If there were ever a CoH 2, what would it be? (Not a doom post)


Anti_Proton

 

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(Okay, I know this will take up way more time than I should spend on this right now... But I failed to resist... So, I hope some people read this!
AND none of this is a knock on anything to do with CoH. CoH is great! This is just simply the big dream wish list of my personal wants for an ideal game engine. To have the Paragon Studios Team, with the same tremendous focus and wonderful spirit as they've maintained on CoH, would just be fabulous.)

Level-less

SSK all but gets rid of levels, let's go the final step and remove them. You'll still have level of power, but no level-based modifiers on damage, defense and effectiveness and such. Make no mistake... some things will be able to wipe out a lesser powered character. Let's just remove the level numbers and keep it all under the hood.
(albeit, this is more a general opinion of mine and not simply something I'd demand/expect for CoH2.. but still, it is sort of a natural progression for the focus and path CoH has gone through... and is more awesomer, in my opinion).


HUGE zones.
To be able to travel (With your means of travel of choice) from one far side to the other without loads... To be able to get lost in the vast city blocks!
And not just wider areas... But also HIGHER areas...
No invisible ceiling...
In fact...
Fly (By your individually power customized means of preference [including rocket packs, boots, belts, wings, true flight, vehicle, magic carpet, etc.]) up up up and up higher into the upper atmosphere, through the various layers of the atmosphere... And INTO OUTER SPACE!!!
(Outer space survival is based on super skill points that are separate from power choices, but instead points one can spend on other side options, abilities, power enhancements and skills! Spend points on Outer Space Survival and choose from a number of customizations including natural ability, a wide arrange of tech gear, magical spells and so on)

Knockback powers can indeed send your foe back through the atmosphere and towards a deadly plummet back to the Earth!!
Or splat into the Moon!!

MOON ZONE!!!
Moon base, outdoor low-gravity area.

OTHER PLANETS and continued Outer Space (These would likely be expansions).

Enter-able buildings (If not all or most... many more... and many with dynamic content possibly waiting for you inside).

Trains and subways you actually go inside of! With muggers, run-away trains/cars, subway and train rooftop chases...

Work out a vehicle system to avoid City Of Cars and rampant disregard for the laws and for safety (Mainly keep them on the road... probably enforced by super safety systems that will act upon cars veering far over the curb and/or serious police/longbow/super-powered action against any who violate the laws and all. Not as a fun feature to use to create mayhem, but to prevent it... sorry!).

Mission/Instanced Team Maps Remain! I love free flowing outdoor excitement as well, but this is a staple and a great game mechanic and aspect of CoH and will TOTALLY be staying.

Dynamic Content
Little girl that comes crying to you about her cat stuck in a tree, to a young boy who tells you his brother is being roughed up by some Skulls, to some NPC Faction Boss coming for you, "You put my brother into the Zig! Now you're going down!", to archvillain criminal masterminds saying, "You thought YOU could stop my plot for taking over the world?? Now watch helplessly as all these civilians die!" - which prompts an event where the hero (And any allies) must rescue civilians from the clutches of whatever untold dangers the archvillain has unleashed upon them...
More in-depth Fire Rescue content!

And all similar such content for Villains (Including the ability to create the above events as a sort of multi-faceted PvP/PvE game mechanic).
However, the key for Villain content is often best found in allowing the villain to create the plot (which is tougher to implement, but do-able). Villains can scour existing banks, places, securities, heroes (NPC and willing Players) to find devious opportunities for villainous content where different levels of success can be had or lost!
Possible arrests... So be careful! If not... Know good locksmith/bakers and be ready to break your way out, or use your Super Point Earned lawyers and bribes to manipulate your way out of trouble.

...moving right along...

Interactive Environment
Construction workers, drink that coffee and give up on the idea of sleep... this place is full of supers!!

Destroyable (And repairable) environment! From windows and walls, to fire hydrants and mail boxes, to cars and other vehicles (You can get on and/or in them as well... Including BLIMPS :P ), light posts and telephone polls and suspension beams and statues and so on...
Damageable, wield-able and throw-able (Depending on Strength Points... Yes, you can be plenty fully strong from the start... or you can build it over time... yay for Super Points!).

Now, don't fear... This is a city of Supers and they're not all without sensitivity and reason... Plenty geniuses have developed slick nanite repairing procedures and things will be fixed up in time.
However, especially good heroes can go ahead and do some repairs themselves... and save some of the money and resources that continue to get gobbled up by the nanite repair systems.

AND... PLAYERS be ware! You can't simply destroy the city constantly without a price! You are being watched (Most of the time... Super Point spenders on flying under the radar may, under the right circumstances, avoid detection if they're good enough... Just don't destroy a city block in broad daylight)!
Your influence and popularity will be greatly affected by the damage and strain you place on the city yourself (Some collateral damage is understood, of course).
Repairing things on your own time can help repair your image... You may also want to do some more community service and public events, if that's your thing.


Take the Current Amazing Character Creator... And BLOW IT OUT OF THE GALAXY (Surpassing it, I mean)!
This will launch with as many options as CoH1 has PLUS MORE!
Asymmetrical designs and options.
Right and left glove, forearm, bicep, shoulder, eyes, chest, waist, thighs, knees, shins, feet... capable of independent options.

Also include different degrees and types of musculature for different parts of the body.
Broad shoulders, yet lithe limbs? Bulky biceps, but under-worked legs and abs...
And even... HUGE, muscular Right Arm, but an atrophied, thin left arm! (Or whatever combination there of)

Build your own skeletons (Something I've always wanted to see... Might not make it into this game... we'll try! ): Think Spore, but just think Pre-Release Spore Anticipation!

How many arms would you like for this costume? 1, 2... 8 did you say?

Plenty of humanoid and non humanoid options (Including pets... Spend the points for it and you can have a pet, multiple pets and maybe even a helpful cyber-pup dynamo!)

A Few More notes...

Minimum requirements will be higher than CoH1.
That's the way tech works.

Graphics will be Ultra Ultra Mode. Still, keeping an artistic eye on the feel of CoH. This will not be Halo nor JLA nor any specific artistic slant that might seem like a popular idea to some artistic designers locked away in the studio.
CoH has and will maintain a somewhat generic, the standard of standard comicbook look to it... Yet, the customization certainly lends itself to open up a much greater diversity. Certain Artistic Styles tend to limit the options of the users/the players' ability to lose their selves in the game world commingled with their own imagination.

I think I believe individual server communities are a good thing (I could be wrong), but I would like to see cross-server capabilities (The free transfer is great, perhaps just having that as a feature of the game, or by allowing shared areas or some such feature... TBD).

Personal "Bases" (homes or whatever the player wishes to make it) as well as SG Bases!

Be somewhat of your own Contact! Use your own head and detective skills to look into information, make decisions on what to do next...

Consistent Contacts that you keep and build a relationship of trust with throughout your career. If Secret Identities aren't your character's thing... You can also make your own NPC contacts that may get information that you may not be able to get in your usual get-up.

And MUCH MUCH MORE!!

Coming not-so-soon!!!



@Zethustra
"Now at midnight all the agents and the superhuman crew come out
and round up everyone that knows more than they do"
-Dylan

 

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I do not wanna play a game that doesnt let me level up.


 

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Originally Posted by Perfect_Pain View Post
I do not wanna play a game that doesnt let me level up.
I think the difficulty with not having levels lies in knowing when you'd acquire new and/or greater abilities. Simply removing the word "level" from the game would be lawyer-speak, so to say, in that it wouldn't really accomplish anything. At some point, you'd have to ding and select a power. So going through all those hoops to create the illusion of removing levels would accomplish nothing. Not worth the effort, in my book.


 

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I should have left no levels out of my post...

But you're both missing the point...
You still would DING (Yeah, there'd be other words and results and such)...
But it is not just lawyer speak... Notice this, "no level-based modifiers on damage, defense and effectiveness and such".

That is the part that makes level-based systems annoying.
That and out-leveling missions, contacts, story arcs, etc.

No level means, things aren't so stringently tied to that one number.
There are still levels under the hood and there are still greatly varying levels of power as the character progresses...
It just allows for more open options, both for yourself and for teaming and whatnot.

Like I said... with SSK, we're almost there already.


@Zethustra
"Now at midnight all the agents and the superhuman crew come out
and round up everyone that knows more than they do"
-Dylan

 

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Quote:
Originally Posted by Nightphall View Post
If we get vehicles in a sequel, each zone needs to become the size of San Andreas IMO.
If I put vehicles in... they wouldn't be as fast as travel powers!

And... zones need to be that big regardless

(Well, maybe not that big)


@Zethustra
"Now at midnight all the agents and the superhuman crew come out
and round up everyone that knows more than they do"
-Dylan

 

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Quote:
Originally Posted by Perfect_Pain View Post
I do not wanna play a game that doesnt let me level up.
Personally I'd take tha even-conning code that's used in the CoX invasion events and se it across the entire game. You still level up, but everything cons to you based on your difficulty settings alone.

Enemies could be made easier or harder by virtue of the number of powers they have, and what tier those powers are.

EDIT: You could use this to spread content out across zones as well e.g. Your start game and your end game could potentially be in any or every zone.


 

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I want to be able to create a character, then type in his name, then hit enter.... AND PLAY.
If something happens in between "enter" and "play" then me and most of my concept driven friends will boycott that crap out of it.


"All that crap is grey to me, no XP." - Positron 5/15/05 8:36am . . . The world stopped and silence ensued except for the sound of a crying infant off in the distance.

"Everyone needs to chill the hell out." - BackAlleyBrawler 11/13/08 3:26pm . . . Geeks around the world stopped and blinked.

 

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1. Better Character Creator
2. Better Team Play
3. Faster-feeling travel
4. Flashier special effects
5. Better communication/chat servers
6. Varied heroic and villainous objectives, missions and things to do
7. Better environment interaction and property damage (to some degree)
8. More... FUN!

So besides 6 and 7, Everything CoH is but better. I'm easy to please as long as it plays like CoH (Easy game, easy to team, easy to make an avatar you can enjoy with powers you like to use).

And something I wish they could do without but I don't know how they would... eliminating the 10,000-sided dice rolls. Can we get away from the pen-and-paper RPGs now?


Thank you, City of Heroes, for giving me a superhero social network combined with amazingly smooth game play. Petitions signed with realistic expectations.

 

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Originally Posted by Rejolt View Post
And something I wish they could do without but I don't know how they would... eliminating the 10,000-sided dice rolls. Can we get away from the pen-and-paper RPGs now?
First, I agree with everything in your post, except the point above.

"10,000-sided dice rolls" are nothing more than a way to generate random numbers. Call them what you will, but in D&D, rolling dice is a way to generate random numbers, thereby introducing an element of chance into the game play. Otherwise, a player would hit or miss his target every time (depending on the stats, of course).

Gameplay based on raw stats alone (My defense vs. Your attack) has no element of chance in it. It produces targets that you cannot hit, ever, which is unrealistic. Even the blind man has a wild chance to hit the broad side of a barn when standing in a field throwing stones. That's what the die roll is for: it represents chaos, wild chance, reality.

I'd much rather keep it, than ditch it.


 

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Originally Posted by Electric-Knight View Post
If I put vehicles in... they wouldn't be as fast as travel powers!

And... zones need to be that big regardless

(Well, maybe not that big)
Heh. Imagine Atlas Park being as large as San Andreas was.

*time travels to the future to bring back schematics to make such a thing possible*


http://www.seventhsanctum.com/index-anim.php
Can't come up with a name? Click the link!

 

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Given that any CoX 2 would presumably run concurrently with CoX 1 for a time; how about the ability to transfer characters between them? Preferably both ways, although mapping from 2 to 1 would presumably be more difficult than 1 to 2.


 

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Originally Posted by Thug_Two View Post
Given that any CoX 2 would presumably run concurrently with CoX 1 for a time; how about the ability to transfer characters between them? Preferably both ways, although mapping from 2 to 1 would presumably be more difficult than 1 to 2.
Moving from COX1 to COX2 is far more likely than the other direction. I say this because moving from COX2 to COX1 would, technically, be considered a downgrade. It's pretty reasonable to assume that toons created in COX2 will have attributes and abilities not available in COX1; if you moved back to COX1, you'd lose a lot of that in the transfer.


 

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Originally Posted by TyrantMikey View Post
First, I agree with everything in your post, except the point above.

"10,000-sided dice rolls" are nothing more than a way to generate random numbers. Call them what you will, but in D&D, rolling dice is a way to generate random numbers, thereby introducing an element of chance into the game play. Otherwise, a player would hit or miss his target every time (depending on the stats, of course).

Gameplay based on raw stats alone (My defense vs. Your attack) has no element of chance in it. It produces targets that you cannot hit, ever, which is unrealistic. Even the blind man has a wild chance to hit the broad side of a barn when standing in a field throwing stones. That's what the die roll is for: it represents chaos, wild chance, reality.

I'd much rather keep it, than ditch it.
This is one of the big issues I have with Champions Online. CO isn't a skill-based, how fast on the draw with the mouse and keyboard aiming system like a Counter-Strike or a FPS. Everything essentially hits (even blocking there isn't perfect protection).

I love avoiding the "5 percent happens" but the other way has its own headaches. It's the main reason I said I don't know how they'd get around the die rolls.

I'm needy and offer no solution to fixing my own problems!!


Thank you, City of Heroes, for giving me a superhero social network combined with amazingly smooth game play. Petitions signed with realistic expectations.

 

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City of Villains.

City of Villains was CoH 2.

GR will be CoH 3.


 

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Not really. CoV wasn't a sequel to CoH, but an expansion. GoRo is another expansion, the size of which is still to be determined.

If CoH gets a sequel, it will be an entirely new title. To date no MMO sequel I can think of lets you export from from to place in the other; all the sequels I can think of were treated as entirely separate titles (and for a lot of very good reasons).


 

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Originally Posted by UnSub View Post
Not really. CoV wasn't a sequel to CoH, but an expansion. GoRo is another expansion, the size of which is still to be determined.

If CoH gets a sequel, it will be an entirely new title. To date no MMO sequel I can think of lets you export from from to place in the other; all the sequels I can think of were treated as entirely separate titles (and for a lot of very good reasons).
I really don't want to start over though......


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Originally Posted by The_Alt_oholic View Post
City of Villains.

City of Villains was CoH 2.

GR will be CoH 3.
I would have to disagree here. In my mind (and this is, of course, my opinion) a new version of the game, a sequel, would fundamentally alter the gameplay, plot, story, and setting. An expansion, on the other hand, only extends the existing setting so that there's more of it in which to play.

City of Villains extended City of Heroes to include the Rogue Isles and all of its plots, characters, and background. Ergo, expansion.

Going Rogue will expand City of Heroes to include Praetoria, all of its plots, characters, and background. Ergo, expansion.

Neither City of Villains nor Going Rogue can be said to represent a fundamental reboot of the gameplay experience. The mechanics of building a character and enhancing them remain the same, the lore remains the same, the core setting remains the same, and so on. It's just being (or has been) extended. It could be argued that COV extended it more and that COV added Supergroups, but that's a very isolated case and hardly a sweeping enough case to warrant the term "sequel."