(Villains only) How evil do YOU want to be, really?
On reflection, I'd like to clarify some nuances before I'm criticized for a position I don't hold. I don't want *every* villain to be a world-conquering megalomaniac complete with fortress, minions, etc. It's a path I'd like to see more of, and I think the game can support it more, but it's not the only path. Some villains commit crimes for the challenge of it: stealing the unstealable, beating the unbeatable. Some are too simple, or too alien, to understand right and wrong and just follow their instincts. Some are just very, very confused.
One thing that they share in common, though, is that they're instigators. In pursuit of their goals, villains start trouble - it's what makes them villains. While not every concept can be supported by the text, the idea that villains are fundamentally active rather than reactive can be supported without making major changes to the game mechanics, despite claims to the contrary.
A side note: AE could have been a great way to open up the options for villain concepts that the official game does not cater to, but sadly this did not happen - though not for lack of trying on authors' parts. A poorly considered rating and listing system, and the fact that HoF/DC is an eventual death sentence, are among the problems.
@SPTrashcan
Avatar by Toxic_Shia
Why MA ratings should be changed from stars to "like" or "dislike"
A better algorithm for ordering MA arcs
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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You get no disagreement from me about the contacts' dialog and all that inferred lackeyism toward the players' characters. That's rarely very fun.
Not that this is the answer, but I just avoid it all and use alternative ways to level up. So, I am greatly unfamiliar with the story arcs... and, even when I do run story arcs... I tend to just wave my hands at what the game says is going on and play within my own world. Not ideal, but, it is what it is.
And I do love the Rogue Isles.
So, I'm a bit unsure about the recent string of posts in here...
I love the (good) camp as much as most... Giant Laser Cannons from Volcano Fortresses and wild characteristics and I happen to be a big fan of twisting mustaches and all that too...
However, I also love me some gritty, realistic, very grim (and possibly depressing) dark villainy and character study/development.
My main villain is likely a good example of those extremes combined.
The gritty backstory and true nature of his whole character arc is utterly dark, twisted and quite depressing (*blissfully breaths it in like a warm cup of cocoa* Ahhhh ), but his persona and many interactions often play as an eccentric and flawed and (from a far) comical... and he seems to have a great camp appeal, so to speak. I did one movie involving him (Just to facilitate some role-playing between he and my main hero... Figured a movie was the most entertaining way to pull that off... and it was FUN!) and he seems to be one of those villains that people love to hate... but really love because of his campiness... and his dark and twisted background may even lend to some sympathy.
Anyway, my point is just that I definitely enjoy that dark real villainy, whether it be subtle oppression, things of the mundane or even greater terrors of twisted society and through and to true psychotics and serial killers and terrifying darkness that we wish never existed [And even some that don't truly... but make fun horror tales].
I also like the oppressed nature of the Rogue Isles. I love the citizens all drearily lined up in Grandville. I think it is one of the greater touches in the game.
I also love love love the architecture and artistic design of the place.
Now... don't get me wrong... Ever since I first laid my eyes on it... I wanted to HERO there and be a villain in the nice and clean style of Paragon City. That is one thing that I felt they got a bit wrong.
It's cool for the roots and majority of the Blue vs Red Sides to be Nice and Clean vs Dingy and Dark, respectively... But I feel like there should be more of the opposite as you progress to the higher levels.
If I were designing it... The level 50 zones would be dark and gritty and terrible for the Heroes and Stark, Sunny and Clean for the Villains.
Having another zone that is the opposite would also be fine, hehe.
I'll stop this ramble short! (For me)
and round up everyone that knows more than they do"-Dylan
My main villain is likely a good example of those extremes combined.
The gritty backstory and true nature of his whole character arc is utterly dark, twisted and quite depressing (*blissfully breaths it in like a warm cup of cocoa* Ahhhh ), but his persona and many interactions often play as an eccentric and flawed and (from a far) comical... and he seems to have a great camp appeal, so to speak. I did one movie involving him (Just to facilitate some role-playing between he and my main hero... Figured a movie was the most entertaining way to pull that off... and it was FUN!) and he seems to be one of those villains that people love to hate... but really love because of his campiness... and his dark and twisted background may even lend to some sympathy. |
Having read a wide variety of manga comics that I really wish I hadn't, that line has proven to be very thick and obvious to my eye.
Speaking of favourite villains, I honestly don't have many. Dr. Doom and his ilk are a given, and Super Robot Monkey Team Hyperforce Go!'s Skeleton king is an even more overdone version of the same basic concept. I'd probably point to Iron Man's Mandarin (when are the movies going to feature him?), but his main appeal is strong voice acting, for the most part. I guess about as far down the line of vile and repulsive as I'm going to go is Ben 10's Vilgax. Excellent voice actor for the part, excellent presentation in terms of the kind of prestige he has ("Vilgax rules even here!"), AMAZING presentation in terms of personal power and the fear and respect everyone treats him with... He's a badass bad guy. Doesn't get better than that. Too bad Alien Force takes a giant dump on the concept. Talk about villain decay.
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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My favorite villains are The Joker (ala the animated show voiced by Mark Hamill because he just has so much fun) and Lex Luthor/Kingpin types.
total kick to the gut
This is like having Ra's Al Ghul show up at your birthday party.
I agree, for the most part, Sam.
In all forms of entertainment, the quality of the story has to be worth it in order to trudge through the darkness or sadness or whatever they may be throwing at you.
How many times have you started watching a movie that uses rather easy and obvious aspects that will make people sad or whatever... And you find yourself asking yourself... Is this going to be well done or is it crap not worth watching/going through this? Usually... if you find yourself asking that, it probably isn't good enough (They lost you and you're thinking outside of the experience. They may have jumped the gun and/or handled things poorly in the artistic delivery).
All that being said, for me, darkness doesn't have to have a happy or positive outcome nor closure necessarily. For instance, many people find interest in studying and learning about serial killers. These don't really have happy endings or an over-arcing moral story. Sure, maybe the ******* gets caught and the detective work done to find them is inspiring and entertaining... but that's not always the case. Sometimes it is just the simple psychological study and character development that serves as the beginning and ending of entertainment. And the questions, really... of How and Why did this person become this way?
For myself, I role-play and delve into forms of art (generally) to absorb myself into psychological landscapes that I may not experience otherwise. Some times, such as with something very dark and twisted, these are places I would never wish to experience in reality. Other times (The utter fantastical), they are places I can only wish I could experience for real.
I don't subscribe to the idea that art must produce a positive outcome for it to be enjoyed, but just that it has the depth to explore while whatever is going on is going on.
Then again... after getting into this bit of a tangent, I've reread what you said and don't see you saying darkness must have a light to be entertaining. It was probably just the "light at the end of the tunnel" that got me thinking along those lines more than anything.
Hehe, still, I figured you'd appreciate the tangent.
And while I don't think everybody enjoys a sad and/or dark tale with no glimmer of hope at the end, I know that I do, hehe.
Don't worry... I like happy stuff without any dark stuff as well.
I've always wanted to read and see more things that are about the "bad guy" and don't fall into the typical traps of making up for it all with the direction the story goes. In reality, I get and understand that bad deeds plant bad seeds and you'll become entangled within that and all. Believe me (GG!), I get that and believe in it. There are just more paths to take in story telling than to simply and forcibly steer any and all dark tales towards that moral lesson and trend. Reality doesn't play it out so simply and art does not need to make it even more clear cut (Art doesn't even have to take it into account... One could write a terrific story that ends with the main character's first kill). Not all art should be morality mythology (I love that stuff as well). I like good psychological profiles and character progressions (Or regressions, as it were).
So, with City Of Villains, I certainly look to enjoy that side of things. While it can be had, for certain. The game, as has been mentioned, does indeed push a bit too much nonsense onto the player of a villain. I'm not convinced they did this to make the player of a villain feel badly for making that choice. I just street sweep and run paper missions and blur out the contact's words if it doesn't match what my own imagination would prefer.
*pulls on the emergency brake*
Hmmm... my favorite villains... Weird, I'm having a hard time pinpointing that... Outside of the comicbook realm, I'd have to say Darth Vader/Anakin Skywalker. Not for his bad-assery... But the backstory of great heights and terrible plummets and self hatred and all that fun stuff (Combined with style, of course). Lest we start a major Star Wars discussion, perhaps we should leave that alone...
and round up everyone that knows more than they do"-Dylan
My favorite villains are The Joker (ala the animated show voiced by Mark Hamill because he just has so much fun) ...
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Speaking of Joker performances... While it was not the Joker I've come to love and all, the Dark Knight's Joker was a treat for me. Ledger's performance was just so odd in such a wonderfully subtle way. I loved it. And the dialog and themes of that movie were a joy for myself. That is the sort of darkness I can enjoy. He twisted and turned everyone upside down with his perspective on the forces at work. I love that they had him hanging upside down when delivering the lines about him enjoying Batman and Batman needing and creating him. Sort of like the ouroboros serpent swallowing itself. Good stuff... Anyways... I'm out of here for the night!
and round up everyone that knows more than they do"-Dylan
Just tracing back to the subject of campiness . . . it certainly has its place. Personally, though, I think that place is over in Champions Online.
Not going to suggest we remove any of the campy stuff from this game, since even at its worst/campiest, this game holds great merit in its capacity to validate many varying perspectives. However, I know I would certainly be pleased with quite a bit less camp moving forward.
People toss around the label of "comic book game" quite a lot. I see this massive game as offering so, SOOOO much more than that. With very little tweaking, we really could be looking at the finest in revisionist post-modern reality media. Limiting this game to "comic book" concepts, I feel, is a terrible disservice to the astronomical potential this intellectual property holds.
But, as I said, the greatest merit of this game is we can all read in to it what we want. The Devs have been careful enough at avoiding a constraining label.
Then again... after getting into this bit of a tangent, I've reread what you said and don't see you saying darkness must have a light to be entertaining. It was probably just the "light at the end of the tunnel" that got me thinking along those lines more than anything.
Hehe, still, I figured you'd appreciate the tangent. |
That said, I have no respect for stories that slide into gratuitous darkness for the sake of satisfying the author's own desire for that stuff. The sort of stories I'm referencing really aren't something I want to discuss over an open forum, so if you're really curious, hit me up with a PM and I'll explain. Suffice it to say that if the story is going to make me feel bed, it had damn well better make up for it in some way.
Again, a story's ending can be satisfying without necessarily being puppy-petting evil. In fact, I have an Architect arc - The PDA That Knew - which basically does just that. It lets you be a villain, and a self-driven one, at that, who manages to do a bunch of bad things and still come out of it with a sense of closure and satisfaction in the end. At least that's what the, like, five people who've played it have told me. I should probably check that arc out to make sure it hasn't bugged somewhere at some point.
Basically, all I'm saying is that a story about an evil villain can be both dramatically dark AND satisfying to play through without either playing the villain like a good guy or being totally depressing. In fact, the I17 arcs do just that.
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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Some stories where the villain is arguably triumphant that I like:
Watchmen
Silent Hill
Memento
Primer
also, check out the anime series Speed Grapher, then tell me Chris Nolan did not watch it before making The Dark Knight, which is a story where the villain is arguably triumphant even though he is hauled off to an asylum at the end.
Story Arcs I created:
Every Rose: (#17702) Villainous vs Legacy Chain. Forget Arachnos, join the CoT!
Cosplay Madness!: (#3643) Neutral vs Custom Foes. Heroes at a pop culture convention!
Kiss Hello Goodbye: (#156389) Heroic vs Custom Foes. Film Noir/Hardboiled detective adventure!
Joker is definitely a favorite of mine (He and Dr. Doom really are sort of givens, they're that good). And, I agree about Mark Hamill's job with him. I love it.
Speaking of Joker performances... While it was not the Joker I've come to love and all, the Dark Knight's Joker was a treat for me. Ledger's performance was just so odd in such a wonderfully subtle way. I loved it. And the dialog and themes of that movie were a joy for myself. That is the sort of darkness I can enjoy. He twisted and turned everyone upside down with his perspective on the forces at work. I love that they had him hanging upside down when delivering the lines about him enjoying Batman and Batman needing and creating him. Sort of like the ouroboros serpent swallowing itself. Good stuff... Anyways... I'm out of here for the night! |
Ledger's Dark Knight's Joker was incredible. I just wouldn't want to play someone that messed up in our game.
That's part of the anti-villain sentiment I don't get is how some people act like all villains are like Ledger's Joker or Hannibal Lecter or similar to a real life murderer or despot. Really most villain players just want some flexibility to be comic book villains like Joker, Green Goblin, Two-Face, Dr. Doom, Lex Luthor, Kingpin, etc.
total kick to the gut
This is like having Ra's Al Ghul show up at your birthday party.
Ledger's Dark Knight's Joker was incredible. I just wouldn't want to play someone that messed up in our game.
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I guess that the kind of villains City of Villains portrays for the most part would indeed make for good antagonists. They still don't make for a very good playing experience, though.
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've been thinking about this - the actual title of the thread, rather than the discussions that have resulted from it and I'm rapidly coming to the conclusion that even though I do enjoy playing villains, my answer is "Not very."
I'm quite happy at the caricaturised "evilness" of many of the signature characters, the moustache-twirling nastiness of Lord Recluse and the various over-egged aspects of his henchmen.
Thing is, there's scope to be just about whatever you want to be here - so all things are possible. There's a range available from the "fallen hero" type to the "psycho-killer."
Even some powers reflect this - a simple example is the bayonet power available to SoAs... however you look at it, using a bayonet on someone is vile... and as someone who has studied military history I can tell you that although I'm not even remotely religious I pray I never have to use such a weapon in anger.
Almost all the powers available to heroes and villains in this game have a real potential to be lethal, be it burying someone in tonnes of mud, or impaling them with thorns, or electrocuting them, and there is the potential to be really evilly sadistic with it (as there is with any game.)
I, however, will take it at face value and be very happy that my bullets aren't lethal, that I never really "kill" anyone or do lasting damage. It's a game and I don't need to stress about morality and consequence.
Thelonious Monk
Just tracing back to the subject of campiness . . . it certainly has its place. Personally, though, I think that place is over in Champions Online.
Not going to suggest we remove any of the campy stuff from this game, since even at its worst/campiest, this game holds great merit in its capacity to validate many varying perspectives. However, I know I would certainly be pleased with quite a bit less camp moving forward. |
Which brings me to my second point. You can have James Bond-style megalomaniacs with jumpsuit-wearing henchmen and plenty of the other villain standards without it being totally campy; it's all in the presentation. The Batman example people have used earlier in the thread is a good one: He's a dude dressed like a bat who fights an evil clown, but I think you'd be hard-pressed to find anybody calling The Dark Knight campy.
Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.
Even some powers reflect this - a simple example is the bayonet power available to SoAs... however you look at it, using a bayonet on someone is vile... and as someone who has studied military history I can tell you that although I'm not even remotely religious I pray I never have to use such a weapon in anger. |
Folding@Home
Photoshop doesn't make a good artist.
I really disagree with this. Heroes had Headsplitter, Disembowel, Ripper, Impale, Full Auto, ect long before CoV existed. The powers don't really reflect anything at all.
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And I prefer it that way.
There's been an ever-present problem with lethal weapons and children's cartoons for as long as I can remember, in that children's cartoons will always try to avoid letting wielders of lethal weapons actually use these weapons on other people. Either they'll be unable to use them (why does 90s Fox Wolverine keep getting grabbed by the wrists?), will use them in absurdly non-lethal ways (shoot freezing bullets, melt enemies' weapons away, etc.) or only ever use them on robots or stationary objects. This is because the very real injury these weapons would do would both break the rating and drag the story's theme WAY down into the mud. You can't have a zany swordsman who cuts people's limbs off, after all.
The way City of Heroes does it is ideal, in my eyes. No blood, no gore, no dismemberment, just damage. The more chunky salsa splatter a power would have done, the more damage it does. You may "attempt" to cut off your opponent's head, but you will never succeed. All you'll do is damage him. This allows us to have guns, bombs, flames, lasers, swords, claws, axes, bows, poison, radiation, etc., etc. And all of that without devolving into some constant moral ambiguity about being a good guy yet constantly killing people in gruesome ways or a villain who dismembers people as a living.
I've seen a number of people requesting a minimal age limit lift as a way to facilitate "more villainy," but I will always disagree with this. As I've stated multiple times before, I don't believe that kind of evil is what City of Villains needs to be more appealing to players playing villains. If anything, that's liable to turn off more people than it attracts. City of Villains is evil lite, and for my money, all the better for it.
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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Say, something just occurred to me...
Has anyone ever noticed how, in City of Villains, the narrative always assumes that your villain is working alone, has no friends, has no allies, has no base of operations and is basically just the equivalent of the nameless, faceless adventurer in most Fantasy MMOs? It's been bugging me a lot ever since I first set foot in City of Villains, since I've always been a fan of the Doctor Doom type villain who has resources to employ and bargain with. Now, I can always come up with reasons as to why the leader of an organisation is out and about doing his own grunt work. After all, despite all the Doom Bots, Dr. Doom always seems to do his own stunts, as it were. And it makes sense - he's the smartest, he's the strongest, he's best suited for the kind of wild and crazy plans he comes up with, usually.
So when the game treats my villain like he's some kind of transient, homeless, friendless thug it bothers me. I mean, OK, not all stories can account for all concepts, but there don't seem to be ANY stories aside from the I17 ones which so much as acknowledge the fact that maybe, just maybe, you're more than a common thug for hire. In fact, the game assumes that your villain has no base, has no friends, has no allies, has no resources, has no money and has no authority. And that kind of bites, because a lot of fun concepts DO. For instance, when dealing with Crey, Lord Recluse doesn't call up Countess Crey to send her to bring him a crate of Crey tech. He deals with the company as a company, allowing them to set up shop in Grandville and probably hosting business deals with them. That's kind of what I want.
In fact, you know what I'd like? The ability to delegate. Let's go hypothetic for a moment. Suppose one day we got the ability to host our own player-specific organisations that we could put our own characters into. Kind of like a SG, but personal. Now, suppose my level 50 Brute, a self-professed emperor, goes and chats up a level 5-10 contact. Currently, the contact will say "Dude! You're too strong for me. My stuff's too easy for you!" Now suppose it wasn't like that.
Say I go to a 5-10 contact with the aforementioned level 50 Brute and he says "Sir, I really need help with this particular job. I know you're too important for me, but is it possible for you to help me? I can pay, kind of." Instead of clicking "Close," my Brute goes "Hmm... Yeah, I don't want to bother, but you know what? I'll delegate. I'll send someone to get it done." I then log out, then log into my level 7 Mastermind, and I can choose to do this mission. So I do, I complete it, I go talk to this guy, and he's all like "Huh, so you're the one the big shot sent, eh? Man, his recruitment policy must suck if he hired you!" Then you have the option of picking whether you're happy with the response or not, relog to the level 50 Brute and chew the guy out for being an *******, or possibly commend him and offer to do more business with him.
I mean, yeah, it's a dumb way to essentially do what we can already do, but it's that slight bit of extra flavour text and extra option that would really make me feel like more of a big-shot than the game currently lets me be. Again, it has nothing to do with game mechanics. It's all down to presentation. And I feel that kind of presentation would rock.
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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It's a fine line.
There have been complaints about the flavor text "you crack your knuckles and slick back your hair" so I can imagine the Devs are avoiding being any less generic than that to avoid more complaints.
At the same time, from the time of the announcement of CoV, the players have wanted a system that would let them build up their own evil organization, complete with henchmen. SGs are basically intended to be that, redside, just with PC underlings instead of NPCs.
But people have always wanted to be able to 'take over' existing spawn points so that their own personalized minions would snatch purses or break into bus stops there.
It would be cool if they tied the SG base Mission Computer into the 'paper missions' system so that you could RP alts working for the leader of your personal SG.
Since we have the 'pokemon battles' Gladiator system in the arenas, they could also do something with that. Maybe allow you gain xp and drops by sending your henchmen obtained through that system on 'missions' that were basically npc v npc battles that you could watch, and costing you xp/drops to fix your minions up after the fight, with a cap on max earnings.
For extra points, make these features unique to redside for a time, the blue side can get their equivalents after the extra shinies attract some folks redside for a while.
Story Arcs I created:
Every Rose: (#17702) Villainous vs Legacy Chain. Forget Arachnos, join the CoT!
Cosplay Madness!: (#3643) Neutral vs Custom Foes. Heroes at a pop culture convention!
Kiss Hello Goodbye: (#156389) Heroic vs Custom Foes. Film Noir/Hardboiled detective adventure!
It just bothers me that "having your own underlings" keeps getting equated to "joining a SG." That REALLY doesn't work. For one, I - the player - am not a leader type. I have no patience for leading groups of people, organising events, recruiting and so forth. And, really, even if I WERE, I couldn't treat my SG mates like servants. I don't know, maybe if I were some kind of successful cut-throat businessman jaded on the cost of other people's lives, I could get some satisfaction out of a leader's position, but I know I'm not "in charge" of anybody in this game, not should I ever be.
Hence comes the problem. I want MY OWN secret military organisation where everybody serves one of my characters, including other characters of mine. I want a place all to myself, not shared with other people whom I couldn't assume control or delete out of existence if I so chose. A common SG base is cool and all, but I don't think I'll be happy with that aspect of the game unless I get a PERSONAL version of this, preferably with less need for highly-specific customization down to the level of placing every vial on ever countertop.
Realistically, even in the most RP-minded community, I'm never going to be in charge of other players, because at the end of the day, we're all equal in this game. And that's how it should be. That's why I want a more personal type of secret base.
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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True, but you can always create an SG, then invite one other person with the understanding that after they invite your alts to the SG, you will then kick them out (recompensing them for their time however you work it out).
Story Arcs I created:
Every Rose: (#17702) Villainous vs Legacy Chain. Forget Arachnos, join the CoT!
Cosplay Madness!: (#3643) Neutral vs Custom Foes. Heroes at a pop culture convention!
Kiss Hello Goodbye: (#156389) Heroic vs Custom Foes. Film Noir/Hardboiled detective adventure!
In fact, you know what I'd like? The ability to delegate. Let's go hypothetic for a moment. Suppose one day we got the ability to host our own player-specific organisations that we could put our own characters into. Kind of like a SG, but personal. Now, suppose my level 50 Brute, a self-professed emperor, goes and chats up a level 5-10 contact. Currently, the contact will say "Dude! You're too strong for me. My stuff's too easy for you!" Now suppose it wasn't like that.
Say I go to a 5-10 contact with the aforementioned level 50 Brute and he says "Sir, I really need help with this particular job. I know you're too important for me, but is it possible for you to help me? I can pay, kind of." Instead of clicking "Close," my Brute goes "Hmm... Yeah, I don't want to bother, but you know what? I'll delegate. I'll send someone to get it done." I then log out, then log into my level 7 Mastermind, and I can choose to do this mission. So I do, I complete it, I go talk to this guy, and he's all like "Huh, so you're the one the big shot sent, eh? Man, his recruitment policy must suck if he hired you!" Then you have the option of picking whether you're happy with the response or not, relog to the level 50 Brute and chew the guy out for being an *******, or possibly commend him and offer to do more business with him. |
A system for subcontracting jobs to your other characters seems awfully complex (and probably fragile) for the amount of good it would do. There might be a different way to expand on my approach, though. I picture a new "Item of Power" type item for bases (by which I mean an item that conveys a benefit to the entire SG). The item takes the form of NPCs that hang out in the base part of the time--they're flunkies, junior members, the Legion of Substitute Heroes, whatever is appropriate--and the benefit they convey is letting you drop more missions and/or increase the inf reward for dropped missions. Instead of going to the contact to drop a mission, you talk to one of the flunkies and get the option to drop any of your current missions. Once you select it, all of the flunkies currently in the base run to the exit and disappear, and your mission is marked completed. (If you pick an undroppable mission, the flunky will tell you that they don't think they can handle it.) The flunkies will stay gone for a while, then respawn in the base (a nice touch would be having some of them show up in the rez station, if the base has one). They'll have a cooldown period before you can send them out again (with various explanations like being off-duty or still recovering from the last mission).
Ideally, you'd be able to use a bit of the MA tech to design your own NPC flunkies. Also, certain pre-made flunkies, or flunkies with special effects beyond mission drops, might be unlocked or awarded by particular badges. Some possible "special" flunkies would be spies (who will mark mission objectives on your map), publicists (who increase your inf gain from a dropped mission), and sidekicks (who give you a temp power that lets you summon them in the mission).
Another idea would be tying it into the difficulty system. If you have your difficulty cranked up, you need more flunkies in the base to handle the mission. You might have to wait for all of them to come back, and they might stay out of the action longer for tough missions.
If you have a solo SG--or if we ever get individual quarters/bases--you could make them specifically your flunkies.
The Way of the Corruptor (Arc ID 49834): Hey villains! Do something for yourself for a change--like twisting the elements to your will. All that's standing in your way are a few secret societies...and Champions of the four elements.
True, but you can always create an SG, then invite one other person with the understanding that after they invite your alts to the SG, you will then kick them out (recompensing them for their time however you work it out).
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Honestly, I don't want anywhere near the customizability that the current base editor has. I'd be perfectly fine with a Dungeon Keeper system of hollowing out rooms and putting "room tiles" into them without having to micro-manage specific item placement. Dungeon Keeper managed to produce AMAZING dungeons that way, I don't see why CoH can't. Or I could even go with the UFO: Enemy Unknown/X-Com: UFO Attack system of purchasing entire rooms without the ability to alter them.
I'm not an artist, myself. I don't pretend to be. One of the most fun parts of a game is me supplying the general parameters I'm looking for and having the game give me its interpretation of my designs. That's why I liked Dungeon Keeper, that's why I liked UFO's base attack missions, that's why I liked the odd RTS game that let me go first-person and see the base from up-close. I enjoy designing things on the large scale, then going down to the small-scale and observing the result. In this respect, building a base like I would in an RTS, then going in in person and actually entering the buildings/rooms, that's really all I want out of the editor.
I'm not a fan of editors that are TOO complex. A simple editor is a game in itself. A complicated editor is work towards an end.
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 with Sam in his line of thinking here.
A personal stronghold is not the same as an SG/VG base.
I think all villains should have had the ability to establish a stronghold in whatever zone they are doing missions in and then as a result of successfully completing missions gain the ability to expand that stronghold.
I envision a personal stronghold to be representative of your status as a villain and have more options open up for its expansion as you level up and complete missions. I believe that should be something that's woven into each villain character. And because of that, then you wouldn't want a very complex base building mechanic, since not everyone would enjoy meticulously editing a base.
Just to be able to choose to add on, for example, an advanced observation room which might allow you to expand your information network and gain access to more lucrative missions, or adding automated defenses and have NPC enemy groups try to take your base down while you work to defend it. There are a lot of neat ideas that could be done around this kind of system.
The whole point of this is that the devs need to stop thinking of villains as dishonorable heroes who have turned traitor and don't deserve to have anything worthwhile and begin to think of COV as a game that should offer a different but rewarding experience.
I think it's that kind of thinking that drove the art style behind the Rogue Isles and also the fact that they left a lot riding on the attractiveness of PVP to entice villain players. Well we all know what a good idea that was.
My basic hope for COV is that having someone look over my shoulder and seeing me play both COH and COV in turn should be able to tell that I'm playing two different games. Currently, that is impossible apart from different art styles and is dependent on the observer knowing what ATs are limited to what side. And now with GR ATs will not be side limited at all.
You know what I'm reminded of? Remember the castle/throne room design of older Civilization games? Even just something like that would satisfy me. Give me one of, like, three presets of evil lair and let me build it on a very rudimentary level, like "You can add a control room. Do you want it to be tech, arcane or contemporary?"
Again, like the costume creator. Think about how we design our costumes. Pick, say, a general upper body type, then pick a chest, pick your gloves, pick your shoulders, etc. This is the kind of builder I'd like to see for a base. Give me a few basic layouts for base, and then just give me a selection of rooms/buildings to put in its predefined slots.
There's a reason I keep coming back to Assassin's Creed 2's Villa Monteriggioni or the town builder of Heroes of Might and Magic 5. A pre-set base plan with customization options is far, far, FAR easier to use than what is essentially a simplified version of graphics editor.
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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Great discussion!
Camp us very much still a part of comics.
Ex: Deadpool's actions and dialog, She Hulk's breaking the 4th wall.
There is also a very serious side to comics: Darkest Night, Civil War, All the 13233243th Crisis of Infinite stuff (), etc.
There's room for both.
There's also room for both in this game. Also I agree with those that say Villainous success DOES NOT have to mean taking over the Isles/Arachnos.
I too also tire of Arachnos. Longbow for that matter.
EDIT: Also want to mention that too much camp can dip into the area of "aweful" writing sometimes too. Foxbat in that OTHER game to me was bad camp. I didn't find him funny or amusing at all. Just annoying as hell.
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