Underwater?
What shall claim a Sky Kings' Ransom?
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ACK! I'm confused! We should already have most of the animations needed for such things : we already have a swimming animation, it would need to be adjusted for vertical movement though. We also have fly animations which would work just fine for fighting underwater.
So other than making water effects, what do we need ? |
I'm not against an underwater zone if it looks good. I don't envision making this happen being in the slightest worth the workload involved.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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However, I more than understand your stance. At the same time, is there any possibility of maps with windows/portholes that make the rooms look like they are underwater without having to put up with the shenanigans of coding attacks for a submerged area?
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Or how about something more exciting? How about an underwater base with plenty of large plate windows and glass tube corridors, where you can see the parts you've already visited out the walls? You can already sort of fudge that in Arachnos labs. I understand Longbow bases are just retextured blue labs (they even have the same misplaced geometry), but this is the perfect opportunity for Going Rogue to shine - revamp the old tilesets! Make underwater bases have windows to the water. Make high-rise maps have windows overlooking the city skyline. Even if it's not from the same zone we came in, I wouldn't mind, just so long as I can look out. Give warehouses windows to the outside. They don't have to see the REAL zone, or even the SAME zone, just a sidewalk with buildings. Make us come in through a roof access hatch, or through a WALL!
But, yeah, windows to underwater locations, please, even if we can't get to them.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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They will have to replace me with a gibbering idiot to get the okay to move forward with animation and VFX needed to support 'underwater' zones.
And then it will take years and ultimately look stupid. |
You heard it here first! Bill Roper will be hired to design an underwater zone for CoX!
I'm going to kill everyone's pony and say that as long as I am on this project, it will never happen. They will have to replace me with a gibbering idiot to get the okay to move forward with animation and VFX needed to support 'underwater' zones.
And then it will take years and ultimately look stupid. P.S. Aquaman is lame! |
BABS just killed my inner child. ;_;
*shakes fist*
YOU BIG MEANIE!
Wow. I mean...really. Wow.
Not only are my dreams and desires to see an interactive underwater zone in CoH completely crushed, but one of my first heroes I emulated to learn how to swim (Aquaman) is now considered lame by a dev I truly repsected.
Aside from some very dynamic and well thought out discussions on this, and with the understanding that the 'quality' of the zone/power effects/travel in an underwater zone are considered high on there 'needs' list for any willing to make this zone happen, I must truly say that I'm saddened by the motivation-stopping brakes that were just applied to this particular player request.
Are there work arounds that can be done? Sure. Sam (et al) noted making underwater bases and maps using a variant of the arachnos base maps to maybe redraw them as a base being underwater or walking through underwater tubes (replace the wall mesh with glass; change the inaccessible background behind the mesh/glass to water with little fishes and sharks swimming along; have a few drips coming from pipes, tanks, water puddles to slip on, etc). Granted this idea/workaround doesn't allow for an interactive 'swim free' zone to do battle in, which would indeed be the penultimate environment to battle in (space = ultimate), but it seems there are more detractors than optimizers even in this particular train of request.
In many respects, I understand the work involved. It would, indeed, be a huge challenge to make this environment to any degree of battle-capable quality.
If we were to have an interactive underwater zone for heroes/villains to swim and battle in, from previous discussions in this thread, the use and feel of powers in that environment seem to be the major detractor. For that, I cannot think of any alternate solutions other than maybe crafting a "magic" or "science" artifact/item that allows a character (while in the underwater zone) to fight in that medium as if they were fighting above ground wherein the characters/NPCs would move around with a 'flight/swim" mode much like that in the underwater swimming maps that some of us have experienced in-game already and battle as normally as if they were above water. In this repsect, the zone's storylines, missions and content should be the primary focus; the underwater environment is a medium that any story designer could tell you is a setting or backdrop to the storyline. With a little imagination, the latter can be done.
Options for a few things that come to mind in regards to underwater breathing have already been mentioned, however, to add what I can, the design that is utilized for characters to use backpack-style fire extinguishers in fighting fires in Steel Canyon in the game can be modified to be scuba tanks that can be purchased/provided by an NPC prior to entering an underwater zone, with a 1 (or 2 or more) hour(s) air supply, otherwise, they loose health in that environment without it. Have some 'domed' or "air pocket" areas in the zone where players/NPCs can battle, swim/run to, talk to contacts, merit vendors, trainers, etc. These 'domed' or 'air pocket' areas can be even joined together with air-filled tubes or even underground tunnels. There are always options with a little imagination. What's to say the Atlanteans/Lemurians/whatever-group-that-is-made need air as well as water to live?
Nontheless, it seems our requests and inputs for this feature shall fall on deaf ears.
In the past, I've taken challenges that were deemed impossible to do; I've overcome some incredible adversity in my life to get where I am now; I have (to quote good 'ole Clint Eastwood) "Overcome, adapted and improvised" on many critical tasks set before me. The CoH/CoV Devs have also met many challenges set before them and triumphed. I am quite surprised that the "Freem Team" is letting 'water' stop them.
I find this squashing of any potential of an underwater zone/maps/storyline disheartening. Optimism, I guess, can be fleeting.
I have a couple of puppies ya'll can kick while your at it to just keep the flow going...
Look at the bright side, Deej: if you keep crying like that, eventually you'll have your very own water zone. Hope you find your own tears as delicious as the big bad ebil devs do.
In the past, I've taken challenges that were deemed impossible to do; I've overcome some incredible adversity in my life to get where I am now; I have (to quote good 'ole Clint Eastwood) "Overcome, adapted and improvised" on many critical tasks set before me. The CoH/CoV Devs have also met many challenges set before them and triumphed. I am quite surprised that the "Freem Team" is letting 'water' stop them. |
(And Aquaman really is lame. Puppies kick him when they've had a rough day.)
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It's a magical weapon (which actually gives him an edge on Superman in a fight)
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As for an underwater zone, I really like Lemuria in Champions (when it's not lagging too bad, but that has nothing to do with the water) but I can understand the complaints about powers working the same way underwater breaking immersion. The visual effects could be really cool, but I agree that to really do it right would be a huge challenge... and would also be totally unfair to certain builds since (for example) Fire would be virtually useless while Sonic would be supercharged.
I enjoy the visual effects enough to suspend disbelief on things like that, but I can see where others wouldn't.
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Bah, it's just Aquaman hasn't been written consistently, hasn't had any real good writers in a while, and he's the one character they seem to like to mess with and drastically change. Classic Aquaman, hook hand/bearded Aquaman, water hand Aquaman, new Arthur Aquaman, Black Lantern Aquaman, and that's all happened in the last 20 ish years or less. Give him a good writer who will clearly define his powers and abilities, really bring him to the forefront of the DCU, and then have the editors keep him that way if/when they change writers. That's how you make Aquaman relevant again. Look at the classic days of the Super Friends, Aquaman was relevant then and a valued memeber of the team and people weren't calling him lame. Just need to find a way to get back to that.
I say you mix elements of the above Aquamen to make a good one. Keep the classic look just modernize it a little, keep the regal King of Atlantis attitude and actually have him rule over Atlantis. Atlantis should really be its own force to be reckoned with and something the land dwellers need to treat as a seperate entity with respect. Make the stories more magical/fantasy based, Arthurian/Atlantian mysticism type stuff. Really explore his powers and just what they can do and just what he is capable of. Then stick him on the Justice League as well and show that his powers extend beyond the water and he's no slouch.
Aquaman really is just underrated and dismissed but when dealt with properly he can be a cool character. Most people don't seem to diss Namor, and yet the two are essentially the same, minus the stupid wings on the heels. And in my opinion Aquaman can wipe the floor with Namor, like dropping a whale on him.
Oh, and on the original topic, yeah windows in the underwater bases would at least be cool to give that feeling of immersion. Perhaps even a map where you have to swim underwater to get from point a to point b, nothing to fight, just a quick trip from one airlock to another ala The Abyss. Some more windows in building maps too as suggested would be cool.
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I'm going to kill everyone's pony and say that as long as I am on this project, it will never happen. They will have to replace me with a gibbering idiot to get the okay to move forward with animation and VFX needed to support 'underwater' zones.
And then it will take years and ultimately look stupid. P.S. Aquaman is lame! |
Everlasting Ruling Authority@President SK
I find this squashing of any potential of an underwater zone/maps/storyline disheartening. Optimism, I guess, can be fleeting.
I have a couple of puppies ya'll can kick while your at it to just keep the flow going... |
PS Aquaman s lame, but the Sub-Mariner
kicks ***!
"Samual_Tow - Be disappointed all you want, people. You just don't appreciate the miracles that are taking place here."
Just gimmie a swimming pool to put in my base, that allows swimming like in that Cimerora mission, and all is well. Please.
Super Friends Aquaman is the one everyone calls lame. Because he is.
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As to Namor better than Aquaman:
PWND! LOL
50s - Energyman, Elec^3 Blaster - Light Bringer Prime, Triform PB - OxyStorm, Robo/Storm/Mace MM - Widow Lotone, NW - Psi-Vox, Ill/FF/Earth Control
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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I'm going to kill everyone's pony and say that as long as I am on this project, it will never happen. They will have to replace me with a gibbering idiot to get the okay to move forward with animation and VFX needed to support 'underwater' zones.
And then it will take years and ultimately look stupid. P.S. Aquaman is lame! |
Mr E-Man ~ Mr E-Villain
XBL GamerTag: il Radd
And then it will take years and ultimately look stupid.
P.S. Aquaman is lame!
Hey, did you hear? They're replacing BABs with some guy named Gibbers, who has figured out how to make an Underwater Zone work! Only problem is, they are going to release it sometime in 2011.