Proposing: Foe System
I think creating a foe/Nemesis would be a great addition to the game. In addition, to the story arcs perhaps having those foes appear randomly in radio/newspaper encounters would add to it.
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I think creating a foe/Nemesis would be a great addition to the game. In addition, to the story arcs perhaps having those foes appear randomly in radio/newspaper encounters would add to it.
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This is a fantastic addendum. Though I'd prefer it be used to tie into the chosen plotline of the level range. So if you're fighting the demon in the example mission above pulling a CoT Paper mission might result in having the Demon as an additional spawn in the mish, working against you -for- the Circle and railing against it the whole time.
-Rachel-
After searching for my old Nemesis/Foe system suggestion I found it had been purged in one of the great purges of late... >.>
I found out when I went to this post and found the link broken.
This makes me a -sad- Rachel. =-(
So I'm going to redo the entire thing from start to finish. Everyone ready?
Foe System, as suggested by Rachel
Before logging in all the way and choosing between either Liberty or Brawler, Kalinda or Burke, a player would have the option of working on the Foe system. This system would allow them to have a dedicated enemy who chases them for their entire career.
When creating a foe you are presented with several different Personality archetypes.
Brute (Simpleminded and strong, like Wretch)
Manipulative (Intelligent, calculating, and charismatic)
Evil Incarnate (No emotions whatsoever beyond hatred)
Misguided (Trying to do great things which fail)
Ruthless (Willing to do anything to succeed)
And More
You then choose a specific motivation.
Emotional Pain (Death of a loved on, familial abuse, etc)
Substance Abuse (Drug addiction, or magic, or any number of others)
In The Blood (Evil for Evil's sake)
Madness (Severe case of the crazies)
And More
You then choose one (or several) specific outcomes.
Wealth (Stealing all the money in the world!)
Power (Increasing personal ability)
Fame (Being the most well known at something)
World Domination ( What it says on the tin )
World Destruction ( What it says on the tin )
And More
You then can choose whether or not to flavor the character by origin. There are six options
Natural (The Foe can use Tech, Magic, and innate power arcs)
Mutant ( The Foe can use Magic, Science, and Mutant-centric arcs)
Magic (The Foe can use Natural, Mutant, or Magic-oriented Arcs)
Science (The Foe can use Mutant, Tech, or Scientific arcs.
Tech (The foe can use Natural Science or Technological arcs)
None (The Foe uses a randomly chosen arcc type at each level range)
You then build the Foe itself. Choosing powersets and it's appearance.
Once you're done with that the game's engine assigns specific storyarcs that open in each of the level ranges, allowing you to oppose your personal Foe.
An Example plotline for Brute > Substance Abuse > Wealth and/or Power > Magic
An ancient Demon, Azazel uses his Firey magics to wreak havoc in an endless search for gaining more power and wealth among the demons of his home plane. His latest activity involves fighting against control spells the Circle of Thorns have tried to leash him with. As a Hero it's your job to break the spells and defeat the beast, hopefully returning him to his own plane, or binding him in a gem that you've searched for.
So yeah... This would create completely unique missions that could never be played except by creating dozens of characters with foes of dozens of variations of personality, motivation, outcome, and origin.
The only -real- downside would be players creating Foes who are catering to the player's strengths. For example Fire/Fire enemies for a Fire/Fire Hero. This could be mitigated by removing powers from the options list based on the powers you've chosen...
So yeah. That's the basic suggestion. Thanks for reading!
-Rachel-