Play a Rikti


Bitt_Player

 

Posted

I would love a "Rikti" class to be added to the game.
So that we could play the few Rkti who are "good" It can come with special costume pieces. I dont think new power sets are necessary...but that would also be great.

What do you think?


 

Posted

This comes up every now and then. Personally, I'd like to see them as an Epic Archetype. I've posted this before, but I'll post it again, following a warning that there are plot spoilers in this post!

Rikti Factions:
Believe it or not, not every Rikti wants to kill us all and kick our puppies. There's two factions of Rikti here on Primal Earth, the Restructurists and the Traditionalists. The Restructurists hate us and want us dead due to an attack on Rikti Earth pulled by some Nemesis Automations with the intent of making the Rikti hate us and want us dead. Well played, Lord Nemesis, well played. Anyway, the Traditionalists are a bit nicer about all this, they've had some negotiations with Vanguard, learned the truth behind Nemmy's little stunt, and are looking to make the Restructurists chill out, as well as make friends with us humans.

Hero-Side Rikti could fit right in as members of the Lineage of War (the Rikti armed forces) who've gone Traditionalist. They want to pal around with us humans, and they're willing to prove it by helping out the heroes.

Villain-Side, the Rikti Restructurists already have a negotiator working between themselves and Arachnos: Ambassador Kuhr'Rekt. Kuhr'Rekt is there to recruit villains in an effort to hamper Traditionalist operations, as well as help Arachnos against the heroes, their mutual enemies. Villain-Side Rikti players could be Restructurist soldiers taking orders from a network of Rikti/Arachnos go-betweens, killing two birds with one stone by messing up heroes and Traditionalists, all while earning Lord Recluse's trust. Many Restructurists won't trust the villain-side Rikti player, thinking that working so closely with humans might turn you Traditionalist.

Rikti Powers:
The Rikti are a large and varied faction, so the opportunity for multiple Rikti Archetypes exists. I'll break down more or less how it might go. Bear in mind that I have no idea what sort of Inherent Powers they'd have.

Rikti Soldier
Origin: Technology
Primary Power Set: Rikti Heavy Weapons
Secondary Power Set: Rikti Heavy Armor

Soldiers are the primary up-front combantants in the Lineage of War. They're straight-up fighters packing a Rikti Rifle-Sword and wearing heavy powered armor. Their psychic powers are limited to telepathic communication with fellow Rikti, making them entirely reliant on their technology. Rikti Soldiers are very similar to Scrappers or Brutes. Lots of melee attacks, armor, and some ranged potential.

Rikti Mentalist
Origin: Science
Primary: Rikti Psionics
Secondary: Rikti Light Armor

Mentalists wear battle armor, though it often isn't as good as a comparable Soldier. They also carry a Rikti Sword, but it's not quite as powerful and lacks the built-in Rikti Rifle. Mentalists make up for these deficiencies with superb psychic abilities, which let them warp and dominate the minds of their foes with a vicious combination of attack and control powers. Mentalists tend to be like Dominators, but trading in most of their attack powers for protective armor.

Rikti Guardian
Origin: Technology
Primary: Rikti Support
Secondary: Guardian Arms

Lightly armed and armored, Guardians are never-the-less some of the most dangerous Rikti one could hope to meet. Specialized systems in their unique armor let Rikti Guardians strengthen and protect allies, as well as manipulate kinetic energy to various ends. Some specialized Rikti Guardians even have the ability to summon other Rikti to the fray, as well as calling on Drones and Rikti Monkies. For convenience, I rolled Comms Officers and Rikti Priests into the Guardian Archetype. I'm not sure if having a player-summonable Rikti Portal is such a fantastic idea, perhaps critters would be summoned by Guardian players in a manner more consistant to other player pets.

Rikti Magus
Origin: Magic
Primary: Rikti Magic
Secondary: Rikti Light Armor

The Restructurists are fascinated by this "magic" stuff we humans get up to, and the Traditionalists have taken an interest in spellwork in an effort to counter Restructurist attempts at military superiority. The end result of this is the rare, powerful Rikti Magus. Rikti Magi have Mentalist-grade armor and weapons, but their real power lies in their magical skill, which is eclectic at best, making them unpredicable combantants who can wrong-foot enemies merely by fighting. Rikti Magi have a hodge-podge mix of ranged attacks, mez powers, and debuffs in their Primary, along with decent armor powers and a couple Rikti Sword attacks in their Secondary.

Rikti Costumes:
Here's the hairy bit. Rikti skeletons aren't like human skeletons. Their heads are different, their proportions are odd, and they have big protruding shoulder blades and vesigial little tail-stubs. This means that a player-made Rikti would have to have its own body type, complete with Rikti-specific costume pieces. On the one hand, that does restrict customization a lot (more so than Arachnos characters, even), but on the other hand, if you want to play a Rikti character, you have to expect him or her to look like a Rikti. Speaking of him and her, Rikti do have genders, but they are indistinguishable to humans, so there'd only need to be one Rikti skeleton type.


BackAlleyBrawler: I can't facepalm this post hard enough.
ShoNuff: If sophisticated = bro-mantically emo-tastic, then I'm going to keep to my Shonen loving simplicity dammit.

 

Posted

Mutha [censored] /signed!


 

Posted

The problem however, is that, players dont learn about good rikti till at least the Midnighters story arc. Granted that starts at level 10, but non-enemy Rikti are supposed to be a moderately well kept secret.


Jay Doherty: Yes, there was this one night that I was ready to go home but had to drop the browns off at the super bowl before I left for home. While on the throne it hit me. I stayed for a few more hours and that why we have the pain pads in the game.

 

Posted

[ QUOTE ]
The problem however, is that, players dont learn about good rikti till at least the Midnighters story arc. Granted that starts at level 10, but non-enemy Rikti are supposed to be a moderately well kept secret.

[/ QUOTE ]

Only because Vanguard has an iron pole up their collective... *cough*

Not gonna finish that sentence. Anyway, the way I see it, sooner or later the Traditionalists are gonna get sick of pretending they don't exist just so Vanguard can continue their "Hate All Rikti" ad campaign, and they're gonna take PR into their own hands.


BackAlleyBrawler: I can't facepalm this post hard enough.
ShoNuff: If sophisticated = bro-mantically emo-tastic, then I'm going to keep to my Shonen loving simplicity dammit.

 

Posted

[ QUOTE ]
[ QUOTE ]
The problem however, is that, players dont learn about good rikti till at least the Midnighters story arc. Granted that starts at level 10, but non-enemy Rikti are supposed to be a moderately well kept secret.

[/ QUOTE ]

Only because Vanguard has an iron pole up their collective... *cough*

Not gonna finish that sentence. Anyway, the way I see it, sooner or later the Traditionalists are gonna get sick of pretending they don't exist just so Vanguard can continue their "Hate All Rikti" ad campaign, and they're gonna take PR into their own hands.

[/ QUOTE ]
Which could be part of the issue that they reveal playable rikti. Maybe they can change the rikti raids in the issue before to have the good rikti show up and help the players fight off the bad rikti. Only problem I see is they will have to find a way to make the good rikti look less like the bad ones.


 

Posted

With the way the Rikti story is going, I could almost see a new expansion where players play as Rikti and, as they level, choose to side with the Restructurists or the Traditionalists. This would also open up a few new Rikti-themed City/Hazard Maps, many of which could be cross-faction. I was pondering such an idea a month or so back, but got side-tracked. Could prove interesting, but it would need a bit more to it, of course.


-= idspispopd =-

[size=1]Arc ID: 3155 - Project Prometheus (Seeking Feedback, now with less invalidation)[/size]

 

Posted

I have to agree that the Rikti do look different, but I disagree that they should restrict the skeleton choice. Afaik, the Rikti do not have a unique skeleton. They use a generic skeleton (I believe it's male but I'm just waiting for Arcanaville to come barreling in and say that she's timed all of their animations and it links up with the minor disparities that the female body type has) with additional special costume pieces to account for the tail stub and shoulder blade wing things (though I don't think they all have those, I think it might just be the armor).

Arachnos soldiers are all either exclusively male or female but they didn't stop body type choice from the preventing nontraditional VEAT characters. I think it would be interesting to see a huge body type Rikti (especially as a soldier), especially since I highly doubt the Rikti we'd be playing would be the "normal" ones. As to the funky body parts that are part in parcel with being Rikti, the only "real" requirements would be the assignment of a specific head or face. Everything else would follow closely enough.

As to the origins, they should all be Science imo. Rikti Magi which are supposed to be very rare and the exclusive providence of the Traditionalists (because the Restructuralists don't believe in turning humans). Every other Rikti in the game is purely Science origin. Giving all of the player versions different origins doesn't really make much sense to me.

For powers, I feel that you could do some very interesting things using a branching system like the VEATs do. Have 2 different ATs. Rikti Infantry that diverts into Chief Soldier and Chief Gunman. Rikti Guardian that diverts into Rikti Commander and Rikti Mentalist. the Infantry path focuses on damage whereas the Guardian focuses more on control and support.


 

Posted

Having a Rikti player participate in repelling a Rikti raid would be akin to people running the ITF in Roman armor.

[Fire Blaster] Dammit Bhut'Hed! I keep targeting you and not our attackers!
[Bhut'Hed] Apologies: Given. Submitted: Dry cleaning bill for fire-singed combat armor.
[Fire Blaster] JEEZE! I could buy a full set of Hecatombs for this.
[Bhut'Hed] Fact: Known. Grin: Most Evil.



Clicking on the linked image above will take you off the City of Heroes site. However, the guides will be linked back here.

 

Posted

[ QUOTE ]
I have to agree that the Rikti do look different, but I disagree that they should restrict the skeleton choice. Afaik, the Rikti do not have a unique skeleton. They use a generic skeleton (I believe it's male but I'm just waiting for Arcanaville to come barreling in and say that she's timed all of their animations and it links up with the minor disparities that the female body type has) with additional special costume pieces to account for the tail stub and shoulder blade wing things (though I don't think they all have those, I think it might just be the armor).

Arachnos soldiers are all either exclusively male or female but they didn't stop body type choice from the preventing nontraditional VEAT characters. I think it would be interesting to see a huge body type Rikti (especially as a soldier), especially since I highly doubt the Rikti we'd be playing would be the "normal" ones. As to the funky body parts that are part in parcel with being Rikti, the only "real" requirements would be the assignment of a specific head or face. Everything else would follow closely enough.


[/ QUOTE ]
I went digging through some pre-Issue 10 screenshots looking for pictures of the Rikti from before their big revamp, and you know, a lot of them went around unclothed. Those big shoulder guards on their armor are there because their shoulder bones really do stick up pretty high. Yes, those, along with the tail, and head, could be done with forced costume pieces, assuming they don't cause animation problems with the animations used by a Rikti EAT, but I don't know how the length of the arms and legs, which seem to be rather longer than a human's for equivalent height, or the fact that the lower arms and legs of a Rikti are much thicker than the upper arms and legs. The differently-shaped hands might pose an issue.

While it's true that Arachnos EATs aren't gender-specific, it's also true that the player can tell the difference. Some Rikti are referred to as male, others as female, but we, the players, have to take their collective word for it, because they all look the same.

[ QUOTE ]

As to the origins, they should all be Science imo. Rikti Magi which are supposed to be very rare and the exclusive providence of the Traditionalists (because the Restructuralists don't believe in turning humans). Every other Rikti in the game is purely Science origin. Giving all of the player versions different origins doesn't really make much sense to me.


[/ QUOTE ]

Well, it makes sense in that the Origin specifies how a character comes to have powers. Rikti Headmen and soldiers would be Technology Origin, because they rely exclusively on weapons, which would work just as well if they'd never undergone any genetic tampering at all. Rikti Magi are Magic Origin because they freaking cast magic spells. The Rikti with psionic powers are Science, because they got those powers through the genetic alterations that make a Rikti a Rikti. The Kheldians have different Origins, and that doesn't seem to confuse anyone.

[ QUOTE ]

For powers, I feel that you could do some very interesting things using a branching system like the VEATs do. Have 2 different ATs. Rikti Infantry that diverts into Chief Soldier and Chief Gunman. Rikti Guardian that diverts into Rikti Commander and Rikti Mentalist. the Infantry path focuses on damage whereas the Guardian focuses more on control and support.

[/ QUOTE ]

I don't have anything specific to say about that, other than that the idea of making an EAT that takes one of the central concepts of another EAT and slapping different powers on it doesn't seem right to me.

One last note: At least one story arc points out that when Lost are converted to full Rikti, they are allowed to chose between the Traditionalists and Restructurists. Apparently the two factions have some kind of accord to the effect that they'll get along when sorting out new recruits.


BackAlleyBrawler: I can't facepalm this post hard enough.
ShoNuff: If sophisticated = bro-mantically emo-tastic, then I'm going to keep to my Shonen loving simplicity dammit.

 

Posted

[ QUOTE ]
One last note: At least one story arc points out that when Lost are converted to full Rikti, they are allowed to chose between the Traditionalists and Restructurists. Apparently the two factions have some kind of accord to the effect that they'll get along when sorting out new recruits.

[/ QUOTE ]

I may be wrong but I always got the impression that the Traditionalist and Restructurists were more of political factions (i.e. democrate vs republican) and really wouldn't need an accord to work together.


 

Posted

[ QUOTE ]
[ QUOTE ]
One last note: At least one story arc points out that when Lost are converted to full Rikti, they are allowed to chose between the Traditionalists and Restructurists. Apparently the two factions have some kind of accord to the effect that they'll get along when sorting out new recruits.

[/ QUOTE ]

I may be wrong but I always got the impression that the Traditionalist and Restructurists were more of political factions (i.e. democrate vs republican) and really wouldn't need an accord to work together.

[/ QUOTE ]

They have taken violent action against each other on occasion, but now that you mention it, I'm not sure how frequent that is. I know the Traditionalists had a big brawl with Restructurists who were trying to find a round-about way of getting from Rikti Earth to Primal Earth, I always assumed they were more or less at each others' throats on a regular basis.


BackAlleyBrawler: I can't facepalm this post hard enough.
ShoNuff: If sophisticated = bro-mantically emo-tastic, then I'm going to keep to my Shonen loving simplicity dammit.

 

Posted

[ QUOTE ]
While it's true that Arachnos EATs aren't gender-specific, it's also true that the player can tell the difference. Some Rikti are referred to as male, others as female, but we, the players, have to take their collective word for it, because they all look the same.

[/ QUOTE ]

Comment: derogitry
Lis'R: offended
OP: Racist


 

Posted

[ QUOTE ]
Rikti Headmen and soldiers would be Technology Origin, because they rely exclusively on weapons, which would work just as well if they'd never undergone any genetic tampering at all.

[/ QUOTE ]

By that argument, Crab Spiders would also be Technology. But the origin of their abilities is Natural; anyone can pick up and use one of those mass-produced weapons. Technology indicates there's something unique, something superpowered, about the character's technological devices. (This is true even if the actual granted powers are identical to those a Natural hero would have -- the difference between an AR/Dev Tech blaster and an AR/Dev Natural blaster is purely in how the powers are explained.)

So would Headmen and whatnot be Natural? After all, they're using the same weapons as all the other Rikti. While they may be super-tech by human definition, any other Rikti could pick up and use one. But it doesn't really make sense to call a Headman "Natural"... even though a Natural character could use those weapons, Headmen are not Natural entities. They're genetically altered beings. The only Origin that really makes sense for them is the default for their kind -- Science.


 

Posted

[ QUOTE ]
[ QUOTE ]
While it's true that Arachnos EATs aren't gender-specific, it's also true that the player can tell the difference. Some Rikti are referred to as male, others as female, but we, the players, have to take their collective word for it, because they all look the same.

[/ QUOTE ]

Comment: derogitry
Lis'R: offended
OP: Racist

[/ QUOTE ]

Observation: Rikti blameless: Human inadaquacies.


BackAlleyBrawler: I can't facepalm this post hard enough.
ShoNuff: If sophisticated = bro-mantically emo-tastic, then I'm going to keep to my Shonen loving simplicity dammit.

 

Posted

[ QUOTE ]
[ QUOTE ]
Rikti Headmen and soldiers would be Technology Origin, because they rely exclusively on weapons, which would work just as well if they'd never undergone any genetic tampering at all.

[/ QUOTE ]

By that argument, Crab Spiders would also be Technology. But the origin of their abilities is Natural; anyone can pick up and use one of those mass-produced weapons. Technology indicates there's something unique, something superpowered, about the character's technological devices. (This is true even if the actual granted powers are identical to those a Natural hero would have -- the difference between an AR/Dev Tech blaster and an AR/Dev Natural blaster is purely in how the powers are explained.)

So would Headmen and whatnot be Natural? After all, they're using the same weapons as all the other Rikti. While they may be super-tech by human definition, any other Rikti could pick up and use one. But it doesn't really make sense to call a Headman "Natural"... even though a Natural character could use those weapons, Headmen are not Natural entities. They're genetically altered beings. The only Origin that really makes sense for them is the default for their kind -- Science.

[/ QUOTE ]

Character Origin has always been described as "Where/what they get their powers from."

Science doesn't fit that for Headmen/Soldiers, because their genetic engineering is NOT what they get their powers from. Their Armor and Weapons are, which makes them either Tech or Natural.


@Oathbound & @Oathbound Too

 

Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
While it's true that Arachnos EATs aren't gender-specific, it's also true that the player can tell the difference. Some Rikti are referred to as male, others as female, but we, the players, have to take their collective word for it, because they all look the same.

[/ QUOTE ]

Comment: derogitry
Lis'R: offended
OP: Racist

[/ QUOTE ]

Observation: Rikti blameless: Human inadaquacies.

[/ QUOTE ]
Yearning for: Playable Rikti: Growing


 

Posted

[ QUOTE ]
[ QUOTE ]
Rikti Headmen and soldiers would be Technology Origin, because they rely exclusively on weapons, which would work just as well if they'd never undergone any genetic tampering at all.

[/ QUOTE ]

By that argument, Crab Spiders would also be Technology. But the origin of their abilities is Natural; anyone can pick up and use one of those mass-produced weapons. Technology indicates there's something unique, something superpowered, about the character's technological devices. (This is true even if the actual granted powers are identical to those a Natural hero would have -- the difference between an AR/Dev Tech blaster and an AR/Dev Natural blaster is purely in how the powers are explained.)

So would Headmen and whatnot be Natural? After all, they're using the same weapons as all the other Rikti. While they may be super-tech by human definition, any other Rikti could pick up and use one. But it doesn't really make sense to call a Headman "Natural"... even though a Natural character could use those weapons, Headmen are not Natural entities. They're genetically altered beings. The only Origin that really makes sense for them is the default for their kind -- Science.



[/ QUOTE ]

To me, the division is how much the character needs the devices. A Natural Assault Rifle/Devices Blaster, for example, probably has really darn good aim, as well as high manual dexterity and creativity. Take his weaponry away, and he's still dangerous, because he can apply those skills to other weapons, or improvise new ones. A Technology Assault Rifle/Devices Blaster may have the Natural's skills, but not to as great degree. Take the Tech Origin's toys away, and he's got problems.

For comic book examples, compare Batman to Iron Man. Batman's Natural Origin, you take his stuff, he's still dangerous. Iron Man's Technology Origin, you take his armor away, he's pretty much screwed.

Take an Arachnos Soldier's weapons away, and you're still dealing with the product of one of the world's toughest and most brutal military-training programs, and who has a penchant for viciousness burned into his psyche. Take a Rikti Headman Gunman's armor away, and you have, for combat purposes, a human who looks really weird.

If Headmen and other soldier-type Rikti were trained to use their psionics in combat, I could see Science Origin, but they only use their mental powers to talk to each other. In the heat of battle, they need their weapons and armor.


BackAlleyBrawler: I can't facepalm this post hard enough.
ShoNuff: If sophisticated = bro-mantically emo-tastic, then I'm going to keep to my Shonen loving simplicity dammit.

 

Posted

If we ever get rikti as a playable EAT, I want there to be a rikti monkey mastermind, with HORDES of monkeys to command. Not just 6.


Jay Doherty: Yes, there was this one night that I was ready to go home but had to drop the browns off at the super bowl before I left for home. While on the throne it hit me. I stayed for a few more hours and that why we have the pain pads in the game.

 

Posted

[ QUOTE ]
Character Origin has always been described as "Where/what they get their powers from."

[/ QUOTE ]

[ QUOTE ]
To me, the division is how much the character needs the devices...

[/ QUOTE ]

Well, I can't argue with both of you -- you're proposing diametrically opposite points of view on what "origin" means. I'm more inclined to accept Bitt_Player's point of view, though -- as I pointed out, you can have two characters, both AR/Dev Blasters, with identical powers and virtually identical sources for those powers (a gun and a tool belt), and a Crab soldier's powers (many/most of which derive from technological devices) do not make them other than Natural. The differences are primarily conceptual.

However:

[ QUOTE ]
Take a Rikti Headman Gunman's armor away, and you have, for combat purposes, a human who looks really weird.

[/ QUOTE ]

We don't have any reason to suppose this is true. While we're given "riktified" speech in cutscenes and game, much like how comic books render foreign languages in English with some sort of marker, everything we know about Rikti points to the idea that they almost always use telepathy amongst themselves. Their biology is improved, and dialogue clues from the Lost (talking about books and the stock market) and the high grade of Rikti technology suggest that they may have increased intelligence as well. They also may bear special adaptations that allow them to utilize their weapons and armor more effectively. Lore seems to suggest that even armed with adapted Rikti technology, only super-elite human soldiers backed up with magic stand much of a chance against Rikti forces, while simply 'riktifying' a human makes for an effective shock trooper.

So I think inasmuch as a Crab soldier is a bad-[censored] Natural, a Rikti soldier is a bizzare and powerful Scientific creation, even without their guns and armor.


 

Posted

[ QUOTE ]
If we ever get rikti as a playable EAT, I want there to be a rikti monkey mastermind, with HORDES of monkeys to command. Not just 6.

[/ QUOTE ]

Hmm... Spawns tend to count 3 monkeys as a minion-equivalent, so a Rikti mastermind would get 9 monkeys for his tier-1 minions. I seem to recall a Lieutenant being roughly equivalent in spawns to 2 minions, so there's 6 more monkeys per LT-grade minion (of which MMs get two), and bosses are as I recall equivalent to an LT and a minion. In this case, that's 9 MORE monkeys for a boss pet in this MM-equivalent, or THIRTY(30) little psi-throwing mutant fetuses for a full Rikti Monkey Mastermind.



The tree of liberty must be refreshed from time to time with the blood of patriots and tyrants. It is a natural manure. -Thomas Jefferson

Read the Patriot newsletter. It's right, it's free.

 

Posted

[ QUOTE ]
*snip*
So I think inasmuch as a Crab soldier is a bad-[censored] Natural, a Rikti soldier is a bizzare and powerful Scientific creation, even without their guns and armor.

[/ QUOTE ]

There's a few things to consider with this:

1. We don't know how much the "normal" Rikti transformation affects them. However, the transformation, from in game lore, *isn't natural.* It's an induced mutation - which, no, doesn't make them mutant, but science. (I don't recall the exact process, right offhand - but note they call the player's (assumed-human) form "birth-form."

2. We don't know what effect this has *outside* their armor - they may well fall into Superstrength/ or something similar.

3. Any discussion of Rikti also has to take into account the newer Rikti Magi and transformed Lost Anchorites and such, with demonstrated mental powers. How much of that gets brought over? And what *would* they have the player playing as as a Rikti EAT? I'd think we'd see options much like the VEATs - weapons-heavy (Headmen type) and psi/control type.