Vigilanties should KILL their contacts. Villains, too.


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Posted

Ok, we have the technology. If you've seen the new praetorian content, they have utilized the ability to "phase" a contact in and out of a players own world view.

This thought occurred to me when I realized that Heroes that turn vigilante ostensibly want to bring their own thoughts on "Justice" (a word they never bothered to look up, but anyway) to the people of low moral fiber. ie, they want to kill criminals. But when you turn into a vigilante, you gain the reward to WORK FOR CRIMINALS. Now, all that said, I think it would be a great idea if you were basically doing all that to gain their trust, and have a mission at the end where you set them up to die at your hands.

If you have ever experienced villain side content, you know what I mean. The sheer condescending attitudes of the likes of Darla Mavis and Westin Phipps. If anyone deserves a lesson in humility, it is them. When I was doing the villain invention tutorial, I kept thinking why would these contacts be so rude to me, when they KNOW that I will kill them just for fun? lol

Think about what this could mean on hero side! Rogues might "kidnap" contacts and open up a trial to "rescue" them, like a zone event or something. Just a thought.


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Posted

Being a vigilante does not automatically mean you kill anyone for justice though. It just means to take the law into your own hands. While violence is implied, killing isn't a requirement by any means.


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Posted

Quote:
Originally Posted by MentalMaden View Post
Being a vigilante does not automatically mean you kill anyone for justice though. It just means to take the law into your own hands. While violence is implied, killing isn't a requirement by any means.
That's kinda beside the point. I'm not saying you MUST kill to be a vigilante, but most do, and it would be fun to have the option. And that still doesn't explain how taking the law into your own hands means working for a villain.


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Posted

Quote:
Originally Posted by CaptainMoodswing View Post
That's kinda beside the point. I'm not saying you MUST kill to be a vigilante, but most do, and it would be fun to have the option. And that still doesn't explain how taking the law into your own hands means working for a villain.
I don't see vigilantes that way at all.

While I think it could be appropriate for some contacts. It's not appropriate for all of them. If you killed all of them just for the heck of it, that would make you a villain - a particularly sadistic one, not a vigilante.


 

Posted

Quote:
Originally Posted by CaptainMoodswing View Post
That's kinda beside the point. I'm not saying you MUST kill to be a vigilante, but most do, and it would be fun to have the option. And that still doesn't explain how taking the law into your own hands means working for a villain.
One of the problems with what you want is that it isn't likely to happen.

Having the Tech and actually USING the Tech are two different things.

One of the reasons the remove your contact from your city feature works in Praetoria in that the story lines can be directed in what-ever direction the developers want them to go, without any worries about long-term consequences. If you kill Cleopatra, let the Doctor escape the city, apprehend Hatchet, and so on, there's no long term story or game consequences. At level 20 you go to Paragon City and whatever you did in Praetoria no longer matters.

The bulk of the existing game content is written in a completely different manner. Again, the stories go where the developers want the stories to go.

Adding in the option to "eliminate or remove" existing CoV/CoH contacts would mean re-writing the story to give a reason on WHY you would eliminate them, or force them to leave Paragon City to begin with. From the tone of your opening post, I don't think you actually care about story related reasons. It does not read like you care whether or not you have the impetus, motive, drive, reason, or any other synonym when removing a contact. It sounds like you just want the "option" to remove them if you so desire.

Whether or not players care about the story driven reasons, the reasons that matter to the canon story of City of Heroes, does not mean the developers do not care. The developers opinions are the only ones that really matter in this circumstance.

One of the development aspects our developers have repeatedly talked about is how they don't want to revamp content for the sake of revamping content. The resources needed to update existing arcs are similar to the resources needed to create new story arcs. What the developers would rather do is create new content that is built to leverage new technology rather than revamping and shoving old content into new technology.

There are some cases where the developers have gone back and semi-revamped existing content. Positron Task Force for example. The old TF is still available in Ouroborus, and the new Task Force shares little in common with it's namesake.

There's also the "new" Maria Jenkins and Tina McIntyre arcs, which do leverage several of the content bits from their previous arcs. The stories are not exactly the same, but again, the old content is still in Ouroborus. It has been stated that the only reason these arcs were updated was to place their storylines in the context of the Praetorian world unveiled from the first arcs.

Getting back to the point: it's not likely that the developers are going to spend a significant amount of time on implementing new technology into older content. It's also not likely, that for the time being, that the developers will invest significant amounts of development resources into creating unique story arcs or experiences for the Rogue and Vigilante factions outside of Tip Missions and Morality Changes.

Whether or not Rogue and Vigilante factions will ever be developed as unique factions with their own content comprising of their own contacts, their own mission arcs, and their own Task Forces, I think largely depends on the sales of Going Rogue. Again, I've stated this before, I'll state it again. NCSoft is probably going to make the call on whether or not Paragon Studios works on a sequel title or continues with the current CoH game next year when Christmas sales of Going Rogue are all added up and the subscription base stabilizes.

If NCSoft decides that Paragon Studios should work on a sequel title, then, and only then will we see significant work done to make Rogue and Vigilante factions unique and independent of the Villain and Hero Factions.

If NCSoft decides that the sales of Going Rogue were fine, and that the subscription base is where they are comfortable with it being, Rogue and Vigilante factions will continue to remain "second-class" compared to Heros and Villains due to the sheer amount of content already existing for the two primary factions.


 

Posted

So what happens when I kill Weston Phipps and then get a Tip Mission where I can choose to beat th snot out of him? Talk about continuity errors.


 

Posted

Quote:
Originally Posted by je_saist View Post
From the tone of your opening post, I don't think you actually care about story related reasons. It does not read like you care whether or not you have the impetus, motive, drive, reason, or any other synonym when removing a contact. It sounds like you just want the "option" to remove them if you so desire.
Quote:
Originally Posted by CaptainMoodswing View Post
If you have ever experienced villain side content, you know what I mean. The sheer condescending attitudes of the likes of Darla Mavis and Westin Phipps. If anyone deserves a lesson in humility, it is them. When I was doing the villain invention tutorial, I kept thinking why would these contacts be so rude to me, when they KNOW that I will kill them just for fun? lol

Think about what this could mean on hero side! Rogues might "kidnap" contacts and open up a trial to "rescue" them, like a zone event or something. Just a thought.
...huh?


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Posted

Quote:
Originally Posted by Obsidius View Post
So what happens when I kill Weston Phipps and then get a Tip Mission where I can choose to beat th snot out of him? Talk about continuity errors.
Maybe something sneaky can be done with that. :O


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Posted

Quote:
Originally Posted by Fury Flechette View Post
I don't see vigilantes that way at all.

While I think it could be appropriate for some contacts. It's not appropriate for all of them. If you killed all of them just for the heck of it, that would make you a villain - a particularly sadistic one, not a vigilante.
Well, that's kinda why I said villains should have the option, too. And it doesn't have to be all contacts, or all at once. Just saying maybe you can add something to the end that says you were doing their bidding just to gain their confidence.

A vigilante kills the contacts because the contacts are CRIMINALS. A villain would do it just for fun, or because attitudes like the one Darla Mavis gets away with "crosses the line" in your villains mind. (or not, depending on if you make the choice to do it?)

When I think of the word vigilante, I think of the Punisher or the Death Wish movies. What do you think of? I'm not trying to be antagonistic, just wondering what your other ideas are. Part of the reason for this idea is because the recent stories in this game seem to focus on death a LOT. I mean, your vigilante alignment mission starts off with you wanting to kill Ghost Widow! Even the mission to turn yourself into a hero (or reinforce your "heroism") is to stand by and watch as someone gets away with murder. (Why is everyone ok with this, exactly?)


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Posted

Well, Vigilantes wouldn't have red side contacts yet, so they wouldn't be working with Mavis or Phipps. And just killing them outright, even if you went Rogue and gave up your villain side contacts, you could always come around and do them again, by going Villain again. So you don't want to eliminate a Contact that could potentially be important later.

On the other hand, eliminating a Contact after you are DONE with him, that would be a different matter. And I have to admit some of my "villains" I have role played as heroes under cover in the Rogue Isles, I have just assumed that once the mission was done, my hero turned on his Contact, beat the snot out of him and turned him over to Longbow. ESPECIALLY in cases like Mavis and Phipps. There's quite a few of my villains, whether secretly heroes or not, that end up wanting to beat their Contact into the ground, just out of spite. (Of course, there is the greater question of whether you COULD. For instance, I kind of suspect that while Mr. Bocor wouldn't be a problem face to face, you probably would never get the chance to get that close to him)

If that were an optional mission at the end of an arc that would eliminate the Contact, that would be cool.

Of course, the technology is new to Praetoria, and it will probably be a while before it can be retrofitted to the existing content.


 

Posted

Quote:
Originally Posted by Jade_Dragon View Post
Well, Vigilantes wouldn't have red side contacts yet, so they wouldn't be working with Mavis or Phipps.
OMG! I completely forgot about that! aaargh, facepalm.


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Posted

Quote:
When I think of the word vigilante, I think of the Punisher or the Death Wish movies. What do you think of?
Those are certainly valid examples, but I would add that many incarnations of Batman would qualify as well, and even Frank Miller's Batman doesn't go around killing criminals.


 

Posted

A vigilante means that you enforce a law from outside the law. Whose law you're enforcing, and how far outside the formal law you go, are matters of context.


 

Posted

I think people are mixing the definition of vigilante with what COH defines as the vigilante alignment.

They're two different things.

One could be a vigilante and not kill. One could be a vigilante and still be a hero.

COH's alignment Vigilante is more like an anti-hero. But I'm guessing Vigilante/Rogue sounds better than Anti-Hero/Rogue.


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Posted

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Posted

this is allowing me to kill Westin Phipps, I will /sign this.
I also want to kill the following Redside contacts:
Peter Themari (Too much like Westin Phipps)
Willy Wheeler (Just way too whiney)
Darrin Wade (Jerk used me to try to free rularuu)
Psimon Omega (Overconfident Jerk)
Operative Rutger
Johnny Sonata
Mender Tesseract
Vivacious Verandi
Captain Mako
Black Scorpion
Lord Recluse
Ghost Widow (Again)
Scirocco (Or at least sock him in the face and say: "Cheer up Emo, kid")


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Posted

Quote:
Originally Posted by CaptainMoodswing View Post
If you have ever experienced villain side content, you know what I mean. The sheer condescending attitudes of the likes of Darla Mavis and Westin Phipps.
I know I've done all the villain contacts repeatedly so I have to wonder if you have your names mixed up. Phipps is very friendly as if we were kindred spirits. Hardcase on the other hand needs to have his bowels handed to him.

The only time Phipps is unfriendly is in keeping up appearances and he is apologetic about it when no one is "looking".


total kick to the gut

This is like having Ra's Al Ghul show up at your birthday party.

 

Posted

Quote:
Originally Posted by SwellGuy View Post
I know I've done all the villain contacts repeatedly so I have to wonder if you have your names mixed up. Phipps is very friendly as if we were kindred spirits. Hardcase on the other hand needs to have his bowels handed to him.

The only time Phipps is unfriendly is in keeping up appearances and he is apologetic about it when no one is "looking".
Well, sure. Most people don't like him, though, he assumes you agree with everything he does, and you may want to kill him just to get him out of the way?


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Quote:
Originally Posted by BrandX View Post
I think people are mixing the definition of vigilante with what COH defines as the vigilante alignment.

They're two different things.

One could be a vigilante and not kill. One could be a vigilante and still be a hero.

COH's alignment Vigilante is more like an anti-hero. But I'm guessing Vigilante/Rogue sounds better than Anti-Hero/Rogue.
Well, how IS a vigilante defined in the COH universe? As in an example above, somone stated that Batman is technically a vigilante. But he is a super hero. If he lived in Paragon, he would be a licensed super hero, because he doesn't really do anything all that different from the heroes of paragon city.

In order to turn vigilante in COH, you set out about wanting to "bring justice to Ghost Widow once and for all." Silent blade kills your double when you become a hero, and you just stand there and watch her get away with it. The writers seem obsessed with killing and death at this point.

I think, for story reasons, and for making Villain side more appealing and the Hero side more distinct and heroic, it would be good to focus on how villains would be more likely to kill and that heroes would rise above personal feelings and focus on saving all lives, regardless of the crimes they commit. This would bring more contrast to the extremes and the grey portions in the middle.

Again, just my ideas.


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Posted

Well, regardless of one's definition of Vigilante, we're talking, in technical terms, about a metric assload of:

  • re-coding existing contacts and rewriting/ creating new missions for many of the contacts already in the game
  • addressing continuity errors where previous contacts are mentioned/ contacted by a current contact
  • developing additional branching text/ alternate missions for addressing said continuity errors
  • linking "phasing tech" to all of the contacts that have the possibility of being killed through player actions
  • other code problems I can't even fathom
This wouldn't be a simple retrofit. At the least, you're talking about something that may require the workload of a whole other expansion, depending on the number of applicable contacts and taking into account both City of Heroes and City of Villains.

And in the meantime, what happens to the Incarnate System, the Coming Storm, the expansion of Preatoria, or other content that needs the attention of the Code and Story teams? Or for that matter, the possible development of CoH2?

Not that I don't like the concept of a retrofit, but the time involved would be quite a bit.


 

Posted

Quote:
Originally Posted by Obsidius View Post
Well, regardless of one's definition of Vigilante, we're talking, in technical terms, about a metric assload of:
  • re-coding existing contacts and rewriting/ creating new missions for many of the contacts already in the game
  • addressing continuity errors where previous contacts are mentioned/ contacted by a current contact
  • developing additional branching text/ alternate missions for addressing said continuity errors
  • linking "phasing tech" to all of the contacts that have the possibility of being killed through player actions
  • other code problems I can't even fathom
This wouldn't be a simple retrofit. At the least, you're talking about something that may require the workload of a whole other expansion, depending on the number of applicable contacts and taking into account both City of Heroes and City of Villains.

And in the meantime, what happens to the Incarnate System, the Coming Storm, the expansion of Preatoria, or other content that needs the attention of the Code and Story teams? Or for that matter, the possible development of CoH2?

Not that I don't like the concept of a retrofit, but the time involved would be quite a bit.
So, is this the ideas forum, or the only simple ideas need apply forum? lol

As I said, it doesn't even have to be all everything at once. You could start with just one!


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Posted

Hm. One of my issues with villain missions was that often times the contacts would use/abuse/talk down to the very dangerous and obviously superior in skill player characters. They'd treat the villain that just desimated an entire police/military force single handedly like a flunky. In worse situations they'd outright betray you.

In the future I could see this tech being used for villains, as an optional ending. "follow to alley," "submit recording of contact doing stuff to so-and-so," "Bash contact over the head." Basically even if the villain didn't kill their contact, they could scare them away, send them to the hospital permanently, or turn in something that would make the back biting contact in question lose their position due to ill favor from their bosses.


 

Posted

Quote:
Originally Posted by Carnifax_NA View Post
"Hi [Insert Name here]. I've heard a lot about you and what happened to others who have worked with you. Notice the 20 snipers I've posted on the rooftops around me who all have a bead on you. Get the hell away from me and don't come back"
You know, I know that sounds like a negative...but it has the workings of a great idea. It could be the consequence of going over a "meter" of some kind.


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Posted

Quote:
Originally Posted by Jade_Dragon View Post
(Of course, there is the greater question of whether you COULD. For instance, I kind of suspect that while Mr. Bocor wouldn't be a problem face to face, you probably would never get the chance to get that close to him)
Just wanted to mention, there's a Rogue alignment mission in the 30s that lets you go up against him, in fact. In the sense that by "go up against him", I mean he appears as a non-combat NPC and the mission resolves with him folding like a house of cards without an actual fight.