What would be a good Hero Mastermind?


Ahmon

 

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Originally Posted by Rubber_Dog View Post
What would a Hero Mastermind have for support troops?
Cops? Community Activists? Guardian Angels?

Seriously though anyone have any good suggestions for what a Hero MM would look like. I wouldn't mind trying one out on the Blue side.
How about:

Sgt. Fury and His Howling Commandos (paratroopers)
Nick Fury and the Agents of SHIELD (secret agents)
Doc Magnus and The Metal Men (humanoid robots)
Professor X and The X-Men (student mutants)
The Guardians of the Universe and the Green Lantern Corps (aliens)
Jimmy Olsen and the Newsboy Legion (kid gang)
The High Evolutionary and the Knights of Wundagore (evolved animals)
Professor Challenger and the Doom Patrol (hero team)
Power Fist and the Sons of the Tiger (martial artists)

and I suppose some sort of mystical team would work.


Goldbrick 50 inv/ss tank
Other 50s: Power Beam, Rocky Mantle, STORMIE Agent, Matchless, Major Will, Knightmayor, Femstone, Space Maureen, Crimebuster Ako, Dr. Twilight, Doc Champion, American Gold Eagle

 

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Originally Posted by Rubber_Dog View Post
What would a Hero Mastermind have for support troops?
Cops? Community Activists? Guardian Angels?

Seriously though anyone have any good suggestions for what a Hero MM would look like. I wouldn't mind trying one out on the Blue side.
Actually, none. Mastermind is not a very heroic sort of character. A Mastermind is not a caring a commander who cares about his or her troops. A Mastermind is a cruel, heartless leader, who cares nothing about his or her minions and will happily sacrifice their lives if it saves his or her own skin. That sound very "heroic" to you?


- Garielle
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Originally Posted by Frosty_Femme View Post
I said "ur" which is not a word. It's a sound dumb people make when you ask them to spell out "you are".

 

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Originally Posted by Garielle View Post
Actually, none. Mastermind is not a very heroic sort of character. A Mastermind is not a caring a commander who cares about his or her troops. A Mastermind is a cruel, heartless leader, who cares nothing about his or her minions and will happily sacrifice their lives if it saves his or her own skin. That sound very "heroic" to you?
If your troops are mindless robots that you can replace by hitting a few keys, evil demons that you summon to do good (and who just to back to thier home plane when they are defeated) or elemental creations that are simply extentions of your will (which is basically what I consider the current controller pets) then getting them killed is neither villainous nor heroic.

Besides, with the current game explanation for character 'defeat' it is no small stretch even with soldiers to decide that they are not getting killed - instead they are getting defeated and teleported back to the hospital - and when you resummon them you simply teleport them back from the hospital. Even the most 'villainous' mastermind power in the game, detonator, can be explained as a satchel charge that your pet planted and TP'ed away from just as the bomb went off.


Globals: @Midnight Mystique/@Magik13

 

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Redeemed villains don't necessarily have to be heroic do-gooders like Superman (when he's not being a jerk anyway), you know. Venom and Deadpool are two of Marvel's most well-known anti-heroes. Deadpool, despite having a heroic bent, will still hire himself out to whoever pays him, making him entirely still a Pistols Corruptor/Dual Blades Stalker (or whatever; he's tough to pigeonhole). Venom, despite his whole "Lethal Protector" thing, still went around threatening to eat the spleens of those he deemed bad guys.

So there's no reason a redeemed Mastermind can't coldly send his minions to their certain death, if it's for the greater good.


"You don't lose levels. You don't have equipment to wear out, repair, or lose, or that anyone can steal from you. About the only thing lighter than debt they could do is have an NPC walk by, point and laugh before you can go to the hospital or base." -Memphis_Bill
We will honor the past, and fight to the last, it will be a good way to die...

 

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So long as you don't take Detonator, you're good. You could probably take it for Robots and not be too anti-heroic, but for the other primaries, it just looks bad.


 

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There are low level Paragon Police Bosses (Captain?)who summon cops to help them. That "could" be worked into a new set, not that we need another set.




currently reading: A Mighty Fortress (David Weber)

 

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My vision of a hero mastermind, the Commander, would be something like a frontline or direct participant in combat. He/she gets less "henchmen" and would be encouraged to participate in battle alongside his/her fellow fighters. I think the powers would have to be thematic based on the primary, so a solider style commander gets rifle attacks or a bruiser type commander goes into melee with his men.. The secondaries would be team boosting leadership powers like what SoAs have, and other powers that strengthen your fighters.

To make it even more thematic, you and your soldiers would share a bodyguard like HP pool. As long as you're alive, your henchies are. As they take damage, so do you, and likewise. You are "defeated" when the HP pool is gone and all members of the squad, including yourself, take a trip to the hospital. This futher deviates it from the "resummon and upgrade" feeling of disposable soldiers. In fact, you don't summon your guys at all. with I16's ability to have your pets follow you through zones, your guys are ALWAYS there with you. Soon as you enter the tutorial zone, bam, there's you and 3 soldiers. This gives you the feeling that you're not just one dude with the ability to control other dudes, but an actual living breathing squad. They never leave your side.

I think that fits thematically with a hero style mastermind, without just recycling the AT and giving it a new name.


 

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I think the whole necromancy thing is hard to pin down because of the whole respect for the dead thing, there being a cultural thing of not disturbing dead bodies and letting peoples souls rest in peace. It could be seen as different to demon binding because Souls are essentially seen as good things and binding a soul is enslaving another person to do your biding. But then again Demons, although evil, are still sentient (well I assumed they are, but even if they're not what about those who think enslaving animals are evil - demons could be seen as a kind of animal) so it is still a bit evil to bind one to do good (same with dark servant). But then there is the whole shades of grey, interpretations of good and evil argument!

[Ok the above paragraph grew from one sentence to a bit a ramble when I typed it]

From a RP point of view I guess good necromancy could be explained by:
* Reanimation of corpses doesn't involve souls (as someone mentioned earlier on) and a cultural view point that only a person's soul is important in terms of who they are etc. so a dead body means nothing
* Using only willing souls to bind to bodies etc. An example of this would be a very old hero called Green Lama who summoned the souls of dead heroes to fight evil.

Another thing I thought about in terms of mercs doing good is in terms of the Hero Corps. They are an organisation that sells heroes abilities to rich and wealthy. They are doing good work but for selfish reasons. A couple of my toons have backgrounds as mercs who work for the Hero Corps but as part of their backstory they work better as Corruptors rather than Blaster/Defender (AR/Devices and TA/Arch becoming Dual Pistols/Traps and Arch/TA).


Member of GGRRR, a SG on Defiant - check out our website - GGRRR
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Originally Posted by Zwillinger View Post
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16. Has Paragon Studios redefined "player" to require your mouse to subscribe separately from your keyboard?
If your mouse has greater processing power than your gfx card, the answer is yes.

 

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Originally Posted by Daemodand View Post
Masterminds dispose of their minions without a second thought. They are seen as completely expendable and this is properly reflected in the Villain Masterminds. A Hero Mastermind presents a bit of a difficulty because they work just the opposite way: they don't treat their men like expendables, they treat them with care and dignity. They care about their troops' fate. Unfortunately, this won't be reflected in game mechanics (as far as I know) like the Villain Mastermind approach is. That's what makes Hero Masterminds a bit difficult to take seriously (especially those with living human troops). The suicide bomber power in Traps is especially thematically inappropriate for Heroes.
If you were going to do a hero-themed Mastermind class, you'd want to remove the Bodyguard ability, and give them a Defense or Resistance AoE, so that their henchmen had increased survivability when kept close to the MM; you'd probably want to bump the class' base HP some to account for their inability to spread damage out to their minions. Inverting the defensive AoE and giving it to the minions as an AoE defensive aura to other minions and their leader so they can overlap and stack would be an interesting option -- for example, a 2% unenhanceable Defense bonus in a 10-foot radius to other minions and their leader -- would give the character a reason to keep his minions a) close and b) alive.

But it would take a lot of fiddling to make it work thematically; the inherent fungibility of Mastermind henchmen argues strongly against a blueside variant.


"But in our enthusiasm, we could not resist a radical overhaul of the system, in which all of its major weaknesses have been exposed, analyzed, and replaced with new weaknesses."
-- Bruce Leverett, Register Allocation in Optimizing Compilers

 

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Originally Posted by Garielle View Post
Actually, none. Mastermind is not a very heroic sort of character. A Mastermind is not a caring a commander who cares about his or her troops. A Mastermind is a cruel, heartless leader, who cares nothing about his or her minions and will happily sacrifice their lives if it saves his or her own skin. That sound very "heroic" to you?
You're using the flawed assumption that all Masterminds act or think this way.

Being a Mastermind doesn't men you have no regard for the safety of your personel. If that's how you choose to see your mastermind, by all means do so. But don't try to pin your RP views on me or my characters.

Here's a real life Heroic interpretation of a Mastermind....

A Military Commander. A military commander sends in units of personnel to accomplish a goal KNOWING in may cases some of them will not survive. Generally the higher up the chain that Commander is, the farther and farther removed from any personal danger he is.

You'd be hard pressed to convice people that an Army General is inherently evil.

It all comes back to the "It's not what powers you have, it's how you use them" arguement.


@Oathbound & @Oathbound Too

 

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Actually, I faced this dilemma red-side with a bots/traps MM who appears somewhat more heroic than villainous, or at least neutral as intended in the original "Firebase Charlie" concept for this character. I could easily transport him hero-side and he'd fit right in.


 

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Quote:
Originally Posted by Rubber_Dog View Post
What would a Hero Mastermind have for support troops?
Cops? Community Activists? Guardian Angels?

Seriously though anyone have any good suggestions for what a Hero MM would look like. I wouldn't mind trying one out on the Blue side.
A few Scrappers or Blasters, a couple of Defenders, and a Tanker. The downside is that you're only allowed 1 other "team mate" because your henchmen take up the other 6.


There I was between a rock and a hard place. Then I thought, "What am I doing on this side of the rock?"

 

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I still find it rather odd that people have such a problem with Heroic Masterminds. Half the heroes I see in Atlas have horns, demon wings, or flaming skulls for heads. Not to mention the exceedingly fatal nature of most of the powersets if they existed in a real world - fire, electricity, assault rifles, swords, maces and battle axes aren't generally known for being "bring 'em back alive" compatible. And even aside from all that, there are still plenty of "real" comic book heroes who use a variety of fairly nasty powers in a heroic way. Cloak and some versions of Ghost Rider leap to mind. (And then there's the X-Men - I haven't been keeping up, but last time I checked, Sabertooth, Mystique and Magneto have all taken at least a short turn as good guys, and just about all the actual X-Men have gone bad at least once.)

In terms of this game, I can't really see the devs changing the game mechanics of an AT depending on which side you're on. It would be a balancing nightmare if nothing else. I don't think that they'd do "good" versions of the pets, either. A big part of the reason Masterminds get new primaries so rarely is that setting up the summon powers is supposedly much more work than for any other powerset. Creating a Good version of each set would be as much work as adding six new primary sets for MMs.


 

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Originally Posted by Biowraith View Post
Ninjas: Also relatively neutral - their methods may offend those with particularly strong/rigid codes of honour (i.e. trickery, stealth, espionage vs a straight up head on approach), but as long as they're fighting evil they don't fall outside the range of heroes already out there. I don't think of Samurai as being inherently more heroic/good either - I was under the impression their code of honour was more about loyalty/obedience than good/evil, and given the time period they're from I'm sure they carried out just as atrocious acts under (or because of) that code as any Ninja did.
This is absolutely right, the Shogun Oda Nobanaga was out for a ride in the forests around the Iga mountain range one day when his horse got spooked and through him off. Alone in the forest he became scared by what he perceived as shadowy figured and hushed voices stalking him. Although he made it back to his palace (or whatever) he decided that the people of that area were out to kill him, though most likely it was just his paranoid imagination. He sent his Samurai in to slaughter and man woman or child they could find. Those samurai commited many atrocities. The survivors petitioned the fudal lord of that region, Tokogawa Ishuwa, for help. they fought as ninja along side his own Samurai to battle and defeat Nobanaga and Ishuwa became the next Shogun of Japan. Ninja didn't just go around killing people like many people now believe, they were the equivilant of todays spec op service, like the SAS, Navy Seal etc. The were spys, messengers, and bodyguards as much as they were assasins. They just started as simple country folk who came up with imaginitive ways to arm themselves in order to protect themselves agains the samurai of corrupt fudal lords while living under a ban of anyone other than samurai being alowed to carry weapons. Hence much of the arsenal of a samurai began life as farming tools, like the nunchuku (a rice flail) And kama (a hand sickle) etc.

Also, just come up with a perfectly heroic RP reasoning for a necro MM Too, Take a character that can see and comunicate with the restless spirits of the dead, like the movies ghost town or the sixth sense, or the tv series Ghost whisperer etc. The spirits of the dead always pestering them about fixing things they didn't before dying or wanting revenge on thier murderers. Now give them an ability that now allows them to gain a physical body, be it inhabiting a dead body or some how transmuting their spiritual body into flesh in a limited fashion. The effect of this power only works while the spirit is near the character and looses effectiveness the further away from the MM. The MM doesn't have any real power over the spirit, but it is in the spirits best interest to work with the MM to accomplish what they desire.

Infact, I'm liking this idea I think i might just have to roll this toon when GR comes out!


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Originally Posted by Forbin_Project View Post
Then it's time for them to get off the cross, use the wood to build a bridge, and get over it.
In one little corner of the universe, there's nothing more irritating than a misfile...

 

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i think mercs or robots can be good as heroes i mean desdimona is a demon summoner an if a demon can do good well ... as for weird redside ATs as heroes i fail to see how a blaster can save any one they just destroy i plan to make a evil blaster and trollers are just as sadistic as a dominator if you dont belive me try an pvp one in RV no mercy at all man! its basically all in how you look at it . warshades are supposed to be evil when rogues goes live im changeing my elec /sheild brute into a hero


 

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Originally Posted by Redd Rumm View Post
warshades are supposed to be evil when rogues goes live im changeing my elec /sheild brute into a hero
Technically Warshades aren't evil because "are former Nictus who have left that dark path behind and reformed, joining with a willing host" and "fight alongside the Peacebringers against the Nictus, and have a sometimes uneasy truce with them".

Although there are instances where Peacebringers have gone rogue

A Warshade could be tempted back to the dark side but then wouldn't they really be a Nictus again?

When a Kheldian joins with a host they their personality changes (see Sunstorm's description as an example) so it is entirely possible that the human (or kheldian) part could influence the new PB or WS into a life of crime.


Member of GGRRR, a SG on Defiant - check out our website - GGRRR
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Originally Posted by Zwillinger View Post
Quote:
16. Has Paragon Studios redefined "player" to require your mouse to subscribe separately from your keyboard?
If your mouse has greater processing power than your gfx card, the answer is yes.

 

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Originally Posted by Garielle View Post
Actually, none. Mastermind is not a very heroic sort of character. A Mastermind is not a caring a commander who cares about his or her troops. A Mastermind is a cruel, heartless leader, who cares nothing about his or her minions and will happily sacrifice their lives if it saves his or her own skin. That sound very "heroic" to you?
Says you. Jan Boa runs a tight ship, she makes sure her gang members get medical treatment, that they're paid well, entertained and happy. In return, she gets loyal troops who are less likely to turn on her, work harder, and build up a proper, well organized and co-ordinated group.

My friend's character, Josie Ironside, treats her Robots better than some people treat other humans.

You get better results with the carrot than the stick at times.


 

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Originally Posted by Zortel View Post
Says you. Jan Boa runs a tight ship, she makes sure her gang members get medical treatment, that they're paid well, entertained and happy. In return, she gets loyal troops who are less likely to turn on her, work harder, and build up a proper, well organized and co-ordinated group.

My friend's character, Josie Ironside, treats her Robots better than some people treat other humans.

You get better results with the carrot than the stick at times.
I agree with this. Just because you have henchmen, doesn't mean you're evil. My namesake runs bots, and they are expendable.

I have a "Brute Squad" of thugs (to include such names as Inigo, Rugen, Westley, and Vizzini, the arsonist is Miracle Max and the bruiser is Fezzik) that are all paid very well for the work they do. And the dental plan? It's top of the line.


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