Origin Tie-Ins to Origin Boosters?


Aett_Thorn

 

Posted

I know that some forumites don't like Origin having any effect on gamely outside of RP, however, we now have the Origin Boosters and the thing that kinda throws me off is that no matter what the player's actual Origin is; it has no bearing on the Origin powers.

I don't think that the availability of Origin powers should be restricted by a player's Origin but I do feel, IMO, that the Origin powers should work better in the hands of those who possess the corresponding Origin.

Whether that means a slight reduction in effect or execution for those outside of the Origin in question or a slight increase for those of corresponding Origin... or even an additional effect; it would be nice to see some kind of distinction.


Apparently, I play "City of Shakespeare"
*Arc #95278-Gathering the Four Winds -3 step arc; challenging - 5 Ratings/3 Stars (still working out the kinks)
*Arc #177826-Lights, Camera, Scream! - 3 step arc, camp horror; try out in 1st person POV - 35 Ratings/4 Stars

 

Posted

like what? techies that self destruct do more dmg, or have a shorter recharge, or a self-res component, or other?

magic cards have greater buffs and the debuffs are less? do you code that to the carder or the cardee? if it's both, does that mean a magic hero using cards on another magic hero would result in a double-plus?

there was no power with science. does that mean they have to add one, or do they go back and limit science-only characters to using the body-model change for costumes?


NOTE: I am NOT knocking your suggestion; I'm trying to open up a neutral discourse. I personally believe that the devs are doing the origin boosters to give people more options (most of them highly-requested) to flavour their characters, and that the powers are just that: nice, but not necessary or even game-changing.

I'm worried that if they do origin buffs on these things, all but one origin will disappear. How can we then implement your suggestion and keep things balanced and still fun?


 

Posted

[ QUOTE ]
like what? techies that self destruct do more dmg, or have a shorter recharge, or a self-res component, or other?

magic cards have greater buffs and the debuffs are less? do you code that to the carder or the cardee? if it's both, does that mean a magic hero using cards on another magic hero would result in a double-plus?

there was no power with science. does that mean they have to add one, or do they go back and limit science-only characters to using the body-model change for costumes?


NOTE: I am NOT knocking your suggestion; I'm trying to open up a neutral discourse. I personally believe that the devs are doing the origin boosters to give people more options (most of them highly-requested) to flavour their characters, and that the powers are just that: nice, but not necessary or even game-changing.

I'm worried that if they do origin buffs on these things, all but one origin will disappear. How can we then implement your suggestion and keep things balanced and still fun?

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Any of those could work... didn't want to create a big bruhaha by binding the idea to anything specific.

Sci is the Big Hurdle though.

If it were up to me, I'd kinda lean towards Tech being a long recharge nuke as opposed to self-destruct on a timer in the hands of a Tekkie.

Magic; making the power an TAoE? [for Magic types]

Sci - I have my personal feelings about a large game mechanic standing in for a minor temp power. That aside... maybe Sci types also being able to call up a Trainer Bot that'll allow eligible (those not in the 15 minute wait period) toons to change their build wherever they're at?

[All bonuses being applied as being from the caster; not the recipient (so no stronger bonuses because the recipient is of the same origin of the caster and the temp)]


Apparently, I play "City of Shakespeare"
*Arc #95278-Gathering the Four Winds -3 step arc; challenging - 5 Ratings/3 Stars (still working out the kinks)
*Arc #177826-Lights, Camera, Scream! - 3 step arc, camp horror; try out in 1st person POV - 35 Ratings/4 Stars

 

Posted

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magic cards have greater buffs and the debuffs are less?

[/ QUOTE ]There's only one debuff in all of the Mystic Fortune buffs, and it's only -3% tohit.
Edit: And that -3% tohit comes with +100% speed and +15% recharge, too.

[ QUOTE ]
there was no power with science.

[/ QUOTE ]The Science power was the super tailor.


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

Posted

[ QUOTE ]
[ QUOTE ]
magic cards have greater buffs and the debuffs are less?

[/ QUOTE ]There's only one debuff in all of the Mystic Fortune buffs, and it's only -3% tohit.
Edit: And that -3% tohit comes with +100% speed and +15% recharge, too.

[/ QUOTE ]

There's one that does (one time) damage to the recipient as well.


Apparently, I play "City of Shakespeare"
*Arc #95278-Gathering the Four Winds -3 step arc; challenging - 5 Ratings/3 Stars (still working out the kinks)
*Arc #177826-Lights, Camera, Scream! - 3 step arc, camp horror; try out in 1st person POV - 35 Ratings/4 Stars

 

Posted

[ QUOTE ]
[ QUOTE ]
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magic cards have greater buffs and the debuffs are less?

[/ QUOTE ]There's only one debuff in all of the Mystic Fortune buffs, and it's only -3% tohit.
Edit: And that -3% tohit comes with +100% speed and +15% recharge, too.

[/ QUOTE ]

There's one that does (one time) damage to the recipient as well.

[/ QUOTE ]

I accidentally killed somebody with that last night. Whoops!


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
magic cards have greater buffs and the debuffs are less?

[/ QUOTE ]There's only one debuff in all of the Mystic Fortune buffs, and it's only -3% tohit.
Edit: And that -3% tohit comes with +100% speed and +15% recharge, too.

[/ QUOTE ]

There's one that does [color= yellow](one time)[/color] damage to the recipient as well.

[/ QUOTE ]

well NOW it's 1-time ... it used to do it every time you zoned in-and-out of missions too before they fixed it.

and F_W, that was my point--That because the science pack didn't have a power (because it was based upon the whole body-changing thing), to facilitate the OP's suggestion, a power would have to be added to it.

Back to Yogi-- why would we need to enhance (for lack of better word) an origin's booster abilities in the hands of characters of said origin strictly as means of style and theme, when the boosters themselves are designed for just that? (style and theme, that is). Or rather, how can it be done in such a way that it remains a matter of style / theme?

I'm struggling to find a way to ask "and why suggest it without giving specific examples?" without it sounding accusatory to my own mind, so please don't take it that way.

a: Why do you want to see this?
b: What (specifically) would you like to see?
c: How do you keep it from becoming lopsided in favour of a specific origin?


 

Posted

[ QUOTE ]
a: Why do you want to see this?
b: What (specifically) would you like to see?
c: How do you keep it from becoming lopsided in favour of a specific origin?

[/ QUOTE ]

a. summed that up in the first post but to paraphrase: Why attach Origin themes to the booster packs when they don't impact or aren't impacted by the Origin 'mechanic'. These could've been released as something other than 'Origin Packs' and the thought would've never crossed my mind.

It is a concept/theme thing to me.

As a player out to get any advantage I can; I could care less.

As a player attempting to rationalize some of the things I observe in this game, lol, it just kinda stands out to me.


b. I listed a few preferred options in my previous post but I'm open to other suggestions. Brainstorming and/or discussion yields better results than tossing out an inflexible stone tablet of end all directives.


c. lopsided has already happened:

the first temp was merely a suicide bomb; you died and hopefully took a few weak(end) mobs down with you.

the 2nd booster trumped that; I can buff my whole team with buffs that last longer than any [clickie] buff in the entire game and it recharges fast enough so that if one of my teammates doesn't like what he has; he can get another before we even hit the next spawn... AND they're multi-buffs (buffing more than one attribute)...

the 3rd booster is a different animal completely; it's a feature as opposed to a power and it dominates blowing yourself up anyday.

there's a lot of pressure for the 4th booster power to live up to either 2 or 3.


Apparently, I play "City of Shakespeare"
*Arc #95278-Gathering the Four Winds -3 step arc; challenging - 5 Ratings/3 Stars (still working out the kinks)
*Arc #177826-Lights, Camera, Scream! - 3 step arc, camp horror; try out in 1st person POV - 35 Ratings/4 Stars

 

Posted

[ QUOTE ]
and F_W, that was my point--That because the science pack didn't have a power (because it was based upon the whole body-changing thing), to facilitate the OP's suggestion, a power would have to be added to it.

[/ QUOTE ]Eh, they could make height/bodytype changes free for Science characters. (Not that I'm in favor of the suggestion in the first place)


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

Posted

Although this is a cool idea, I would much rather see animation options for each existing game power based on origin.


 

Posted

For Science Booster, they can get a discount when on body slider changes ZThere you go.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

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.... it recharges fast enough so that if one of my teammates doesn't like what he has; he can get another before we even hit the next spawn...

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Unless I missed some change, you can't get a new buff till the old one wares off.


 

Posted

No thanks.

If they introduce a variable advantage to powers based on origin it will pinhole people into only picking certain origins to get the maximum benefit of their boosters. There is no need.

Also, many (if not most) of my characters are actually multi-origin (they have a mutation that is enhanced by technology, (hello, Positron), or they have a magical power that is weak so they use natural weapons and training to enhance it, or they are a dead mutant who was raised to undeath by use of scientific chemicals and magical rituals). The game doesn't account for this kind of thing in any way, therefor Origins should never be tied into bonuses for powers and game mechanics.


 

Posted

[ QUOTE ]
No thanks.

If they introduce a variable advantage to powers based on origin it will pinhole people into only picking certain origins to get the maximum benefit of their boosters. There is no need.

Also, many (if not most) of my characters are actually multi-origin (they have a mutation that is enhanced by technology, (hello, Positron), or they have a magical power that is weak so they use natural weapons and training to enhance it, or they are a dead mutant who was raised to undeath by use of scientific chemicals and magical rituals). The game doesn't account for this kind of thing in any way, therefor Origins should never be tied into bonuses for powers and game mechanics.



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There are already temps and vet powers that do just this.

And pigeonholing is relative to how a person chooses to play the game.

Many (most) would buy all the packs and have/use all the powers indiscriminately so it really doesn't matter to this type of player. More than likely, it's the same player that rolls Magic toons just for the benefits of Apprentice Charm.

The true RPers would only buy/use Origin powers that fit their background(s) and probably shouldn't even care about the relative weightiness of the powers outside of their Origin(s). Especially being that the current incarnation of Origin Booster powers are already lopsided (even if the Tarot Buffs cannot be changed mid cycle).


Apparently, I play "City of Shakespeare"
*Arc #95278-Gathering the Four Winds -3 step arc; challenging - 5 Ratings/3 Stars (still working out the kinks)
*Arc #177826-Lights, Camera, Scream! - 3 step arc, camp horror; try out in 1st person POV - 35 Ratings/4 Stars