Things I'd Like to See In Going Rogue...


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Posted

I like the ideas, but many are "Dynamic Content (tm)" -ish.


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Posted

Quote:
Originally Posted by Steelclaw View Post
* A Funny Thing Happened On the Way to...: The trains/ferries are great ways to get from zone to zone but how many movies/comics have you seen where something bad went down on the trip? Bad things happening on subways is a movie cliche. A mini-map appears and you find yourself battling up towards the front of the train to take out the bad guy who's captured the conductor. Or you're running around the ferry trying to beat up all the tentacles that are attempting to drag it under. This would have an automatic feature that would NOT start one of these if you were on a timed mission. It would also have a toggle to turn it off from the options menu.
For this one the best implementation would have a pop-up come up when a 'travel event' is triggered that asks you if you want to take part in it. This way if you are on your way to sell/level/ect just before logging off you can choose not to take it. The events should only have a chance to trigger when you are solo and don't have a timed mission on your plate. Then add in an entry in the options menu to completely disable them and that will pretty much cover all bases.


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Posted

Quote:
Originally Posted by EricHough View Post
For this one the best implementation would have a pop-up come up when a 'travel event' is triggered that asks you if you want to take part in it. This way if you are on your way to sell/level/ect just before logging off you can choose not to take it. The events should only have a chance to trigger when you are solo and don't have a timed mission on your plate. Then add in an entry in the options menu to completely disable them and that will pretty much cover all bases.
That would handle my concerns with the idea, I think. As long as it wasn't too frequent, I don't think the extra popups would annoy most people into turning it off.


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Posted

Arachnos and 5th Column in Boomtown, as well as some kind of Hollows/Faultline style revamping of the whole zone. Seriously, Reichsman's free, the Column's back, and Recluse allegedly has interest in the area. The actual zone should reflect this.

Also, more Arachnos (hero side) and 5th Column (both villain and hero side) story arcs.


 

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Originally Posted by Chompie View Post
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Posted

Actually, the first thing I thought of for the "A Funny Thing Happened..." would be a CoX mission that is a recreation of THE TAKING OF PELHAM 1-2-3 (never saw the remake, so this is going off the original). I think a hero/villain rescue slugfest on the train would totally rock.

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Posted

You know what I'd like to see with Going Rogue? Office, Lab, Arachnos, and Longbow base map overhauls so the interiors make sense!

Basically, the elevators would work sort of like trams/ferries with the pop-up option, you can actually go from the first floor to the top without any delay. Not only that, but with bigger levels you would have multiple means of getting to different floors. Unlocked, Weakened, or broken windows to scale the sides of the building, maintenance shafts, fire escape stairs, air ducts, or scaling empty elevator shafts could all provide means for moving between floors. But there's a catch for why so many options would be presented, the enemies would be quick to realize you're getting around and about and work quick to make sure you can't use the same method twice, so every time you use one, you cannot use the same method until you clear out the floor you've ended up on.
And some floors could start out locked and require a key to get to, and maybe the alternative means could be limited to certain floors.

Now this could also provide some interesting things for branching story arcs, like if you just skip over the floors to find an objective, you wouldn't find the bonus objective that could lead you down a different path, or maybe if you stick around to defeat all enemies, you could learn something vital from one of them, or you could have wasted too much time and a path has closed for your heroes of villain.

Also, new map styles, I want actual Nemesis map tile sets, museum (Natural History, Art, and General History types), more store types, hotels/apartment buildings, restaurants/bars, space station maps, icy tundra, deserts, jungle, forests, etc. etc.


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Quote:
Originally Posted by Samuel_Tow View Post
City of Heroes is a game about freedom of expression and variety of experiences far more so than it is about representing any one theme, topic or genre.

 

Posted

generally, I like, and have seen every last one of these suggested back in the old EU Ideas and Suggestions section, where they were quietly ignored, of course. Some comments...

Quote:
Originally Posted by Steelclaw View Post

* A Funny Thing Happened On the Way to...: The trains/ferries are great ways to get from zone to zone but how many movies/comics have you seen where something bad went down on the trip? Bad things happening on subways is a movie cliche. A mini-map appears and you find yourself battling up towards the front of the train to take out the bad guy who's captured the conductor. Or you're running around the ferry trying to beat up all the tentacles that are attempting to drag it under. This would have an automatic feature that would NOT start one of these if you were on a timed mission. It would also have a toggle to turn it off from the options menu.
Would also need to be disabled if you're in a team. Can you imagine how much fun it would be if one member of your team gets stuck doing some studpid train mission and everyone else has to wait?

Frankly, I'd disable it all the time, it would interrupt game flow way too much for no apparent gain.

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* Death Traps:
Are wonderful in comics (actually, no, they're stupid, but in context they're wonderful), but they just staright don't work in games. And what's with the double debt? Why?

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* Rescuing/Kidnapping Tweeks:
A lot of unimplementable stuff here. Or, your suggestions for heroes make it harder, carrying your victim villain-side would make it easier. You play a villain a lot?

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* Life Long Themes:
I have an enormous dislike of companies enforcing roleplay on me. My current main RP character has had her objectives change several times over the year or so she has existed. I don't want her to have a 'life-long theme.' Point of fact, same applies to al my other characters. Could never be made flexible enough for most roleplayers.

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* The Undefeated Champion:
Hate the entire concept.


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Posts are OOC unless noted to be IC, or in an IC thread.

 

Posted

Quote:
Originally Posted by Steelclaw View Post
* Non-Contact mission starts:
Random optional missions would be a nice addition to radio-style missions. But that explanation you had might be a bit too hard to implement.

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Originally Posted by Steelclaw View Post
* A Funny Thing Happened On the Way to...:
Hmm.. We had a similar discussion with our SG a while back. That while, say, teleporting, you could get caught by a subspace disturbance and get stuck in some sort of strange otherwordly place.
But really that would be just insanely annoying when that happened if you were just TP'ing home to log out.
So, no.

Quote:
Originally Posted by Steelclaw View Post
* Death Traps:
Death Traps would be a nice addition to the game. But I hate all timed missions, and they'd be annoying to most players, I think.
But if you got defeated in a special map and clicked "hospital", you'd be sent to some sort of death trap. Like the villain maps where you're sent to jail.
What kind of death traps they would be, I'm not sure. Something fun and non-annoying.

Quote:
Originally Posted by Steelclaw View Post
* Rescuing/Kidnapping Tweeks:
Hmm. Didn't quite get what you meant with the Hero-side resque stuff. I like the fact that the victims are cowering in front of muggers. And some enemy types hold their victims in force fields and rituals anyways.
The villains "throw the darn kidnapped on your shoulder and run" would be great. They wouldn't get stuck on each and every corner in a cave. And wouldn't get lost when someone has Steamy Mist on.
In fact, a major tweak on their pathing would be nice for each side.

Quote:
Originally Posted by Steelclaw View Post
* Life Long Themes:
Don't like it, sorry. What if I choose the "wrong" theme in the beginning? Something that you later find doesn't fit the character. Or gives lots of missions with maps that you hate?
Actually, you can play a theme now anyways. Just write it in your character description, and pick missions with enemies that fit your "theme".
No need to force it on everybody.

Quote:
Originally Posted by Steelclaw View Post
* Branching Missions:
Umm, so you got different missions depending on what you do on a mish, right?
That would just create lots of content people would rarely see. And already I hate the fact that contacts can give missions in random order. I usually play with my friends, and we all strive to get the same contact. So we can complete the same missions simultaneously.
But when a contact throws a curve ball and gives the missions in random order, we're stuck in playing the same mish multiple times.
Instead of branching missions give us more contacts

Quote:
Originally Posted by Steelclaw View Post
* Unknown Mission Objectives:
I like the fact that you immediately know what to do. It'd be really annoying when you think that you're done with the mission, and 5 more objects just spring up. "Agh, so I have to re-search the cavern for the glowie, that wasn't glowing when I first saw it?!"

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Originally Posted by Steelclaw View Post
* Training Facility:
Some sort of dummy range would be nice, so you could test your powers. (Then again, we DO have our dummy ranges already http://www.flymancomics.com/ep3 :P )
I'm not sure about the "collect double XP here!" stuff, though. And I think most of those training simulations could be done in AE if somebody wanted them bad enough.

Quote:
Originally Posted by Steelclaw View Post
* The Undefeated Champion:
Some games give awards for not being defeated. In Lord of the Rings Online you get a "badge" if you get to certain level without dying.
Some players delete their chars if they die before getting all the badges (if I remember correctly lvl 20 gives the last "Yay didn't die!" badge). And if you want them, PUG's and bad players become a real liability.
So I'm not a big fan of those kind of rewards. I don't mind if superheroes get defeated. As you said yourself in "Death Traps", these things tend to happen. The hero just bounces back, dusts him/herself off and runs in the fray again.


 

Posted

Quote:
Originally Posted by Balanced View Post
The "On the way" idea sounds like fun, but it would have to be implemented very carefully, or it would end up being terribly annoying. You've accounted for timed missions--which would be the biggest single objection, I think--but what about when you have a team waiting for you? Or if you're just trying to get to the market to dump some stuff before logging? Going into the Options menu to switch it on and off frequently as your circumstances change would be a pain, and I suspect most people would end up switching it off and never bothering to reactivate it. At the very least, I would make it check to see if you have a mission set (even a non-timed one), and not trigger if you do.
Maybe there could be a toggle on the train/ferry destination list. Tick it to have the chance of one occuring and untick to have no chance. Default is set to what you have on your options each time you log in. Have the chance 0% if on a timed mission or on a team.

Alternatively if on a team the incident could be set as the teams current mission so the rest of the team can join in.


 

Posted

Fantastic suggestions, Steelclaw. Hope the Devs take them into serious consideration. I'm a Son of the Silver Age, so I especially LOVED your Death Traps idea.

Quote:
Originally Posted by Steelclaw View Post
(Semi-witty introductory monologue deleted)

* Death Traps: I'm a silver-age fan and those heroes were ALWAYS being trapped inside giant hour glasses with falling/suffocating sands, strapped to rockets being launched at cities and dropped into pits filled with various mutant carnivores. Sleeping gas or some knock-out agent as soon as you enter the mission map then you wake up to find yourself in a death trap. There is a count-down timer before it goes off. You need to click glowies, destroy objects, defeat robots, etc before you run out of time. The death trap maker was nice enough to tell you during his monologue exactly what needs to be done. If you fail then you end up in the hospital; but your debt amounts are double that of a street sweeping death.


 

Posted

Quote:
Originally Posted by Steelclaw View Post
  • Non-Contact mission starts

  • A Funny Thing Happened On the Way to...

  • Death Traps

  • Rescuing/Kidnapping Tweeks

  • Life Long Themes

  • Branching Missions

  • Unknown Mission Objectives

  • Training Facility

  • The Undefeated Champion
I definitely want all of these items, except the last item The Undefeated Champion should in my opinion simply be a badge that every character starts with and loses if they are defeated before they reach Lv50.


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Posted

Well, for starters, Going Rogue.