor that does so): become metal to ward off smash/lethal, crystalline structure to nullify energy/negative/(light?), something insulative to defend against heat and cold, a reflective surface or exotic alloy to protect against psionics. The catch is, the first attack does full (or nearly full) damage, and each subsequent attack hurts less and less as you adapt to counter it. Maybe somewhere in there you could throw in a power that reduces the first hit, as you subconsiously learn to react to it BEFORE you take the shot.

Metamorphic Melee (Tank second): the offensive portion of Adaptive Armor. Based around the concept of molding your limbs into blades and spikes to do damage, possibly coupled with the ability to electrify/superheat/supercool said appendage for extra pain.


 

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The only power set i've been waiting for is Shapeshifting, it's a classic power, yet seems very hard to bring in to the game.


But i want it soooo bad


 

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Was thinking about it the other day and I'd love to see a "magic control" controller primary or a "spell casting" defender primary...

Some will say magic is an origin for powers, not a description/theme for powers. I know... but bare with me for a sec.

We're talking about a sort of mixed bag of "magical" effects... with a more traditional Houdini/Zatanna type of effects...
Powers could be things like:
-Grow [friendly]
-Shrink [self/friendly] (working much like invisibility)
-Transmorgrify (Turn an ennemy into an innofensive animal)
-Disappear [self] (much like personal force field)
-Flock of doves [ennemy] (works a little like Gale, less-KB plus-immobilize)
-Disguise [ennemy/friendly?] take appearance of selected foe (and friendly?)
-Animate Dead. A fallen comrad is brough back to life, but as a pet... the pet may perform all his powers.. lasts 2 minutes (authorisation is required, much like rez)


 

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Maybe a stalker primary/seconday which could work like. If you had a katana, normal attack is just lethal but if you use a secondary skill it would cause lightning dmg, or cold, or fire. Sort of like your blade is on fire of has lightning on it. More elemental attacks for stalkers since most might be lethal and such. It could also bring in negative dmg, but the recharge times would be long forcing the villian (or hero) to learn when and how to use them.


 

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Im hopeing to play a Werewolf themed character... So I hope Brutes or maybe stalkers get some Feral powers.


 

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Pool power notions;

Growth

6 – Ogre - +1 ft. height, +bulk, +Melee Defense, +1 ft. Reach for Melee range powers (such as Brawl, Boxing, Dark Melee, Broadsword, War Mace, Energy Punch, etc).

6 – Giant’s Vigor - +50% self-heal and self-purge removes status effects. Seems to swell in size momentarily to break free of effects and revitalize life-force.

14 – Jotunn - +3 ft. height, +bulk. Moderate Melee Defense buff, +3 ft Reach to Melee range powers, speed increase as Swift.

20 – Titan - Double height, +bulk. Moderate Melee Defense and Resist Physical Damage buff, double reach for Melee range powers, speed increase as Swift.


Shrinking

6 – Dwarf - Shrink to 4' or 3/4 of current Char height, whichever is less, Reduced run speed, reduced damage, but lower Aggro range and minor Defense buff. Another version of Stealth, essentially.

6 - Mighty Mite - Toggle, when activated drains some Endurance, but allows full movement speed and damage when Shrunk.

14 – Imp - Shrinks to 2 ft, increases reduces Defense and reduces Aggro more than previous version, but also reduces movement and damage dealt commensurately (unless Mighty Mite is active).

20 – Pixie - Shrink to 1 ft height, increases Defense and reduces Aggro more than previous versions but also reduces movement and damage dealt commensurately (unless Mighty Mite is active).

*Optional power for Shrinking

Uppercut - Character shrinks to smallest size in a second then enlarges suddenly, striking the target under the chin and knocking him into the air with the force of the punch, possibly also disorienting him when he lands.


Clinging / Friction Manipulation

6 - Wall Climbing - Allows full normal move up walls and across ceilings. Stacks with Swift or Super-Speed.

6 - Frictionless Defense / Slickskin - +Defense buff, as skin becomes smooth and attacks slide off harmlessly. While Toggle is in effect, character also is prone to 'sliding,' which can result in increase Knockback from enemy effects, and make movement at speed problematic (similar to the effect of a Flier overshooting his target).

14 – Glue Trap (AoE Immobilize) - small AoE 'sticky patch' within short range.

20 - Oil Slick - small PB AoE 'slippery patch' causes foes around the user to repeatedly fall to the ground in the area. (as Ice Patch from Ice Manipulation)


Transubstantiation (or Elemental Form)

6 - Form of Water / Sea Change - +high Defense against Smashing, +minor Defense against most other forms (but not Fire or Energy). Doubled movement speed in water. Toggle, not usable with other elemental forms.

6 - Form of Air / Cloud Leaper - fly at Hover speeds, instead of Defense Buff of Hover, add minor Damage Resist buff, as attacks are less likely to miss, and more likely to pass through the airy body. Toggle, not usable with other elemental forms.

14 - Form of Earth / Stone Soul - High physical Damage Resist and Dull Pain-like hit point increase when activated, as body turns to earth with overlapping plates of stone (use Devouring Earth Bedrock graphic, not 'poo armor' graphic, please?). Toggle, not usable with other elemental forms.

20 - Form of Fire / Blazing Fury - High Defense Buff and moderate Damage Resist to all types, 5 ft' Blazing Aura does moderate Fire damage, high Endurance cost. Toggle, not usable with other elemental forms.

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Click the link in my sig for a truly awesome Shape Shifter Idea.


 

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2 Ideas... Necromany and Disease

Necromancy would be the ability to summon the dead. This would include minions to fight for you, hands from the ground to hold enemies, evil theme rez for teammates.

Disease would be just that. You would infect enemies with certain plagues. Slow and debilitating stuff like Vahzilok Wasting Disease or somethin fast to turn your organs to liquidy goo.

Ok.. my $.02


Take a dash of Illuminati, add a sprinkle of Mafia and just a touch of Omnipresnce and a healthy helping of mob violence...

Pinnacle @Valmith

MOVE.... ALONG....

 

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I would love to see Grappling/Throwing/Locking techniques in the Martial Arts Power Set; as it is now, it's really overburdened with Kicking Techniques/Powers. The following Powers/Techniques could give the Martial Arts Scrapper more realistic variable ability.

I also think that GRAPPLING (as in Jujutsu, Aikido, or Shuai Jiao) would be great as another Secondary Power Set available at Level 6... especially for DEFENDERS, TANKERS, CONTROLLERS and BLASTERS, not just SCRAPPERS with Martial Arts...

It would be a great melee/self-defense alternative to the fisticuffs version of fighting available now as a secondary power.

Some power/technique suggestions for GRAPPLING as a Secondary Power Set, or additions to the Martial Arts Power Set:

* Shoulder-Roll: as an Evasion, for DEFENSE Enhancement

* Body Throw/Slam: Shoulder Throws, Hip Throws, shoves, which send opponent flying (KNOCKBACK with Damage). In Shuai Jiao (Chinese Grappling, where Jujutsu/Judo comes from), the intent is to drop an opponent hard, on their head or spine.

* Topple/Sweep: Footsweeps, Leg-Sweeps, trips and Pushes (KNOCK-DOWN with damage), usually used to set up a joint lock, kick, or strike

* Arm Lock/Wrist Lock/Joint Lock: IMMOBILIZE Opponent, set up for follow-up strikes, kicks or chokes (or insert your other various powers)

* Choke -Hold: Render opponent unconcious if successful (SLEEP)

Whadda yous guys think?

Sincerely,
Dennis Mace


 

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I would love to see Grappling/Throwing/Locking techniques in the Martial Arts Power Set; as it is now, it's really overburdened with Kicking Techniques/Powers.

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The game engine cannot support this. Characters simply can't interact in any way that would make grappling work - there are too many possible discrepancies in scale, size, and so forth. The animations would all have to be keyed to the relative sizes of the two actors involved (the player character and the NPC he's attacking), making the requisite number of new animations all but infinite (never mind that no system even exists within the game engine to select the appropriate ones). Plus, how would you even use grappling powers against, say, the Kronos Titan? Deathsurge? A Circle of Thorns Spectral Daemon?


 

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I've always wanted the power to revive old threads... oh wait!

(Don't the forums delete older posts?)


 

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Wow, when I started reading this I was like wait a minute Old Lord Recluse?????then I noticed the posting dates.
Anyways

Fear control/mastery/domination
a controlling set completely dedicated to fear. Unfortunately there are only a few powers that have fear in them.


 

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WHOA that's some SERIOUS thread necromancy

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Don't look at me, man, the guy above me did it. I just followed up without noticing how old the rest of the thread was.


 

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(Don't the forums delete older posts?)

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If a red name posts in it, it is nigh unto Forever. Verily. Heh, I was reading through this, thinking "Wow, I haven't seen some of these names in a long time. Looks like I9 has brought in...oh, threadomancy."

Bo Staff and some manner of Energy or Psi Weaponry head up my most-wanted list. Also interested in Dual Pistols for Corruptors and Defenders. 'Course it's all just speculation.


 

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The game engine cannot support this. Characters simply can't interact in any way that would make grappling work - there are too many possible discrepancies in scale, size, and so forth. The animations would all have to be keyed to the relative sizes of the two actors involved (the player character and the NPC he's attacking), making the requisite number of new animations all but infinite (never mind that no system even exists within the game engine to select the appropriate ones). Plus, how would you even use grappling powers against, say, the Kronos Titan? Deathsurge? A Circle of Thorns Spectral Daemon?

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Why not? If you reference the effect/2nd person animations for other powers, such as Energy Melee for Blasters, and Psych powers, all you need to plug in would be the 1st person animations for the grappling powers/techniques.

There may not be perfect fits all the time, but it would work 95% of the time.
By comparison, there are MANY costume elements that overlap, and other powers that overlap too.

To me, it's kind of a no-brainer (having cleaned motion capture animation files and doing key-frame animations). This kind of excuse ("the engine won't support it") just falls short to me.

Sure, throwing & choking giant monsters sounds unlikely, but in all fairness, so would punching & kicking one, too, and expecting a "cobra strike" to daze/stun a giant... Please. So I say, why NOT include grappling? This IS a Super-Hero game, right?

As far as altering the thread topic to make a suggestion, why not? Trying to scroll through the threads on this forum to find topics you're looking for takes HOURS.


 

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Where did this old fossel of a thread come from?


 

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This kind of excuse ('the engine won't support it') just falls short to me.

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That... is a bit like saying, "Why can't humans fly? That kind of excuse ("gravity won't allow it") just falls short to me."

The engine is what it is, and it isn't one that supports grappling. Hell, roll a Martial Arts character sometime and watch the animations vs. a variety of targets - it barely handles "one guy hits the other", let alone throws and holds.


 

Posted

I'm not talking about trying to animate protracted, lengthy ground fighting duels, I'm talking about quick, basic attacks/animations, not really much different from any other melee power, other than giving martial arts-scrapers and melee combat in general a more exciting edge and well-rounded scope of effect.

Shooting down this concept of grappling on the grounds of "the engine won't support it" would likewise nullify 50% of the game as it already functions. That's why I don't buy it.

The characters would need to be in range (just like any other attack/power) in order to effect/attempt it, then the result (to repeat myself again), using the same animations already used for the effected target characters with the animations for KNOCKBACK, KNOCKDOWN, IMMOBILIZE, and SLEEP.

The only new animation sets would be for the 4 or 5 specific Grappling Powers/Techniques of the 1st Person Hero/Villian using them against an opponent. Why is that so impossible? If you're still so incredulous, should I reference real-life (non-animation) Youtube videos to you to demonstrate examples of techniques that I'm talking about?

There are plenty of throwing techniques, sweeping techniques, joint locking techniques, and choke holds that the animator could select from that do not require extraneous ( any , for that matter) changes to the position of the target/opponent.

As I mentioned earlier, there are already several places in the game now where animations overlap, just starting with costume designs (capes, trenchcoats, shoulder guards, etc, etc), and continuing into many different powers/attacks, which also already overlap, especially in crowded group melees.

Similarly, if game-play was "perfectly realistic", team-mates would be clocking/shooting team-mates all the time. But, "the game engine doesn't support that" either, and that's a good thing for game play... no one in their right mind would want to hit their teammates, except for a few warped individuals (which I've encountered, one selfish goof-ball teleporting team-mates from high places to waste-time/kill them because he didn't get his bonus power in a mission... anyway ... ). This is why the excuse "because the game engine won't support it" sounds rather close-minded and pedantic to me.

For these kind of grappling powers, I'm not talking about long exchanges of counter-throws, counter-locking, or lengthy wrestling matches with protracted groundfighting. I'm just suggesting a more well rounded, functional power set for martial artists, and perhaps more useful variety in a secondary power set. All Kicking for Martial Artists is limiting and rather boring. Go back and read the powers I suggested, and just CONSIDER it. It could work, just like ALL THE OTHER Melee powers already in use in the game.