New Powerset - Implants
i like the idea a lot, but i get a strong feeling it looks just to much like ironman.
/signed
Chat supports most things technological so /megasigned.
And it does sound cool. The tier9 sounds like fun.
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i like the idea a lot, but i get a strong feeling it looks just to much like ironman.
/signed
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Ironmans stuff is on the outside.
Brawling Cactus from a distant planet.
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i like the idea a lot, but i get a strong feeling it looks just to much like ironman.
/signed
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Ironmans stuff is on the outside.
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Well kinda yes and kinda no... These days he keeps the armor inside his body. Inside hollows in his bones... However that works.
Really creepy honestly. Like Wolverine except instead of claws he got a full body armor in his bones.
It's not much worse than keeping it in a briefcase. Just tell yourself he accesses a pocket dimension... that's in his bones.
/Signed for this, might be fun.
Like the concept, and powers, but suspect it might be a bit too specific for implementation.
Most (all?) current powersets are fairly generic, letting you make up your own details of where the effects come from and chose any origin for them. This set's clearly 100% tech, though, and is very much a "take it with existing details, or not at all" setup.
Agree with Standoff, it's to specific for a base AT powerset.
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Through a series of medical procedures you have acquired a comprehensive set of bionic implants.
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Powersets for base ATs don't specify how they work, that is up to the player to decide.
I really should do something about this signature.
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Powersets for base ATs don't specify how they work, that is up to the player to decide.
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Oh I don't know about that... Robotics for Masterminds is pretty hard if you want to be magical.
Especially since both upgrades states it uses technology and Repair using nanites(which last time I checked is pretty high-tech).
I was perfectly happy with a Mutant origin Robotics MM, who could control the robots with psi powers. A magic MM could use a spell to control thecnology, or just decide that they where golems.
However, it is more true to say that base powersets are as generic as possible, as the devs want to give players as much room to be creative as possible. Robots are in because they are such a staple of comic book villains, they couldn't really be left out.
A powerset like the one the OP has posted would really be an EAT powerset (e.g. Crey Cyborg EAT). As a base AT the devs would rather develop somthing that fits with many different character concepts, e.g. Force Fields (which was included in the defence set poll).
I really should do something about this signature.
[/color]<blockquote><font class="small">En réponse à:[/color]<hr />
I was perfectly happy with a Mutant origin Robotics MM, who could control the robots with psi powers. A magic MM could use a spell to control thecnology, or just decide that they where golems.
[/ QUOTE ](see Clockwork King)
I also had an idea of a Magic origin MM who would have learned to channel magic into items as a power source for modern "golems" as well as into seals to make protective wards. (Robot/FF in CoX terms)
That's not so difficult, is it?
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Like the concept, and powers, but suspect it might be a bit too specific for implementation.
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I had considered this, it is very tech orientated, and perhaps some of the descriptions I've used are biased towards a tech origin, but one of my intentional aims was to make something that was slightly techie anyway.
On the flip side, dark armour, for example lends itself more to a magical or natural origin, but you can still roll a techie tanker with that dark powers, should you wish.
I did take into consideration how this would fit outside of a character who wasn't of tech origin, and i'll admit it's not a totally generic set, but I did consider other powersets, and examples in other titles.
Although tech heavy, with enough twist of the imagination, you could still have another origin pick up this power. In comic book lore (not that I'm an expert) Wolverine is a mutant based hero, but part (although not all) of his make up is the 'implanted' metal grafted onto his skeleton. (I'm sure I'll get flamed for my interpretation of that )
Of course, it's all theoretical. I often have to remind myself that we're dealing with a game where flying, teleportation, raising the dead, time travel, parallel dimensions etc... are all considered 'everyday'. I'd like to think that in the CoX world, logic and physics can easily be worked around (at the concept level anyway).
Anyway, all constructive comments so far folks, which is allways good to see.
Cheers, @RoboTank
Robotank Inv Tank
Cloudwalker MA Scrapper
Shadowcall Dark Stalker
Stone Death Stone Controller
Solaise Fire Blaster
Confession Dark Blaster
Sent from my HAL 9000
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I was perfectly happy with a Mutant origin Robotics MM, who could control the robots with psi powers. A magic MM could use a spell to control thecnology, or just decide that they where golems.
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This is just fine and everything but...
I was talking about the fact that in the power description mentions TECHNOLOGY.
In reply to this...
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Powersets for base ATs don't specify how they work, that is up to the player to decide.
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I got my own lil robotic MM and he is not very good with technology at all and the robots are only drawing power from him and not much else.
And as usual he got Natural origin and lets me come up with a wacky reason to how he controls the robots... Which he does not.
Surely you could change the descriptions to make it generic origin.
"Implants" by itself could be biotic/tech stuff under the skin, or it could be runic sigils branded into your flesh, or even a gland that you developed in your arm that makes your punch stronger.
Just needs the flavour text changed.
[EDIT] Damn my spelling sucks.
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Surely you could change the descriptions to make it generic origin.
"Implants" by itself could be biotic/tech stuff under the skin, or it could be runic sigils branded into your flesh, or even a gland that you developed in your arm that makes your punch stronger.
Just needs the flavour text changed.
[EDIT] Damn my spelling sucks.
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yup, first power for instance could be "your implants cause your skin to be more resistant" or something.
For the idea, like it, though unless im seriously not payin attention i think theres a bit of a lack of res/def powers and the ones that ARE there seem a bit low value res/def.
From the looks of it, the res/def youre after is quite a bit like dark, which is a reason why it might not be used later as all the sets are quite unique. For instance inv is great s/l res, but lacks in elemental, while dark is good vs psi and dark, but lacks vs energy. I agree that psi res would make sense, but it might give too many psi-resistant sets. I'd say maybe good vs s/l/cold, moderate vs dark/psi/toxic and weaker vs nrg/fire. Dont know how that'll work vs most mobs though, weakness against fire and nrg might make him weak in general endgame content.
However this is just constructive comments as I'd like to see something like this, would be a nice fresh touch. So big /signed from me.
EDIT: Just thought of something, seeing its apparently possible to change the effects of a power based on origin (think of vet reward blackwand/nemesis staff where dmg is based on your origin). Maybe it's possible to change the resists based on origin. Tech origin would probably have metal plating etc in his body so would be more resistant to psi with 1 power but weak vs nrg (shortcircuit). A magic user however might have protective runes all over the body which would be far more useful for elemental damage (including nrg) but leave the hero/villain open for psionic assault (so lower psi res value). To clarify what i mean, take a power "protective coating" which has +res(fire/cold/nrg/dark/psi). For tech these might be:
fire: 25%
cold: 40%
nrg: 15%
dark: 30%
psi: 40%
compared to magic
fire 35%
cold 35%
nrg 35%
dark 25%
psi 15%
Ofcourse i dont know detailed info bout how the origin modifier on vet reward so dunno how it can be extrapolated for other powers. But an origin having more influence on your toon without making one severely "better" than the other would be nice.
"god, how many devs did hami have to sleep with to get ED?"
Total Cat @Stagefright
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On the flip side, dark armour, for example lends itself more to a magical or natural origin
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Ummm why? Maybe in your mind it does, but from a lore perspective it doesn't. The Netherworld (where negative energy comes from in CoH/V) is another dimension, and much like the Shadow Shard there are multiple ways to access it - magic, sure, but Portal Corp uses technology to access other dimensions, Nictus/Warshades draw on dark energy from the Netherworld and they're science origin, and it's not such a stretch from there to imagining a mutation that lets you access those same energies.
In fact Natural origin, like you mentioned, is probably hardest to rationalise it for unless the Dark Armor effect was produced by a magic relic or technology that the Natural origin character had obtained, yet their primary powers were innate to their race or achieved through training (hence Natural origin).
Holy Pammie-as-Barb-Wire! I TOTALLY got the wrong idea when I read the title of this thread...
Your natural origin DA could be some kind of alien, or other creature.
I really should do something about this signature.
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Holy Pammie-as-Barb-Wire! I TOTALLY got the wrong idea when I read the title of this thread...
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...your implants cause male foes jaws to drop to the floor and render them totally incapable of anything but the lamest of chat-up lines....
/signed
I love this idea but it's clearly Tech/Science Origin only.
Like Praf said, it could be an EAT.
If it was an EAT I would be VERY happy to play it ^_^
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In fact Natural origin, like you mentioned, is probably hardest to rationalise it for unless the Dark Armor effect was produced by a magic relic or technology that the Natural origin character had obtained, yet their primary powers were innate to their race or achieved through training (hence Natural origin).
[/ QUOTE ]Ah, the age-old debate on whether using a gun makes a Natural character Tech, or whether using a mystical trinket makes a Natural character Magic.
Friend of mine has a Dark Melee/Ninjutsu Stalker that has these special bracelets that channel negative energy from the Netherworlds. His origin is Natural, though I would've picked Magic myself. He says he chose Natural because, all things considered, he's still just punching people in the face like any other ninja (well, any other ninja who prefers hand-to-hand combat to cutting people open with a katana), just with a bit of added damage from the bracelets, and the Ninjitsu powers are purely from ninja-training. To sum up, the natural/other line is very blurry and entirely subjective.
i agree, with a bit of imagination you can have mystical implants (runes, or even mystical artifacts), mutant implants (implants growing due a mutation), then you could argue at length whether the implants are scientific, technological or even natural. It does just depend on your perspective.
I do like the set though would be a nice addiction, and yes something different!
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Ah, the age-old debate on whether using a gun makes a Natural character Tech
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Which is a non-debate, since the in game descriptions of the origins makes it quite clear that if the gun is an ordinary gun/any gun, with which the character is exeptionally skilled, then their origin should be natural. However if the gun is a special gun, and invention or prototype, then thier origin is tech. If the gun had mystic runes on the barral to make it more powerful and acurate thier origin would be magic.
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Friend of mine has a Dark Melee/Ninjutsu Stalker that has these special bracelets that channel negative energy from the Netherworlds. His origin is Natural, though I would've picked Magic myself. He says he chose Natural because, all things considered, he's still just punching people in the face like any other ninja (well, any other ninja who prefers hand-to-hand combat to cutting people open with a katana), just with a bit of added damage from the bracelets, and the Ninjitsu powers are purely from ninja-training.
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Again, the game is quite clear. If the character is able to function without his magic bracelets, in the same way as the Batman can function without his gadgets, origin is natural. If the character is rendered powerless without his magic braclets then origin is magic.
I really should do something about this signature.
The swiss-army-gun that is the Assault Rifle powerset does seem a bit past the 'ordinary gun' threshold, assuming you take more than two or three powers. <.<
Also, define powerless? Anyone can punch, but he certainly wouldn't punch nearly as effectively without having his fists wrapped in negative energy.
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The swiss-army-gun that is the Assault Rifle powerset does seem a bit past the 'ordinary gun' threshold, assuming you take more than two or three powers. <.<
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It could be as standard issue Longbow gun though. If your character would be equally good if they picked up any rifle, then they are natural. If they need thier special gun, they are tech.
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Also, define powerless? Anyone can punch, but he certainly wouldn't punch nearly as effectively without having his fists wrapped in negative energy.
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Normal citizen level. Even level 1 Hellions use magical trinkets to boost thier abilities above those of an avarage human.
Another way to look at it, if a hapless citizen put on the magic braclets, would they able to use them effectively? If yes, origin is magic, but if they are only effective if the user already has considerable skill and training, then origin is natural.
I really should do something about this signature.
After getting Robotank to 50, I was beginning to think about how he was created. I'll not deny that I got the idea from watching Robocop, but when I rolled Robotank, there wasn't really any powersets that fitted the concept.
Of late, I've been thinking about a new defensive set - A Tanker primary, or Scrapper/Brute/Stalker secondary. The idea comes from what i'd liked to have had for Robo when I rolled him, but I like to think the set also offers something different from others.
Anyway, enough with the pre-amble, here's the do:
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[u]Implants[u]
Through a series of medical procedures you have acquired a comprehensive set of bionic implants. Rather than grant
any new 'powers', these implants improve your body's natural abilities, with each implant technology focusing on a specific area. The implants offer a broad range of powers, across defence and resistance, as well as providing other secondary benefits. One of the few powersets to offer resistance to Psionic damage, the technological improvements essentially allow you to either avoid attacks, or be largely unaffected by them.
A reliance on technology however offers little protection against most energy attacks, especially electrical based
powers. Your delicately balanced circuits are also prone to damage from heat sources.
1 Subdermal Plating +RES (Physical Damage) [Auto]
1 Sensory enhancement +DEF (All but energy), +ACC +TOHIT +Perception [Auto]
2 Nanites Self Heal, Temporary Regen rate boost [click]
6 Cerebral Framework +RES (Psionic, Sleep, Confuse, Fear) [auto]
8 Electroactive Polymers +DEF (All but energy), +SPD, +JUMP, +RES(holds) [toggle]
12 Respirocytes +Recovery, +End (temp), +Res(toxic,fire) [click]
18 Magnetic resonance +DEF (Lethal, Smash, Knockback, Stun) [toggle]
26 Reboot Self Rez, special [click]
32 Overclock +Regen +Rech +Acc +ToHit +Perception, +Dam [click]
Subdermal Plating (Auto)
Effects: Self +Resist (Physical Damage)
A layer of impervium plating inserted below your skin offers you basic resistance to most physical damage. As a
physical enhancement, subdermal plating will absorb damage from physical attacks, but offers little resistance to
non-physical damage.
Sensory Enhancements (Auto)
Effects: Self +Defence (All but energy)
Self +ACC
self +Perception
Self +ToHit
Retinal, Cochlear and other implants grant you an advanced sensory perception, granting you a broad range of
benefits. All five of your main senses have been improved. Not only can you see your targets more clearly, you'll be
able to hit them more often. Your enhanced perception also allows you to react to most events - you won't be able to
dodge every bullet or punch, but you'll stand a better chance than most. Whilst your reaction times are greater,
some attacks will still get through.
Nanites (Click)
Effects: Self Heal
Temporary Regeneration Increase
Internal plants release a small army of nanites, programmed to replicate the behaviour of white blood cells. These
nanites will allow you to instantly recover a large portion of your health. The nanites will break down after a
short period, but will continue to regenerate any damaged tissues whilst in circulation.
Cerebral Framework (Auto)
Effects: Self +Resist (Psionic, Confuse, Fear, Sleep, Hold)
Your cerebral activity has been enhanced with a series of nano level electronics. These circuits act as a back up
when any of your higher brain functions should fail. This grants you an innate resistance to almost all attacks on
your mind. The logic circuits mean that you're not easily tricked, and illusionary attacks and other fear powers
will have to be convincing enough to break the resistance
Electroative Polymers (Click)
Effects: Self +Defence (All but energy)
+SPD
+JMP
Self +Resistance (Holds, Imob)
A series of EAPs in your muscular framework can be activated for a short time, granting you increased anaerobic
performance for a few seconds. You can break free of all but the most powerful holds, and overcome any
imobilisation or slowing attacks. EAPs are ionic, require a large amount of power, and will burn out if used for a
prolonged period of time. Long recharge
Respirocytes (click)
Effects: Self +Recovery
+Endurance (Temp)
Self +Resistance(Toxic)
Your internal plants release a swarm of respirocytes into your blood stream. For short period of time, you can
overcome muscle fatigue from anaerobic respiration at an enhanced rate, and at the same time increase your overall
endurance. The Respirocytes have a short life span, and will eventually break down, whereby your recovery rate and
endurance limit will reduce to normal levels
Magnetic Resonance (Toggle)
Effects: Self +Defence (All but electric, dark)
Minor PbAoE (short range, electric)
You activate a circuit of magnetic generators that produce a short range magnetic resonance field around your body.
Most physical attacks will simply be diverted by what is in effect a short range force field. However, whilst this
is an effective defence, the magnetic field also causes a small amount of electrical damage to all nearby foes. This
damage isn't enough to make a difference, but it will certainly get their attention. Essentially, a taunt.
Although effective against physical attacks, most non physical attacks won't be affected by this.
Reboot (Click)
Effects: Self Resurrect
Self Stun
If all else fails, and you're taken out, you can rely upon your augmentations to take over, and effectively restart
your systems - your respiratory system will be reactivated, and your implants will provide basic defence. You'll
have 50% of your health and endurance back shortly after being resurrected, but the process may overload your
circuits, leaving you stunned for a short period.
Overclock (Click)
Effects: +Regen +Rech +Acc +ToHit +Perception, +Dam
You activate all of your implanted technology, and run each implant at a maximum capacity for a brief period. Your
sensory perception, regeneration and recharge rates are increased, activation times are reduced. Overclocking your
systems also slightly increases your damage rate as your EAPs are also activated. However, the intense heat
generated from overclocking your systems limits the time you can safely do this, and your systems will shutdown
after a period of time. You'll not suffer from any health or endurance drain (other than that incurred during
activation), but your systems will go into safe mode as they cool down.
All toggle powers will deactivate (all pools), you'll suffer from reduced performance without your implants.
Accuracy, tohit, defence, damage resistance, and recharge times will all be reduced for a period of time. Others may
heal you, but you won't be able to activate any of your implant powers during this time.
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So there you go. I was trying to stick to a robotic/bionic theme with the set. To me it makes sense that a technology themed alt would be immune (or at least more resistant) to psionic attack (like the clockwork), but at the same time, have less resistance to energy attacks, especially electrical attacks.
The tier numbers above are based on the pool as a Tanker primary, but can be adjusted to be a secondary. For stalkers, you can drop one of the powers, and add the requisite 'Hide' (possible cloaking field?)
I don't know too much about the bolts behind the scenes, so I wasn't sure if Electrical attacks could be seperated from other energy attacks, in terms of determining resistance, so that part i guess is open to debate.
I tried to make the set as balanced as possible, by looking at what the other melee 'defensive' pools offered. Hopefully, it's not too over/under powered. I suspect the tier 12 power might be viewed as a bit overpowered, but I was looking to offer something different.
The "God" power (all the sets have a special tier 32 uber power) I was a bit stuck on, in terms of how it should nerf the player when it expires. Other similar sets just drain the character of Health & End, but again I was looking to try something different, but still keep the same idea. I just wasn't sure if the game dynamics offered a mechanism to disable a pool of powers. It could easily be changed to a general 'stun' I guess, but I liked the idea that the character would be able to move, but would be seriously underpowered for a bit.
Anyway, enough rambling. Thoughts, comments, suggestions are welcome on what I've come up with.
Apologies now for any spelling or layout errors - This BB editor is really frustrating for writing essays (or is that just me?)
Be gentle - this is my first time
Cheers, @RoboTank
Robotank Inv Tank
Cloudwalker MA Scrapper
Shadowcall Dark Stalker
Stone Death Stone Controller
Solaise Fire Blaster
Confession Dark Blaster
Sent from my HAL 9000