Glowie Emotes
One improvement that would improve game immersion. I like it, make it happen.
Nice. I especially like the comedy potential involved in using the Propel mechanism to generate the discarded trash. (Well, okay, not the actual Propel mechanism - although that would be hilarious. Air compressor, pool table, rusted-out Buick... )
I was thinking of the Trash cans in Pocket D, and the Slag Golems when I thought of that.
"Null is as much an argument "for removing the cottage rule" as the moon being round is for buying tennis shoes." -Memphis Bill
Sounds like a minor (but cool) QoL addition. Color me /signed.
Now that sound awesome. I'm tired of magically searching the laptop by standing there and crossing my arms.
Arc ID: 348998 - Becoming a villain
Arc ID: 373341 - To Save a Hero
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Lady Jane already does it! ...not sure why she was carrying that bat, though.
Formerly known as Stormy_D
What all of them said!
http://www.fimfiction.net/story/36641/My-Little-Exalt
Good idea!


Villains are those who dedicate their lives to causing mayhem. Villians are people from the planet Villia!
Considering that all of the required animations already exist, I'm game for it.
I think the only problem is that it would require manual tweaks to several glowies across the game...after all, you aren't always destroying those big lab machines, sometimes you're merely examining them. Conflicts like that.
And obviously, being able to choose which emote the character does upon interaction in the MA is a necessity.
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"Null is as much an argument "for removing the cottage rule" as the moon being round is for buying tennis shoes." -Memphis Bill
I approve of this idea wholeheartedly. While rooting through every last glowie mish and tag them with the proper emote trigger would be steep, it'd be a major improvement to immersion.
"Take the Yuan-Ti, bash them with a club made of frozen stupidity, then rip out their sense of subtlety with a rusty spoon, and then you have the Snakes of Mercy Isle" -Taltha Widowfang, drow stalker
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This gets a thumbs up from me.
Just had a neat idea for the game as a whole, and the Mission Architect. Just an neat little immersion thing I thought might be workable.
Right now, you click on a glowie, and watch the bar. However many times, we have appropriate emotes that exist already in the player repetoire. We also already have certain objects that trigger an emote when clicked on (Crafting Tables). So, simple <insert standard code rant here> combination of two things:
Code objects in missions, and let players code objects in their missions, so that appropriate emotes trigger while the glowie is being clicked. For example:
Searching a bookcase, use the book reading emote.
Looking at a bulletin board, use the emote that has a character pointing his finger and examining.
Searching a computer triggers the tapping a keyboard emote (without the laptop)
To flesh the feature out some, maybe create a few special emotes:
-Searching a trashcan, has a player kneel down and toss garbage over his shoulders (using PhysX effects to generate real trash a bonus)
-for the glowies that are "destroying" the object, maybe a variety of tearing apart emotes, with debris made by PhysX. Not Destructible object goals, but glowies the player wants to call "destruction"
Within the MA, players would be able to pick from 1-3 emotes per object, if there are appropriate ones available. Similar to coding an emote for the NPCs in a spawn.
This isn't storyline, this isn't QoL, this isn't major in any way. Just seems like a doable way to increase immersion.
"Null is as much an argument "for removing the cottage rule" as the moon being round is for buying tennis shoes." -Memphis Bill