"Unlockable Animations"


3dent

 

Posted

This suggestion is probably bordering on Power Customization as much as it can, but I'd like to throw it out there anyway.

'Power levels' work in a lot of ways in CoX, RP-wise and game mechanic-wise. You can blow up cars and trucks with a single brawl with a high Threat Level, yet some enemies like mostly-human Arachnos soldiers can still best you.

What I've thought about is how our power animations work compared to our 'power level', versus what we're using it against/how 'experienced' our character is with the power.

I'd like to have, say, one or two extra animations unlocked for every power if possible, perhaps at 25 and 50. At these levels, all characters get to choose between 2-3 powers that they may change the animation of.
To take an example, Levitate from the Mind Control powerset.
It's basic with a two-handed proper PUSH upwards, but at 25, you unlock a one-handed version. Then, at 50, a wrist-twist or beckon animation is unlocked.

These animations won't change animation time, so will keep the powers balanced. Then there's the FXes, but that could be messed around with regarding the animations..
I'm well aware that new animations take a bit of work to do, as Babs explained when [Walk] was discovered.

Actually, the animations wouldn't even need to be new at all. Re-used ones like Siphon Speed's animation could work for Levitate at 25.

This would make the 'AWESOME' feel when going on rampages with your character even better, and it'd be really, really great for showing off.


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Posted

My debugger sense tells me that it is nearly as bad as power customization coding-wise, (Although IANAD and my debugger sense isn't perfect.) but in one regard it might be even better than either the current system or "baseline" PC. Not only you still can readily recognize power used, you can gauge it's sterength easier.

In other words /signed, FWIW.

Now, when I think about it, it can be made even better in that regard, - make custom animations unlockable by slotting a power. So, basic power with 1-2 slots has default anim, and a 6-slottet power has additional visual bells and whistles... Hmm... Or it could even be "Animation time" IO. Although I suspect that this is even more peoblematic coding-wise, even if only one or two powers per set are like that.


 

Posted

Actually this isn't quite as bad as power customisation, but it is a huge amount of work and does not necessarily mean it would be desirable, especially for roleplay. (Who says my natural scrapper wants some elaborate, aura-infused super-move for her attacks at level 50?)

Essentially, it's unlikely to happen unless power customisation does, and given that it involves the animation team creating and balancing new animations for people to use, I'd say it's unlikely to then.

Possibly desirable, but only if selection of the unlocked animations was optional.


Disclaimer: The above may be humerous, or at least may be an attempt at humour. Try reading it that way.
Posts are OOC unless noted to be IC, or in an IC thread.

 

Posted

"aura-infused" stopped being cool well... After GeForce 2? If those things would be done at all, I'd like to see, say, DB attacks looking more like sword attacks, less like guy just spinning and waving his blades for no apparent purpose, or LESS over-the-top version of Claws' Eviscerate... Of course, these things aren't, by definition "just a bit more" animation, so it probably won't happen? unles CoX somehow gets WoW number of subscribers...

Sorry for any typos, had to stay awake all night.


 

Posted

Claws eviscerate, now its not a cone, makes no sense =/ They should make it more like the traditional 'two slash' attack, blades slashing at neck hieght in oposite directions. Classical 'finishing move'


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Posted

[ QUOTE ]
Claws eviscerate, now its not a cone, makes no sense =/ They should make it more like the traditional 'two slash' attack, blades slashing at neck hieght in oposite directions. Classical 'finishing move'

[/ QUOTE ]

Huh? It is a cone, a short ranged one anyway. At least my Claws scrappers is, I just got it. It's the same sort of cone as Sands of Mu / Shadow Maul, you can get 2-3 people in it.

Did it used to be BIGGER?


 

Posted

/signed.

Thought I'd keep it simple


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Posted

This already exists. Try spamming brawl. Your character will alternatively do it with different hands.


 

Posted

I *do* like the idea.

There's several other thing I would like to see first however, and I think the implementation could do with some work. eg, a choice of whether or not you use the new anim.

As an additional coding headache, different anims against different levels would be fun. To use your example, levitating a green mob should be a flick of a finger. Doing the same to a purple boss should mean the constipated-two-handed-grimace-of-brain-squeezing-out-through-ears animation

I like the concept a lot though.

Fahie


 

Posted

[ QUOTE ]
[ QUOTE ]
Claws eviscerate, now its not a cone, makes no sense =/ They should make it more like the traditional 'two slash' attack, blades slashing at neck hieght in oposite directions. Classical 'finishing move'

[/ QUOTE ]

Huh? It is a cone, a short ranged one anyway. At least my Claws scrappers is, I just got it. It's the same sort of cone as Sands of Mu / Shadow Maul, you can get 2-3 people in it.

Did it used to be BIGGER?

[/ QUOTE ]

You'lll find its the same as it was before "except the range increased from 5' to 7' at some point along the line

the difference being the STALKER version was changed to single target, due to stalkers being very much single target based in order to hit criticals properly when hidden, AoE type powers on a stalker have a "chance to crit" when hidden


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Posted

[ QUOTE ]
This already exists. Try spamming brawl. Your character will alternatively do it with different hands.

[/ QUOTE ]

And feet.


 

Posted

a good idea indeed. signed.


 

Posted

I thought it might be nice to be able to select quick or slow styles for each powerset. Then I thought about being able to assign an existing animation to your new ability when you ding. Then I thought about being able to have styles of behaviour based on your character's theme - if you have a robot, it's idling animations will be robotic, if it's a trad hero it would stand to attention, etc.

Finally, I considered the work involved. It would be really nice to have more animations, but they seem to require a lot of man hours (for one reason or another). I can only hope that maybe another game will use my ideas.


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Posted

Just to append this, I was just trying to make an alt and the Fiery Melee appealed to me. Sadly I don't want a character who uses a Fire Sword, so I'm out of luck. Surely Fire Sword should be either it's own set or a version of the regular broadsword where the player chooses a fiery gfx weapon?


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Mission Architect 91838 - Constantinople Jones' Family Secret. A One Mission Story arc.

 

Posted

[ QUOTE ]
Just to append this, I was just trying to make an alt and the Fiery Melee appealed to me. Sadly I don't want a character who uses a Fire Sword, so I'm out of luck. Surely Fire Sword should be either it's own set or a version of the regular broadsword where the player chooses a fiery gfx weapon?

[/ QUOTE ]

Then don't pick FSC or GFS - plenty of other powers to choose from between your primary, secondary, 4 ancil and epic/patron pools. Quite simple really.

The fiery swords aren't physical swords - they are manifestations of elemental fire which are seen as taking the general form of a sword.


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