Zig in brickstown [small graphical change]


AzureSkyCiel

 

Posted

The zig is where we keep all the defeated villains, yet the building doesnt seem strong enough to keep superpowered beings from getting out.

My suggestion? Put a simple Forcefield around it that shows the fact that the villains are indeed stuck inside. Seems a bit odd to me that we capture a supervillain like frostfire who cant even escape from a simple building . . . . . .

Small graphical change but needed imo.


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Posted

Are you *sure* it's a "simple building?" We don't get much info on what it's like inside (besides the quick zig breakout, which is only a portion of it.) We don't have a *lot* of info on what else is inside - which might make for an interesting arc or some such.

On the other hand - you'd have to explain, with that forcefield, why there are Prisoners (who are perfectly 'normal' as opposed to powered) out on the street, or face the wrath of the badgers when they can't get their prisoner defeat badge any more.

(Not really for or against, hoenstly.)


 

Posted

It's actually spelled out in canon that the Zig prisoners are subjected to a Power dampening drug. When going through Breakout, when you pick from the two contacts inside the prison, one of them tells you to talk to a Troll for some Superadyne to counter act it.


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Posted

Quote:
Originally Posted by EU_Damz View Post
The zig is where we keep all the defeated villains, yet the building doesnt seem strong enough to keep superpowered beings from getting out.
Well, yeah... haven't you ever rolled a villain?
The Zig's got a mass breakout going 24/7!

Quote:
Originally Posted by Memphis_Bill View Post
Prisoners (who are perfectly 'normal' as opposed to powered) out on the street
Actually, the "Prisoner" enemies are supposed to be all the gangbangers, druggies, and mobsters we've been arresting for a couple dozen levels. And they all must have super powers, if they can survive disembowelment


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Posted

Quote:
Originally Posted by Fleeting Whisper View Post
Actually, the "Prisoner" enemies are supposed to be all the gangbangers, druggies, and mobsters we've been arresting for a couple dozen levels. And they all must have super powers, if they can survive disembowelment
Or the Zig and the PPD's local slammers have the same or similar medical kit as the hospitals every novice Natural human hero's going to be getting seriously familiar with in his or her early days?

*shrug*


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Posted

Quote:
Originally Posted by M_I_Abrahms View Post
It's actually spelled out in canon that the Zig prisoners are subjected to a Power dampening drug. When going through Breakout, when you pick from the two contacts inside the prison, one of them tells you to talk to a Troll for some Superadyne to counter act it.

I actually didnt know that, thanks for the info Guess sometimes its not wise to skip the tutorial!


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Posted

Quote:
Originally Posted by M_I_Abrahms View Post
It's actually spelled out in canon that the Zig prisoners are subjected to a Power dampening drug. When going through Breakout, when you pick from the two contacts inside the prison, one of them tells you to talk to a Troll for some Superadyne to counter act it.
Well that's all well good and all for keeping prisoners in, but it seems to do a @#$% poor job keeping folks (*cough*Arachnos!*cough*) out.

You know what they need? Missile arrays, a detachment of Longbow Ballista, each with their own platoon of nullifiers, PDD SWAT Equalizers brought up to level 50, and that forcefield still wouldn't hurt.

Besides, can't they get in trouble for all the heroes that leap over the fence and beat on already detained inmates in the courtyard?


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