New Powerset - Implants


Arctic_Princess

 

Posted

well i offer a simple solution, the set can go as it is, and it is the other powerset which determines which origin you are!
For instance: you're a superstrength mutant tanker and cybernetic implants have been placed on you...

see: the set can still be introduced!

creativity and imaginations are an asset!


 

Posted

[/color]<blockquote><font class="small">En réponse à:[/color]<hr />
[...]and it is the other powerset which determines which origin you are!

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How is that?
Most sets don't define an origin: superstrength (which you used as an example) is one of the least "origin specific" set in the game. You can be strong by training (natural), magic spells or artifact, mutations... or nanotech implants!
Moreover, the problem with your idea is that "implants" is not what I'd call a "powerset" but a "background item". It's one possible explanation for a tech origin character. And that can explain lots of things besides defensive abilities. (Superstrength, Invulnerability, Regeneration, Superspeed, Electric blact, and much more...)

As eager as I am to see new powersets, I don't like this idea as such. Maybe if you gave it another concept altogether.

As for your character... You can choose a powerset and "explain" it with "implants" (that's the whole point of the origin and background of your character), even if the powers are not exactly the ones you wanted (most players around here had to do the same). You can choose Invulnerability and miss the self-rez, or Regeneration (and miss the +RES concept).


 

Posted

I actually fail to see why power sets need to be compleatly generic would it hurt to have some themed sets?

After all people seem to cope pretty well with things like bow, Assault riflr, Robots, Mercs, Zombies.


 

Posted

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I actually fail to see why power sets need to be compleatly generic would it hurt to have some themed sets?


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It would ruin the "immersioooon" if it were not generic? *magic... ehem...generic handwave*
This is not the technology based set you are looking for.


 

Posted

Generic sets are preferable because they leave more room for player creativity. They are more flexable. The developers get more bang for thier buck by developing sets that will be useful to a wide number of players than by developing very specialised sets.

Having very specific sets also tends to produce a lot of very similar characters with similar costumes and simliar backstories. This is an issue with both types of EAT, but is natuarally limiting by making the EAT unavaliable to a significant number of players.


I really should do something about this signature.

 

Posted

Um yes so if i read that corectly the developers like to make sets that give lots of bang for buck there for they make them as generic as possable but at the same time they introduce epics that restrict you in oragin and back story seems a bit flawed to me.

As i understand it Epics are Epics because they have a story that is linked to the history of CoH not because there power sets are limiting in how they can be implemented. by that logic AR and bow should definitely be a Epic sets as should Shields because they limit the explanation how your character dose what they do (tho particularly creative people often come up with some excellent non typical explanations)

I tend to think personally that the Devs do not in fact design there power sets with a aim to make them generic but instead do so with a aim to cover comic book archetypes (not tanks brutes defenders) to this end a implants/cybernetics/roboparts power set would be great in representing those part or fully robotic characters. yes you can make a robo character with the costume parts but i've yet to find a combination of power sets that full mesh with a generic robot type character.


 

Posted

nano machines are easily natural, you get nano machines implanted, simple as that.
same with mutant origin, it could be a scientific experiment and so, you gained new powers next to your existent one.


 

Posted

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nano machines are easily natural, you get nano machines implanted, simple as that.
same with mutant origin, it could be a scientific experiment and so, you gained new powers next to your existent one.

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Indeed. Is why this really should come with dual Origins.
Instead of writing a long bio everytime your powers comes from two sources.


 

Posted

Nano machines could even be your mutant power or a result there of look at charichters like forge (mutant power to build stuff) its thanks to his power that he can make the weapons and bionics he dose no mutant power no weapons.


 

Posted

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Indeed. Is why this really should come with dual Origins.

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You just go with the one that makes the greatest contribution.


I really should do something about this signature.

 

Posted

that's what i meant to say in my earlier post, I have a mutant katana regen character: he's a mutant origin because he was born with regenerative powers, despite the fact that his katana skills are natural.


 

Posted

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nano machines are easily natural, you get nano machines implanted, simple as that.

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Erm, that's the whole point of a "technologic" origin. The character couldn't do what he does without his technological devices (the nano machines). "Natural" would mean he has means to fight even without them. And nano machines are high-tech enough NOT to be considered a casual device.
What you tell here means that ANY character using an external device is "natural".

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same with mutant origin, it could be a scientific experiment and so, you gained new powers next to your existent one.

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Well, scientific experiment "would make for a "science" origin, not mutant.

However, I agree that there's the tricky point of "dual origins" (not talking about enhancements).
Some heroes can have one power from one origin and another from a different origin. You can be a "mutant" /empathy controller who learned to master plants as well with "science". What's more important here? That you were born as a mutant empath or that you studied for years in order to find a scientific way to use plants as weapons?
I guess each player has to choose by himself, there.


 

Posted

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nano machines are easily natural, you get nano machines implanted, simple as that.

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Erm, that's the whole point of a "technologic" origin. The character couldn't do what he does without his technological devices (the nano machines). "Natural" would mean he has means to fight even without them. And nano machines are high-tech enough NOT to be considered a casual device.
What you tell here means that ANY character using an external device is "natural".

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not really, nano machines only boost what you already can do, what you are referring is something like doctor octopus.
has machine arms on his body attached trough his spine, but before that he did not have any power like that.
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]same with mutant origin, it could be a scientific experiment and so, you gained new powers next to your existent one.

[/ QUOTE ][ QUOTE ]

Well, scientific experiment "would make for a "science" origin, not mutant.

However, I agree that there's the tricky point of "dual origins" (not talking about enhancements).
Some heroes can have one power from one origin and another from a different origin. You can be a "mutant" /empathy controller who learned to master plants as well with "science". What's more important here? That you were born as a mutant empath or that you studied for years in order to find a scientific way to use plants as weapons?
I guess each player has to choose by himself, there.

[/ QUOTE ]you are arguing the exact thing wolverine has, it's a mutant but has an antimantium skeleton because of an scientific experiment.


 

Posted

I lit the blue touch paper...

Look what happens when you post something and then go away for a couple of days. Nice to see a good bit of debate on this, and all still very constructive.

Clearly, there's some passionate thoughts on the this subject, and we are verging very closely to what I call Predator 2 territory here:

Back at Uni (a lonnnng time ago now) a bunch of us were watching said film. Gary Busey and Danny Glover were chasing an Invisible Alien (with a shoulder mounted rocket launcher), using some kind of special dye, and freeze throwing guns. Someone fires one of the freeze guns at a sprinkler, setting off all the sprinklers, washing away the special dye. It's at this point that one of my housemates pipes up and says "That wouldn't happen, it's cold"...

It's all about suspension of disbelief really. We're quite happy to accept invisible aliens, freeze throwers, etc.. but if something 'normal' doesn't work as expected, we're straight on it. I'm just as bad for it myself...

I guess my point to this (I know I had one when I started this epic ) is that, it's all down to interpretation really. I designed the set to be specifically tech in nature, but not exclusively for the Tech / Science origins. I just assumed (perhaps incorrectly) that most people would adapt the concept to fit their character's back story, or would just roll a character, and not worry too much about whether or not it makes any sense.

There's no right answer here I guess - it's all down your own interpretation of how things work, and how you play the game. Again, it's all good debate, regardless on your own point of view.

Thanks guys, keep it up!

Right, where's me spandex ?


Cheers, @RoboTank

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Sent from my HAL 9000

 

Posted

Working by the same logic as the others doesnt that make Willpower just as specific?

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You just go with the one that makes the greatest contribution.

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What if you're character started fighting crime because he could magically control fire and later got implants?
Surely you decide your origin on how you got your powers and when your hero orignally became a hero?


 

Posted

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a mutant but has an antimantium skeleton because of an scientific experiment.

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But the mutation came first and was the sole reason he could survive that scientific procedure

And I guess this is why the Devs leave it to the players to decide on origin and don't make it effect gameplay too much - in the end a lot of the disagreements are just subjective. In a potential dual origin case do you go with the origin that makes greatest contribution to your combat capability, or the origin that came first, or the origin of your primary powerset, or the origin you prefer and just kludge your bio to fit that (if you even bother to write one) - it's your character so it's totally up to you.

I have a Merc/Traps MM who is Mutation origin because he can psionically dominate others to be his soldiers and an Archery/EM blaster who is Tech origin because the only reason he's a good marksman is his cybernetic eyes - sure, a couple of other origins could have worked for them, but I made a judgement call, which is what the Devs want us to do (except with EATs obviously).


 

Posted

Agreed. In fact, going back to the title set, you could have someone that magically mind-controlled the scientist to give him the implants (bit of a long shot I know).


 

Posted

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Working by the same logic as the others doesnt that make Willpower just as specific?

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Willpower is probably the least specific defence set out there.

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Surely you decide your origin on how you got your powers and when your hero orignally became a hero?

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You would go by your powersets at the point when your character hit Breakout/Outbreak.


The problem with this idea is not just that its to specific to an origin, it's also to specialised within that origin. You see many players with Mako's shark powers? No. That's because there are very few characters which fit well with concept of being able to summon spirit sharks.

And take away the descriptions and what do you have? Just another def/res/regen set. What would the graphical effects be to give it a unique look? If I did want to create a technological character with a high tech looking defence set I would want glowing force fields, hovering drones and similar things, but implants and nanites would be invisible.


I really should do something about this signature.

 

Posted

[/color]<blockquote><font class="small">En réponse à:[/color]<hr />
not really, nano machines only boost what you already can do, what you are referring is something like doctor octopus.

[/ QUOTE ]So you're discounting technology on the basis that 1) it's not a visible device or 2) it only enhances natural abilities... So nanomachines enabling you to instantly heal your wounds is "natural". I guess it's a matter of perspective.
So nanomachines boosting your strength is "natural" while an exoskeleton doing the same thing is "technology"? Or is it as "natural" on the basis that it only enhances your natural strength?
(I'm not sarcastic: I'm really curious to understand you better.)

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[/color]<blockquote><font class="small">En réponse à:[/color]<hr />
same with mutant origin, it could be a scientific experiment and so, you gained new powers next to your existent one.

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Well, scientific experiment "would make for a "science" origin, not mutant.[...]

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you are arguing the exact thing wolverine has

[/ QUOTE ]Exactly... But "mutant" origin does not come from "scientific experiment" (not by game description of origins, anyway). That's the only point I wanted to make clear before speaking of "dual origins".
So we agree on that one.


 

Posted

I really like this idea

Really like it

It's well thought out, well presented and it makes me want to roll one.

Also, it should be Tanks/Brutes only *blows a raspberry to Scrappers and Stalkers, then realises his two mains are those ATs*

Keep the ideas flowing


 

Posted

Very good indeed, I created a robot and had to stick with invulnerablity (however you spell it) because the armour and nanites concept of it, I think this powerset rocks, aura animations may be similar to those of energy/electricity/sonics so it should be easy to create, once again, WELL DONE


A total of 14 of my nerves have been harmed in the making of this post...