Idea Round Up!
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2. Get rid of range slotting...everywhere! Now put down the pitch forks and hear me out. From a conceptual point of view, it makes no sense that an energy beam, bullet, or ball of fire won't travel it's maximum distance every time. ...
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For the first, sure, that would be nice.
Now for the second, I don't view it as travelling at a range, but being more effective at a range. Using imagination, if you fire off an energy beam, it is very coherent at close range. But at it moves away, the beam becomes less coherent and thus less effective until has no effect. A bullet would curve downwards due to gravity. A ball of fire would consume its fuel source and burn out. And I am sure other examples could be give. These "range" enhancements allow for a longer distance before that happens.
But this could be just me.
Another one I forgot.
Supergroup-specific missions. These missions are designed for SGs only and are even designed to accomodate 8-12 players. Each SG member is sent an e-mail from the mission computer (finally a use for the thing) that informs them of a dyier situation that needs there help. These missions are not for the feint of heart, as you can expect AVs and GMs (custom to these missions) around every turn. With these missions come special badges and rewards for all participants as well as game-wide recognition with a system that allows the mission computer to pull up a sort of "Leader Board" of which SGs have done what.
"Samual_Tow - Be disappointed all you want, people. You just don't appreciate the miracles that are taking place here."
A couple of ideas my son and I had over the weekend.
1. Since the tech is there, it time we had our own Nemesis system. Custom villains/heroes that can plague a character throughout there career. These NPCs scale to the level of the player and can attack in or out of instanced-missions. In the open zones they only focus on the player (or any team members) and are un-targetable by anyone else (no Atlas griefing). This is probably what CO has in store, but at this point, I see no need for this game not to impliment ideas that originated here anyway (only better).
2. Get rid of range slotting...everywhere! Now put down the pitch forks and hear me out. From a conceptual point of view, it makes no sense that an energy beam, bullet, or ball of fire won't travel it's maximum distance every time. In exchange for universal max-range, there would be an increased accuracy penalty for targets farther away that can be improved by to-hit or accuracy buffs. On the flip-side, acc and to-hit debuffs improve with distance as well. Basically where the arbitrary range slot was, would be replaced by added acc or to-hit (or damage if you want to Blap.)
"Samual_Tow - Be disappointed all you want, people. You just don't appreciate the miracles that are taking place here."