My ideas!


Adeon Hawkwood

 

Posted

Here are some ideas I have for improving (or add to) CoH/CoV.

New powers:
Water element powers for blasters/controllers/dominators/corrupter
Sorcery for defenders and masterminds (since MM are getting demon summoning).
Animal Instinct (moves that are base off of animals) for scrappers/tankers/stalker/brutes
Beast Tamer for masterminds

More costume parts/options:
I think we need more back costume parts that's not capes or wings. I mean like backpacks (military, school, medic, etc.), battery packs, jet packs that's not active unless flying power is active (like rocket boots), air tanks, back fins, and others.

Also you should be able to choose you belt style (strap/buckle).

And finally, weapons should be seen even if it not in use (like axes, swords, and guns). We should have gun holsters and scabbard for swords. Axes should be on the back of the characters.


 

Posted

the search function is your friend... use it.


 

Posted

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Originally Posted by cricket View Post
Water element powers for blasters/controllers/dominators/corrupter
The devs said at Hero-con that water-based powersets weren't being made yet because water is really hard to animate and make look good. They would have to raise the minimum requirements for the game in order to put water powers in the game. So, while they want to do it, they can't at the moment.

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Sorcery for defenders and masterminds (since MM are getting demon summoning).
Sorcery is not a power, it is a method of using powers. It's just another word for Magic. If you want a sorceror, just roll a toon with the Magic Origin and whatever powers you want. Explain in the characters biography that he/she is a powerful sorceror, and voila. Instant Sorcery.
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Animal Instinct (moves that are base off of animals) for scrappers/tankers/stalker/brutes
Beast Tamer for masterminds
Been asked for many, many times, and will always get the same response. No. Why? Because it requires too much work. You would need to make a brand new skeleton for the animals, then program animations for every single power in the game. Just think about how many powers there are in this game. It could take years for this kind of thind to get done. Again, the devs really want to do it, but the work required is astronomical.

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I think we need more back costume parts that's not capes or wings. I mean like backpacks (military, school, medic, etc.), battery packs, jet packs that's not active unless flying power is active (like rocket boots), air tanks, back fins, and others.
I bet you're getting tired of hearing this, but it's just not possible right now. The devs are having problems getting costume parts to align properly with the character skeletons. to see what I mean, roll a huge character with the Physique slider maxed out, then use the jetpack temporary power. The pack clips into the toons back. Likewise, create a character and move the Physique slider all the way to the left. When you use the jetpack, it floats a few inches away from the characters back. Yet again, the devs really do want this, but there are problems getting it done.

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And finally, weapons should be seen even if it not in use (like axes, swords, and guns). We should have gun holsters and scabbard for swords. Axes should be on the back of the characters.
If it's entirely optional, sure. I don't really see why we don't have holsters, but I'm sure there's a reason. Probably like the others and they're having problems setting it up. *shrug*


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Got Inf?

 

Posted

Well first off welcome to the forums. As Sharker said the search function is your friend. The ideas have pretty much all been bought up before and mostly shot down by the devs for technical reasons.

In particular back items along with scabbards apparently cannot be done without horrible clipping issues and water attacks were attempted but looked horrible so they were replaced with ice.

As for your other powerset suggestions, they would probably be ok in technical terms (although the beast mastery one might be a problem due to the need to animate a whole new set of skeletons) but have concept problems. How would Sorcery differ from making a magic origin defender with the normal powersets? Similarly how does Animal Instincts lend itself to a set of nine melee attacks? Most animals attack with either claws, kicks or biting. The Claws and Martial Arts sets cover the first two pretty well and I think biting would run into technical problems since the animation can't directly interact with the enemy.


 

Posted

Quote:
Originally Posted by cricket View Post
Here are some ideas I have for improving (or add to) CoH/CoV.
Welcome to the boards. Search can be your friend (or even the stickies at the top of this very forum, you know, the Lady Jade's Powers Suggestions Thread). None of these ideas are new, in fact many of these ideas have been talked over to death so much that the horse doesn't have any flesh left to flay.

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New powers:
If you want support shown for powerset ideas, you need to flesh them out, preferably with all nine tiers and a basic description of each of the powers. This shows that you have put some real thought into your suggestion, and aren't just spraying ideas from the top of your head.

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Water element powers for blasters/controllers/dominators/corrupter
Energy Blast was originally meant to be Water Blast. If you use a little imagination, it still can be. They had difficulty making the effects of the power truly look like water under the orginal graphics engine. The graphics have been upgraded once for CoV, and will be upgraded again for GR, so Water Blast may be back on the table. We won't know until we see the expanded graphics capability.

BTW, Ice is a water element power, if you want to get even slightly technical

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Sorcery for defenders and masterminds (since MM are getting demon summoning).
Umm, what is sorcery? If I use my magical powers to summon winds and storms to buffet my enemies, aren't I using sorcery? If I use my magical powers to summon fire to engulf or blast my foes, aren't I using sorcery? If you mean that you want a powerset that uses spellbooks and wands, how do you explain that my Technology origin hero needs to use a spellbook to work magic when he really manipulates magic through his iPhone. Powersets should not pigeonhole origins or be restricted to origins.

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Animal Instinct (moves that are base off of animals) for scrappers/tankers/stalker/brutes
Claws now available for Scrappers, Stalkers and Brutes, as of Issue 16. Wish granted. Super Reflexes can be explained this way as well.

I'm not really getting what you want here. This is a perfect example of needing to flesh out the idea if you want support for it.

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Beast Tamer for masterminds
This may be being worked on already. Paragon put out a job posting a while back for folks experienced in animating non human skeletons. There are several issues. One is that animal skeletons are much harder to animate than human skeletons. Every single type of animal (dog, cat, raptor, lizard, snake, arachnid, insect, etc.) moves differently than every other one. This means that a Beast Mastery set that encompasses more than one animal type requires as many times more animations as different types. So if dogs are first tier, big cats are second tier, and a bear is third tier, that is three times as many, completely new, not recycled, animations and skeletons that need to be created than any other Mastermind set.

Unless you want the set to look like garbage.

That, and, now that I think about it, a Beast Mastery set would kind of suck for Masterminds. You would have pets with zero ranged capability. What is a wolf's ranged attack? Or a lion's? Or even a velociraptor? While we do have pets that prefer melee range, they all at least have some ranged attack for when their target is flying or otherwise unreachable. A Beast Mastermind would need to rely on the offensive capabilities of the Mastermind himself in order to take down flying foes.

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More costume parts/options:
see: Jay's costume request thread. Jay will not consider any costume request that has not appeared in that thread. He does not want ten billion "I want parrots" threads clogging up the forums, so he created one place where those suggestions will go, and he completely ignores costume suggestions in any other location.

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I think we need more back costume parts that's not capes or wings. I mean like backpacks (military, school, medic, etc.), battery packs, jet packs that's not active unless flying power is active (like rocket boots), air tanks, back fins, and others.
We believe this is also being worked on. At issue are two obstacles. Apparently, the game only has room for two more anchor points on the current engine. With only two possible anchor points left, they want to make sure that they are used properly. This leads to the second issue. As it stands, back attachments are designed with the default male model in mind. If you look closely, you will see that the temp power jetpacks actually float about 3 inches off of a female model's back, and that they sink into the skin of a large model. Once they figure out how to get those back attachments to conform to body of the host, we will probably see backpacks and other attachments.

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Also you should be able to choose you belt style (strap/buckle).
There are belts that look buckled in the creator, there are belts that appear to be strapped in the creator. Not all belt styles will work with a buckle, and not all belt styles will work with a strap. I think you are going to need to spell this one out for us, cause I'm not getting it.

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And finally, weapons should be seen even if it not in use (like axes, swords, and guns). We should have gun holsters and scabbard for swords. Axes should be on the back of the characters.
This is the another issue. Currently, the weapons exist in "hammer space" until needed. The problem with having scabbards and persistent objects within them is that they will always be there. The game will not be able to alter your costume to show the weapon drawn. You will draw your sword from your back, and it will simultaneously still be in your scabbard and in your hand. Nor will the game recognize where your scabbards and such are for the draw animations. Dual Blade Katana / Wakizashi wielders who want their characters to look realistic will have both of their scabbards on the left hip. Dual Blade draw animations draw one from each side. Some archers keep arrows on their hip or on their bow. The draw animation will still assume the quiver is on the back. These are some of the issues the Devs need to solve before implementing scabbards and holsters.


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Posted

Quote:
Originally Posted by cricket View Post

Sorcery for defenders and masterminds (since MM are getting demon summoning)..


Like on Champions? Heheh, good ideasv more powersets are always good to have!

Like get some ropes and ninja stars too!


 

Posted

Quote:
Originally Posted by Power_NA View Post
Like on Champions? Heheh, good ideasv more powersets are always good to have!

Like get some ropes and ninja stars too!
Or not? "Because Champions did it" should not be a valid excuse for anything-- even breathing.