Meet (and be) the Coralax, plus glub glub: extensive proposal.


Memphis_Bill

 

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ntroducing the Coralax, and playing underwater.

“But Bill, search, didn't we just have a big discussion on underwater stuff?” Yep. Yes, we did. And I'm going to preface this by saying I STILL don't agree with having players just hop underwater and fire off powers, “hand-waving” away how silly a lot of this would look. And getting this to look right is going to be very difficult in parts - if that can't be done, this isn't worth it (to me.)

But between my love of Epic A.T.s and the fact it does keep coming up, well... it's been on my mind still. So, here's a nice, big writeup on getting heroes and villains underwater and introducing a nice, new AT.

Arcs:

There are two sets of arcs, one heroside, one villainside. The Coralax have spread far enough that there's no reason to get the biased writing that exists in the RWZ – both sides can do this, potentially working the morality tech in, and have side specific goals.

Level:

I'd like to see this start at 25-30, with a ten level set of arcs. Now, heroside that overlaps with a lot of content – the second half os Striga, some good arcs in IP and Talos and the start of Croatoa. Ideally, the enemies will have enough of a level range that these could be done all the way up to 50. (I'd like these to be available without having to ouro them.)

Location:

Heroes access this via a sub in Striga. Reason: The mission from Stephanie Peebles where the scientists brought up some “thing” from the deeps. A new contact is added to the docks.

Villains access this in Sharkhead for what should be obvious reasons. One of Cage's side projects – important enough he's leased some subs.

Reward:

Aside from what I'd hope would be an enjoyable storyline, unlocking two Coralax types (Hybrid and Shaper.) The Hybrid is much like Barracuda. The Shaper is... well, a mix of Controller/Dominator and semi-Mastermind (multiple pets, but not all are controllable.)

Pros -
What else? New zones, new stories, new archetypes, and we get some “underwater” - plus lore exploration. And costume parts – designed around a pressure suit, but they could be repurposed. Another unlock during this!

Cons -
This is art and animation intensive, and some areas I agree are going to be hard to make look right. For a normal player, there is going to be an area with no access to normal powers. And art/animation/power wise, well, there's some work on “mastermind-like” pets to use in a point or two with good, underwater animations.

So, moving on:


 

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Underwater Arcs:

HERO – part 1

  1. Investigate. The researchers base (related to the Peebles ship) reports trouble. You suspect the Council are involved, and you're right – sort of. Fight council. You get to the last room, though, and something runs away that's certainly not council (a Coralax Hybrid.) You cannot fight or hold this thing - it's got the same “untouchable” status as, say, PA, solely so it can run away and dive into the water, disappearing (despawning.) You investigate the crates and computer it was near.
  2. Underwater base. You didn't know this was down here – very few people did. Right now, though, you're here to save scientists Initially you fight Council or perhaps Crey (maybe both, Crey being contracted to help with the research.) As you penetrate the base, though (with viewports outside, fish going by, seaweed, etc – sorry, art and animation!) you start running into what look like eggs or shells, and some not quite human looking bodies. Penetrate farther in and you're fighting Coralax Hybrids (with EB Shapers near the end on high enough difficulty.) Somewhere in this mess – if possible – you can look out and see a sub trying to escape, then get swarmed and implode... if art can do a nice, bubbly implosion. The scientist you save near there tells you some tried to escape.
  3. You get to go outside! We have a “swim” animation of sorts (and a “float,” even if it's kind of rapid – if it can be slowed down, great.) Your character is replaced by a generic “underwater suit.” (Yes, I know people love their costumes. I love mine. Minor sacrifice here, ok?) No powers can be active here, period. Just your “swim” and a Walk-speed walk. It's also dark. You're examining wreckage of that sub. You come to an underwater chasm and see lights, like a city … and figures approaching which surround you. Your only option is to try to communicate (click on the leader) – This ends the mission with a “You go with them.” Yes, it's short and boring, but would you rather watch a cutscene?
  4. Now, here's one thing I'm not sure of – if you can end a mission then start in a new point instead of going to your contact. This MIGHT need to be broken into two parts with a scientist telling you “Well, go with them,” where you step into a portal (or... eh, puddle?) - might need that anyway to go back and forth. (Or be given a portable portal.) You step out and find yourself in coral hallways, red coral in the walls, glowing coral helping light the way, the occasional puddle, etc. (You are you again, at this point.) You meet the Coralax Hybrids and the never-before-seen Virtea (slave race of Coralax lore.) See, the Coralax have a bit of a problem at the moment. Yes, they've taken humans to mutate, but some human ideas (like freedom and a distaste of slavery) have infected some of THEM. Some of the recently changed realized you were a hero and talked their companions into meeting you – the explanation is interrupted by guards from the city who are coming to “purge” the area. You've got a fight on your hands.
  5. Your presence has upped the ante for the priests of Merulina. They're going to release some of the Leviathan's children (as they call them) to cleanse the “corrupted” slaves and hybrids, and flood the area to kill you off swiftly. Timed mission (30 minutes) – or rather, “mission with a timer,” as you can stop the flooding and then deal with everything at your leisure. Multiple ranked “monsters” (Childern of Leviathan) as well as loyal Coralax guards to fight.
End of arc – reward merits, Coralax Hybrid is unlocked, Pressure Suit pieces (which should also be designed with some variation, could also fit space suit type pieces) unlocked on account.(If unlocking “on account” isn't possible, reward merits of some sort to turn into recipes that can be sold/emailed/traded to new characters, put on the market, etc.)


VILLAIN – part 1
  1. Investigation – Yeah, Arachnos. They get their noses in everything. In this case, though, they're curious about what Cage is doing and send you to check out their offshore operation … with prejudice. You find they're mining coral (after beating through some guards and scientists.) Mirroring heroside, you see (but can't catch) something diving off and threaten an egghead, who tells you those creatures have started to show up. He shows you a bore you can take down. (Arachnos troops show up afterward to “secure” the area.)
  2. Base – It's an underwater mining and research station. (Echo heroside here with the progression from Cage guards and mercenaries to shells and Coralax.) Find out from a scientist that ships and subs get lost here all the time. They just lost one the other day....
  3. Time to swim. Suit up. However, being a villain, you get to fight... indirectly. Copying mastermind controls, you have some submersibles (or... what the heck, Crab armor is watertight, right?) Your guards, of course, die off (and you can't fight,) so you're surrounded, but not taken prisoner. The creatures have heard of you and think you can help out with a little problem – the reward, a rich harvest of the coral.
  4. You're taken to meet the elite of the Coralax... who are now under attack by rebel Hybrids and a few traitors. Protect at least three of the five priests and leaders (who, honestly, COULD defend themselves... if they were really there. These are decoys, sacrificial acolytes.)
  5. You're about to get very busy. Not only was that just a first push, but you're about to be cut off. Fend off the waves of attackers, while protecting a spawning ground for “Children of Leviathan” (who will, on occasion, actually spawn and head off to attack) – as well as your own portal back.
Rewards: See hero ending. Coralax Hybrid unlock, costume pieces unlocked, merits.


 

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HERO, Arc 2 – Time to choose

You now have a choice. Help the rebels gain their freedom, or make sure the Coralax never come to bother the surface again.

Choice mission -

Meet the rebel leader. After fighting to defend him, he tells you they could really use your help. With someone like you at their side, they could overthrow the Shapers and enter a new era of cooperation with the surface world. Alternately, he's as angry with the kidnapping and conversion of humans as you probably are, and knows where the conversion process takes place. He'll continue the fight, but try to direct it away from there. Destroy that place, and the Coralax will have a much harder time affecting the surface for a long, long time.

Path – Aid the Rebels:

  1. Disrupt communications in the city. It'll be easier to take over bit by bit if the sections can't be warned. Destroy multiple communication nodes. They are, of course, heavily guarded.
  2. Stop reinforcements. Collapse caverns over “water-locks” that allow parts of the city to reinforce each other.
  3. Save the captives. The Coralax still have many humans to convert – they have the scientists and the passengers of a yacht handy. Try to save them – or put the result out of their misery. (Can save up to 10.) One of them, by the way, knows the rebel leader.
  4. Go outside! The rebels have secured this dome, but this is only one of many. It's time to strike at the head of the sea-serpent... and that means a swim. Like the villain mission in part 1 – mastermind-ish controls as you swim. “Ink” to help placate and hide (5 uses) as you try to get to a mission door with your escort.
  5. Cavern – Fight through tougher guards, tentacles, converts and – hmm, looks like they got some assistance from outside as well! NPC villains to help take you down. But you find some artifacts on the way. What could they be used for?
  6. Sleep, Merulina, Sleep. Fight the Shapers, from acolytes to some of the top dogs (fish?) The last one, EB class, wakens (he thinks) Merulina... and you have to convince her you're not a threat. Talk her down or fight to the “heart” of this portal – which cuts her off from her people for a time.

Path – Stop the conversions
  1. Research. It's a glowie hunt – find where the captives are being hidden. (You have an “assistant” to translate – non combat NPC.)
  2. Destroy the supplies. It's on the way – and will stop the process temporarily.
  3. Free the captives – try to free them before they're conversion finishes and they turn on you.
  4. Head outside – Some recent converts are still human enough to want to fight. The loyalists are trying to build an army – stop them from reaching the ships at the surface (via a “whirlpool” - essentially stop X from escaping. Use mastermind controls to control your henchmen.)
  5. End it – Tell the head Shaper this stops now and make sure he gets the point – or fist, or energy blast.
  6. Shutting down – Plant charges... of course the loyal Coralax will try to stop you. And you get to meet an aspect of Merulina. Either convince her you're right, or fight her to weaken her so she can't disrupt the blast.

Reward: Badge. Coralax Shaper EAT unlocked. Coral Armor/Weapon parts unlocked.

Villain, part 2:


Choice mission -

Defeat the assassins. You're taken to a hall to meet a higher priest. The rebels send in assassins. Your choice - make the alliance for long-term profits, or just strike out on your own. ("For the money" or "For yourself.") The alliance - you save the priest. For yourself - you step aside and let the next assassin kill the priest as you leave. (Cutscene.)

Path - Alliance
  1. Retribution - Destroy a section of the city with rebels and slaves in retribution for the assassination attempt.
  2. Make the deal - Back to the surface to present the scheme to Arachnos and Cage. But the rebels are trying to get assistance of their own - stop the heroes, kill the negotiator.
  3. Ambassador - More swimming. You control (MM style) Coralax warriors. Defend the sub with the surface ambassadors from Rebel attacks. (Again, no powers of your own.)
  4. Ambassador Part 2 - Protect the ambassador from Rebel attacks (in the city) as you guide them to the priest.
  5. Offering - The ambassador brought a gift - Scrapyarders and others for the first batch of conversions. Defend the conversion chambers from the Rebels who are trying to free them.
  6. Merulina - The Rebels are desperate. Protect Merulina's altar (you're "blessed" near it with higher resists, and it has an AOE regen/recovery/recharge) from the Rebel leader and surface heroes who are working with them.

Path - Greed
  1. Little lies - Fight to the rebels. Fight the rebels. Meet with one of their leaders to convince them you're on their side now.
  2. Sub Hunt - The priests have tried to make their OWN deal. Take your "loyal" rebels out and destroy the sub before it can meet with anyone. That should kill any idea of bargaining.
  3. Your own deal - Fight some loyalist Coralax who are in a Cage complex. Get to the head of the complex, tell him you have a source of the red coral. He sets up mining, you profit.
  4. Bombs - The city is a good source of coral and a thorn in your side. Blowing it up should help. (Plant bombs.) And the biggest source of red coral is...
  5. Merulina - She knows what you're up to. And you want to blow up her altar. Fight off the head priests and an avatar of Merulina. Plant a bomb. Get out. Profit.

Rewards: Same as part 2 hero.


 

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REWARDS

Other than a good story (I'd hope,) and of course merits, there are other rewards as noted in the story sections:

COSTUMES -

Pressure suit. This would have a variety of options - I'd be ecstatic if it were the first backpack piece, personally. Domed and caged-window "helmets," metallic and fabric-like, bulky arms/chest/legs, a feeling of definite heft to it.

Coral Armor. It'd be nice if this meshed well with BioOrganic, and should definitely have flecks of luminous areas. Won't make you look like rocky. (This could also, perhaps, lend itself to alternate power customization looks.) With and without protrusions, open and concealed face.

The Unlocked EATs:

Coralax Hybrid:

Going from Barracuda's template -
Origin - Science. (Reason: Barracuda is changed by Coralax science. Mutation is defined as an inborn mutation, which these are not.)
Powersets - Heavily Psychic and Cold based. Much of a Dominator's Psy set could be used. In addition, ranged "urchin" attacks (based again on Barracuda's sets) are available to do lethal with a touch of cold. Should an enemy close to melee, you'll have "coral-based" melee attacks that will also do toxic DOT.

We'll also tap into Leviathan Mastery for Bile Spray, Arctic Breath (similar to Barracuda's cone of cold,) Hibernate, Water Spout and some heavy resistance, probably over two armors. Resistance will be to Smashing/Lethal, Cold, Toxic and some Psi - everything that you do. There will, of course, be status protection and 4 pt KB resist - enough for most of the game, not enough you can completely ignore it. Some +Perception as well (reason - you've been adapted to live underwater. Harder to see there = benefit here.)

This would be mostly a "range preferred" AT, though it can do some decent damage in melee.

Coralax Shaper:

Origin: Magic. These are the priests of Merulina. While sharing some of the same abilities as their siblings (psy,) their closer ties enable them to do more - thus, magic.

Description - Mix of control and Mastermind style pet abilities.
Pet styles -
Uncontrollable:
Coralax Hybrid. Summon 3 minion-style Coralax Hybrids. Mmostly melee attacks, plus cold or toxic breath. Desummons after 5 minutes. (Tougher but not as numerous gang war, basically.)
Children of Leviathan - Much like Vines. No immob. Looks more tentacle-like. Smashing, slow, toxic, follows until despawn.

Controllable:
Summon Coral Warder. Summons two Coral Warders (LT type.)
Summon Coral Sentiel. Summons one Coral Sentinel boss.

Yes, these can be buffed and should be fairly tough.

Other abilities -
Psi, Smashing/Lethal, Cold shield. Single shield. Debating KB protection (low,) but given the pets, I don't think it's needed.
Psi attacks - Single target attacks (psi) mixed with single target hold, sleep, fear and confuse.
Pet care - ST heal, AOE heal, and "Healing wave" PBAOE res from Calystix (yes, he *does* have it according to the wiki)
"Coral shards" - caltrops.

I'm hesitant to give something with all these pets AOE controls. I think that would be too much. (And I'm fairly well stomping on the line with all the single target ones, but I'm trying to fit the "type" of one of their high priests.)


 

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War Declaration: Clear
Rikti Supremacy: Challenged
Rikti: Superior
Semi Carbonised Fish Creatures: Inferior
Result: One possible outcome
Destruction: Imminent!

Post: Scriptum
All Neccessary means: Viable
Nuclear Barrage: Origin = Space: Valid
Certainty: Only guarentee


((You know where my loyalties lie by now ))


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Originally Posted by Zwillinger View Post
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

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Originally Posted by Techbot Alpha View Post
((You know where my loyalties lie by now ))
The Coralax are older. Mentioned long ago and way past due.

(Alternately - write one of these up. :P )


 

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Other than my hatred for fish and fish people, I see nothing wrong with this idea. As long as you can keep it to only air environments, be they underground, underground and underwater, inside glass domes and underwater, inside subs and underwater, or otherwise technically beneath the water's surface but still with breathable air and solid ground beneath, I would highly endorse this.

Now, I will admit I didn't actually read through the arcs word for word, in large part because I wouldn't want to critique story ideas, and in part because I honestly don't care what the arcs are as long as they're better written than Montague's. Unless I missed some mandatory underwater fights, I have no reason to disagree with them.

On your idea of a power suppression field underwater to where you can only travel... Well, this solves the problem of awkward attack animations and effects, but ironically enough introduces the opposite one. Traditional underwater complaint is that certain powers just plain wouldn't work underwater, so they shouldn't be allowed. The opposite of that is that certain powers SHOULD work underwater, such as sonics and radiation, and so they should be allowed. Granted, it's easier to accept that limitation as we're already used to power suppression fields, but you had better not put me in a dangerous environment with my powers disabled

When it comes to the Coralax and Epic ATs in general, I think you may want to be bolder. One of... Scratch that, THE ONLY reason I've ever considered playing Kheldians is because they had unique powers. What you're suggesting sounds like an "inter-AT" framework, and one I feel is better suited for a general, generic AT. Epic ATs as such should really have their own graphically unique powers that aren't just recombinations of existing player powers. If anything, that's the primary reason I care nothing for Soldiers of Arachnos - they're just more Mace, Claws, Rifle and Psi, along with a few others. I'm sure there are a few powers unavailable otherwise, like the Omega Manoeuvre, but by and large, they're cobbled together from existing powers. Sure, the framework is different, but I'd have preferred an AT that's brand new, not refurbished old.

Finally, the costume... Well, I guess if it's attached to the badge and the badge is account-wide, then sure, I can see that. But if you mean to suggest that this should be an unlock that has to wait for level 25+ and be unlocked over and over again every time, I will have to disagree. Either make it a global unlock or dump it in the editor. I'm not sure how interested I would be in Coralax costumes, being that I hate their design, but that's my own personal bias and preferences talking. Are you planning on an enforced first costume like Soldiers of Arachnos have?

*edit to add*
Having read through the story arcs, I highly disagree with your take on underwater "combat" for two reasons: Mastermind controls suck and escort missions blow. Mastermind controls, at their very core, are terrible, horrible devices that only ever work if you devise complicated binds for them. This is not something that I'm willing to put forth the typing and research time to do for a couple of missions, especially on a character who's not a Mastermind. This is the primary reason I've played a total of ONE Gladiator match, which I ragequit out of for lack of decent controls. Beyond that is the notion of escorting... Something through hostile waters without being able to fight back. Right off the bat I don't like a mission where I can't fight back, especially in the context of this game, but having to escort things on top of that is just cruel.

Again, if you want an EVA environment that I can't fight in, you have to ensure that I don't HAVE to fight in it.


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Originally Posted by Arcanaville View Post
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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Originally Posted by Samuel_Tow View Post
On your idea of a power suppression field underwater to where you can only travel... Well, this solves the problem of awkward attack animations and effects, but ironically enough introduces the opposite one. Traditional underwater complaint is that certain powers just plain wouldn't work underwater, so they shouldn't be allowed. The opposite of that is that certain powers SHOULD work underwater, such as sonics and radiation, and so they should be allowed. Granted, it's easier to accept that limitation as we're already used to power suppression fields, but you had better not put me in a dangerous environment with my powers disabled
Which is why (in the second set) you're given a guard and mastermind controls - yes, some powers (rare that they are) that ARE logical are cut off, but it's easier to explain that you're given a generic pressure suit than "Well, this powerset works, that doesn't, selectively ignore concept" - this ignores everyone's concepts.

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When it comes to the Coralax and Epic ATs in general, I think you may want to be bolder. One of... Scratch that, THE ONLY reason I've ever considered playing Kheldians is because they had unique powers. What you're suggesting sounds like an "inter-AT" framework, and one I feel is better suited for a general, generic AT. Epic ATs as such should really have their own graphically unique powers that aren't just recombinations of existing player powers. If anything, that's the primary reason I care nothing for Soldiers of Arachnos - they're just more Mace, Claws, Rifle and Psi, along with a few others. I'm sure there are a few powers unavailable otherwise, like the Omega Manoeuvre, but by and large, they're cobbled together from existing powers. Sure, the framework is different, but I'd have preferred an AT that's brand new, not refurbished old.
Graphically unique, yes. It's hard to come up with anything actually *new* that someone's not going to point to and say "That's this one's power, that's that one's power" and so forth. For instance, the Hybrid's melee attacks do Lethal and Toxic damage. Why? Because (a) I don't want to just go with the (later heavily resisted) lethal on its own, and (b) it makes sense - there are enough underwater creatures that have a toxic sting if you come into contact with them that an underwater, bioengineering-capable society would probably choose to incorporate that. Am I "borrowing" powers from Spine/Thorn/VEAT (think it's widows that do that?) Intentionally, no, but someone's going to say that's what it reminds them of.

I didn't go through a whole-AT design, but did make references to other powersets to give an idea of what they'd be capable of and give a 'flavor' for play.

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Finally, the costume... Well, I guess if it's attached to the badge and the badge is account-wide, then sure, I can see that. But if you mean to suggest that this should be an unlock that has to wait for level 25+ and be unlocked over and over again every time, I will have to disagree. Either make it a global unlock or dump it in the editor. I'm not sure how interested I would be in Coralax costumes, being that I hate their design, but that's my own personal bias and preferences talking. Are you planning on an enforced first costume like Soldiers of Arachnos have?
I'm not sure if it *can* be globally unlocked. If so, then yes, it would be - though if it's tied to a badge, you're not going to have it at character creation. That's also why I suggested a possibility of having it show up as recipes. Not a perfect solution, but a workaround.

Coral is going to be smoother, rounder, and "finer-grained" than Stone armor, and would show up as an alternate for them (and if we can get customizaton for it, for any APP/PPP with stone armor.)

Forced costume... I want more costume slots, and I want them showing in the UI. Storywise, yes, you should be starting with a coralax look for story reasons. If we can get more slots showing in the UI (SoA can have five *additional* slots, but only four of them show along with the forced costume, and I want more to begin with) I'd say "and you're stuck with it, but given a second slot and free tailor token at level 1 to help infiltrate human society." If we can't for whatever reason - you're not stuck with it. (And free tailor token at the end of their first EAT-specific storyarc, when you're sent to the surface to infiltrate, etc, etc, etc.) I don't just want this to be "a powerset," after all - there's a reason for the E in EAT.

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. Mastermind controls, at their very core, are terrible, horrible devices that only ever work if you devise complicated binds for them.
And this I disagree with. Masterminds work with binds because those *are* their powers, 24/7, and they also have to keep bodyguard mode in mind. I've run heavies and the like - and for single, one-off missions, "Defend me" and "Attack that" do work fine. No complicated binds are needed (and for non-masterminds, don't work anyway, even with MM-control pets.) They're meant to be short missions, and a way to get people out and "underwater" with a story purpose to them.

Edit: Also, there are no escort missions outside. You're doing one of three things - trying to destroy something, trying to protect something, or going for glowies. The "escort" you do of the sub in one of the arcs? The sub is going to go from point A to point B even if you don't move.


 

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Originally Posted by Memphis_Bill View Post
Graphically unique, yes. It's hard to come up with anything actually *new* that someone's not going to point to and say "That's this one's power, that's that one's power" and so forth. For instance, the Hybrid's melee attacks do Lethal and Toxic damage. Why? Because (a) I don't want to just go with the (later heavily resisted) lethal on its own, and (b) it makes sense - there are enough underwater creatures that have a toxic sting if you come into contact with them that an underwater, bioengineering-capable society would probably choose to incorporate that. Am I "borrowing" powers from Spine/Thorn/VEAT (think it's widows that do that?) Intentionally, no, but someone's going to say that's what it reminds them of.
Eh, it's not like many Kheldian powers are so functionally unique Peacebringers get Energy Blast, Energy Manipulation, Energy Aura (or Dark Aura if you prefer) and Regen. My thought was that their visuals and audio are unique to them and them alone, which is what makes them novel, at the very least. If you have this in mind, then I have nothing to complain about.

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I'm not sure if it *can* be globally unlocked. If so, then yes, it would be - though if it's tied to a badge, you're not going to have it at character creation. That's also why I suggested a possibility of having it show up as recipes. Not a perfect solution, but a workaround.
Why not? We get plenty of Global badges through the PlayNC store and just for existing, and Jack said that you could "craft" almost anything through Inventions. I figure you could just log in a character with that badge and have both the AT and the costumes become unlocked for your entire account. Like what we do with 50s.

Tech aside, though, having that at character creation is my top priority. I have no quarrel with the actual costumes.

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And this I disagree with. Masterminds work with binds because those *are* their powers, 24/7, and they also have to keep bodyguard mode in mind. I've run heavies and the like - and for single, one-off missions, "Defend me" and "Attack that" do work fine. No complicated binds are needed (and for non-masterminds, don't work anyway, even with MM-control pets.) They're meant to be short missions, and a way to get people out and "underwater" with a story purpose to them.
I know one thing - I HATE NPC companions that I can't control. HATE them. On a Mastermind, it's tolerable because if the henchmen get unruly, I can just force them to passive and they obey. On missions where I have companions I can't control, I tend to leave them behind or let them get themselves killed, because the time spent waiting for them and the extra danger from absurd aggro just isn't worth it.

And on top of it all, a Mastermind has other powers to use in addition to the henchmen. A lot of the time you can just let them run around and do their thing while you focus on support or, as I often do, focus on cycling your utter crap personal attacks. And that's WITH Mastermind controls. Without them, NPCs just irritate me to no end, doubly so if they're my only output.

I wouldn't be against underwater exploration if the water were safe to travel or, at most, if you gave people harpoons and torpedos or something to replace their lost powers. But I don't want to be running away from enemies, and I don't want to be carting allies around. Those are the two things that kill this for me.


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Originally Posted by Arcanaville View Post
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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Originally Posted by Samuel_Tow View Post
Why not? We get plenty of Global badges through the PlayNC store and just for existing, and Jack said that you could "craft" almost anything through Inventions. I figure you could just log in a character with that badge and have both the AT and the costumes become unlocked for your entire account. Like what we do with 50s.

Tech aside, though, having that at character creation is my top priority. I have no quarrel with the actual costumes.
Yeah, my "I don't know if it can be" is mostly that we don't have costumes that get unlocked and applied globally, as opposed to ATs. (I don't like using the store as an example, because that's not really unlocked through in-game actions. The Khelds and VEATs are probably closer, so I am hopeful it could be done.)
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I know one thing - I HATE NPC companions that I can't control. HATE them. On a Mastermind, it's tolerable because if the henchmen get unruly, I can just force them to passive and they obey. On missions where I have companions I can't control, I tend to leave them behind or let them get themselves killed, because the time spent waiting for them and the extra danger from absurd aggro just isn't worth it.

And on top of it all, a Mastermind has other powers to use in addition to the henchmen. A lot of the time you can just let them run around and do their thing while you focus on support or, as I often do, focus on cycling your utter crap personal attacks. And that's WITH Mastermind controls. Without them, NPCs just irritate me to no end, doubly so if they're my only output.
... I'm not sure why this is being brought up then. You're not dealing with a "Lady Jane's Suicidal Tendancies" here - you've got a sub going from point A to point B, which you're either sending the critters you control against or you're using them to fend off attacks. There's also not a lot to hide behind - remember, we're talking about a sub in reasonably open water - and I do imagine this either being an "ambush wave" of attackers/defenders or just hitting points. It would be hard to aggro more.

(I don't know if we *have* a mission like this in game. I don't think so. I've also got some bias toward wanting this as a proof-of-concept type mission, as I'd suggested something similar as a zone event while rebuilding Boomtown where you can protect the workers convoys going out to repair things - though that, of course, would be using your own powers.)

IF it's possible to get a couple of powers (an ink as a sort of stealth/placate, some weapon or two) they'd likely be similar to shelly percy's nictus arc (temp powers,) but again I'm not sure if it's something that can be done with a sort of "enforced walk" type suppression. I'm not against including them, I'm just not sure of the tech to do so.


 

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Originally Posted by Memphis_Bill View Post
... I'm not sure why this is being brought up then. You're not dealing with a "Lady Jane's Suicidal Tendancies" here - you've got a sub going from point A to point B, which you're either sending the critters you control against or you're using them to fend off attacks. There's also not a lot to hide behind - remember, we're talking about a sub in reasonably open water - and I do imagine this either being an "ambush wave" of attackers/defenders or just hitting points. It would be hard to aggro more.
I bring it up because you combine two of my most hated game mechanics - escort missions and NPC helpers. Actually, what you describe is even worse, reminiscent of horrible missions I've yelled at in RTS games, where a convoy I'm supposed to guard will move on its own, requiring me to keep up, setting my pace for me. HATE!!! In general, every time I lose a game for something other than me dying, I start to grumble. When I lose a game because an NPC died, I tend to ragequit. That's one reason I LOVED Half-Life 2 - your allies are almost indestructible and they're always very smart.

Again - anything that comes down to me having to escort an NPC with other NPCs as help is just going to be frustrating. If you HAVE to have combat underwater, I would very much like to make it player vs. enemies with no "allies" to get in the way.


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Originally Posted by Arcanaville View Post
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.