Power customization: custom casting
How about letting the players use any existing emote that's of the right length to activate a power, or let us set a macro like "powexec_name Personal Force Field$$em cower"? Sure, firing off Flares whole emoting dontattack might look a little silly, but why not?
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Only for Martial Arts and Super Strength, and only two animations at most for each, but the system is already in place and coul theoretically be applied to other powersets.
They're never going to let us have any animation we want, nor allow us to emote over powers (there's a whole school of exploits that used to be possible this way), but we may one day see (for example) all 1.0sec blast animations available to all 1.0sec blasts, and so on.
The real delay on this is the time needed to add the animations to the lists (it may not be as easy as it sounds), and to create new animations where needed. And with GR due out in a month, time is one luxury the devs do not have right now.
@Roderick
This is an excellent idea. I would take it a step further and allow people to use any attack animation thats greater than or equal to the the animation time of the existing power.
If it takes 2.66 seconds to use an ability, you can replace the animation of that ability with any other animation thats 2.66 seconds long or higher.
Naturally some wouldn't be allowed. Like using a Ranged Animation in place of a melee move.
Whining about everything since 2006.
Ammo switching for Dual Pistols was my idea:
http://boards.cityofheroes.com/showthread.php?t=135484
I thought this was just about summoning pets at first but the points raised so far seem reasonable.
Some extra animations - or rather existing animations attached to different powers - would be a nice touch.
I wonder if the in-development Kinetic Melee will have access to that? Or if it has graphical effects that are the only things that are customisable?
I've always wished that we had a /powexec_Anim (for "animation") command that would play the animation of a power casting.
/macro Fire "powexecname Flares$$powexec_anim Blaze" ?
If the actual casting of the power has the same (or longer) rooting time and the recharge doesn't start until after the power is done with it's original casting time, I don't see this as horribly exploitive.
Let's say you have a power with a 2.66 second casting time, and you overwrite it with a 1 second animation. Your character stops, spends 1 second playing the casting animation, 1.66 seconds standing around idle, then the power fires.
You would be best served to use animations of similar lengths.
How about letting the players use any existing emote that's of the right length to activate a power, or let us set a macro like "powexec_name Personal Force Field$$em cower"? Sure, firing off Flares whole emoting dontattack might look a little silly, but why not?