incomplete idea: Items
No, this is stupid. Gaining special powers from defeating enemies or completing mission arcs is why temporary powers exist, and City of Heroes does NOT need to be an item-based game.
I'm in nominal agreement with MondoCool.
I play CoH because it is NOT a "corpse-looting" game. Yes, we get recipe drops off of defeated foes that will enhance our character, but those drops can come from any enemy of the appropriate level.
Also, with corpse-looting will come "Bring me X number of Y item that only drops 1% of the time from a very specific enemy that only spawns a certain time of day" missions. I would wager that 99% of the players of CoH do NOT want missions like that to start cropping up. If we DID want missions like that, we'd be playing a game that has them already. (Interestingly enough, most of the players of games like that I've talked to don't like those missions either)
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
This is City of Heroes, not City of Lewtcraft.
And I, amongst others, LIKE it that way.
/Unsigned
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.
|
Items are costume pieces. eg: if you equip the headband of mystical nastiness that you got from the circle of thorns, then your toon has the headband added to their costume. Only the bravest will wear the red undies of externality and imperviousness... |
hmmm, apart from the hostile tone I can see your points. However I think you've misinterpreted what I posted.
1. its not "lewt", you dont loot corpses. You dont have to do anything beyond the badge system that is already in the game.
2. it doesnt make the game "item based". a toon can have a maxium of 4 items at any one time and these items are lower powered than powerset powers. the ONLY benefit is versatility.
3. the costume parts would be customisable to give the player as much choice as possible while still having the costume part have an effect in game that doesnt break the atmosphere (naked person pulling out an assault rifle from thin air when they are natural origin?)
4. how would this give rise to "bring me X number of Y" missions? you already get badges for defeats and accomplishments, this doesnt require anything more than is currently in the game. badge + salvage, which is already dropped by enemies of all types. The only, and I do mean only, change is that your costume piece is tied into the power which is also based on its origin (faction/badge). You already get costume pieces, you already get temporary powers, you already choose powers at those levels. the toon doesnt actually get ANYTHING other than the option of slightly more versatility than the power pools.
@MondoCool : calm down ffs. I didnt threaten your family or religious beliefs, I suggested something for an online game.
No, this is stupid. Gaining special powers from defeating enemies or completing mission arcs is why temporary powers exist, and City of Heroes does NOT need to be an item-based game.
|
The entire idea of City of Heroes' costume generator is to allow people to make their character look like what they want to without being constricted by ridiculous looking "gear" that they have to wear, but screw that, apparently. |
Even so, I do think MondoCool is correct in this particular matter. One of the major features of CoH is that powers and abilities are not limited to costume parts. That feature, the Enhancement System itself, decouples Items from Abilities, and ultimately gives players far greater flexibility in building their avatar.
I would remind you Evangel that when MMO Developers incorporate wide-ranging changes to their base gameplay in order to make their existing game more like another MMORPG the ending result is often a near total loss of all existing subscribers. Case in point being S.O.E. Star Wars Galaxie's New Game Enhancement which netted catastrophic subscription losses. A far less drastic drop in subscriptions was also witnessed in S.O.E. Planetside as changes such as Battleframe Robotics and the Lattice Link Unit systems were rolled out.
Copying and implementing other game concepts on a wholesale level often result in a general failure to recruit subscribers from existing games, in that such "potential" subscribers will likely not see a duplication of features as an adequate reason to leave the game they currently subscribe to. In this case I would remind you of WarHammer Online which EA/Mythic thought was going to pull from Activision/Blizzard's WarCraft audience. As the final sales records showed... that never happened. For the most part WarCraft players weren't interested in a relative duplicate of the game they were already playing.
Given the industry track-record for such changes or shifts in design goals, the idea you suggest is poorly researched at best. In either the best or worse case scenarios, such changes would not draw in new players, and would cause the existing playerbase to leave.
It's an interesting idea, that could indeed increase the variety of build differences.
However.
I don't like that it would modify your costume. Roleplaying special artifacts is all well and good, but having to wear something silly just because you liked the power? Nuh uh.
Also, if you're giving up a power selection for what amounts as a temp power, that temp power needs to have infinite uses. Your idea as it stands now (admittedly, I skimmed past the last couple paragraphs after I read the first few) would be largely ignored, in my opinion, by the player base.
/no thanks
Our current drop system is great the way it is and the taylor is already there to make you look "special".
/This
The OP can deny it all he or she wants but items are lewt and it's a headache we don't need in this game. |
I agree 100% that defeat the creature , click to loot the corpse is silly and ruins mmos. World of lootcraft was like that and it sucked.
This however would instead be, get the badge for the accomplishment/achievement then *if you want* you can craft an item related to the faction involved in the badge. Not forced. No looting or treasure hunting other than the current system of salvage.
As for "bring me x elf bladders and y kobold scrotums and I shall reward you with this wand of wandiness" missions. it would no more resemble that than "bring me X threads + y incarnate salvage and I shall reward you with this Judgement power", in fact, it would be less so as the badges already exist, it would just be an optional side extra that a toon could do to round out their abilities a bit and give a bit of diversity. (but I agree, I hated those missions in fantasy rpgs as well).
Costume changes: Personally I have fond memories of my fighter in Ultima Online that had a silver Halberd. My guild mates knew me as the toon with the silver halberd on a white horse. I used that hally even when there were better items available. I died three times trying to recover it from my corpse (well, twice, the third time was very close. those that remember UO probably remember that once you died you had to run to a shrine to be raised and then leg it back to collect your gear from your body before someone looted you!). So I like the idea of a "physical" representation of an in game power, however I do think you're right, if it looks stupid players wont want it and it would be unfair. I probably didnt write above clearly enough about the options for th euser to create the items, they choose the appearance and what they are as well as the power itself.
Powers: the power would be usable an infinite number of times however, the ITEM itself could only be equipped and unequipped a limited number of times before being useless. once equipped it would be usable until unequipped. This I would see as a balance to stop toons having tons of items and constantly swapping and changing the arsenal on a whim. To equip or not becomes a choice that must be considered.
forum maintenance about to hit so I'll respond to je_saist a little later.
As far as I'm concerned, the fewer the "items" in the game, the better it is overall. One of the primary reasons why the game started off with no loot was exactly because the hypothetical situation you describe in your original post is very, very specific. In a sword and sorcery game, you can be expected to pick up items from the ground and use them. In a super hero game... That doesn't really work. Super heroes are far, FAR too broad a term and far too many of them just don't make sense to cart items around. Most of them don't even have pockets.
Granted, someone like Batman or the Punisher might make sense to snag an item off a defeated criminal, research it and use it, or make his own item just like it, that much I admit. But then you have characters like, say, Superman. The guy doesn't even have a utility belt. His powers are many and varied, but none of them come from the stuff he carries. He doesn't have goggles of x-ray vision or Mentos of frost breath, right? Or how about someone like the Silver Surfer? He doesn't even have clothes. All he has is a surf board and a Ken doll physique. All of his abilities come from the Power Cosmic.
Yes, granted, we have temporary powers now. And I hate the lot of them. I liked the game back in the day when those disappeared when you finished the mission that gave them to you or just took too long. Personally, I'm not a fan of Inventions temporary powers and I would DEFINITELY not like to see that concept expanded to include even more superfluous powers.
When it comes to character powers, I want those to be restricted to what I take from the powers system. Powersets, power pools, inherent powers and the slots we put in them. I don't want to see us get our powers from happenstance. I want my characters' powers to reflect the concept I have for them, not the luck of the draw as to what dropped on that particular one.
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.
|
More to the point:
A guy who can throw a tank, and survive a direct hit from a Stinger missile.....has no reason to put on some headband to be a little tougher.
It's the genre of the game. When's the last time you saw Spider-Man pick up a defeated gang member's pistol and use it? When's the last time you saw The Hulk put on a kimono because it would make him jump farther?
Collecting items to use from defeated enemies just doesn't make sense in this genre of game. You're a superhero, you don't need to collect crap to get stronger, you are already as strong as you need to be.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
As far as I'm concerned, the fewer the "items" in the game, the better it is overall. One of the primary reasons why the game started off with no loot was exactly because the hypothetical situation you describe in your original post is very, very specific. In a sword and sorcery game, you can be expected to pick up items from the ground and use them. In a super hero game... That doesn't really work. Super heroes are far, FAR too broad a term and far too many of them just don't make sense to cart items around. Most of them don't even have pockets.
|
Granted, someone like Batman or the Punisher might make sense to snag an item off a defeated criminal, research it and use it, or make his own item just like it, that much I admit. But then you have characters like, say, Superman. The guy doesn't even have a utility belt. His powers are many and varied, but none of them come from the stuff he carries. He doesn't have goggles of x-ray vision or Mentos of frost breath, right? Or how about someone like the Silver Surfer? He doesn't even have clothes. All he has is a surf board and a Ken doll physique. All of his abilities come from the Power Cosmic. |
Wolverine has used items (firearms and swords as well as nightvision goggles and parachutes) as have , as you already noted, batman and the punisher. Spiderman has used items that he picked up from a defeated enemy (green goblin bombs at one point - those silly pumpkin grenades). I havent read every single superhero comic issue ever released but it seems that quite a common theme is super hero has powers, super hero comes up against an enemy they cant defeat, super hero finds another way that doesnt involve their actual powerset. (though in supermans case this got to the ridiculous state of inventing new powers that he just never used before and would never use again because he was... ehhh super...)
Yes, granted, we have temporary powers now. And I hate the lot of them. I liked the game back in the day when those disappeared when you finished the mission that gave them to you or just took too long. Personally, I'm not a fan of Inventions temporary powers and I would DEFINITELY not like to see that concept expanded to include even more superfluous powers. |
When it comes to character powers, I want those to be restricted to what I take from the powers system. Powersets, power pools, inherent powers and the slots we put in them. |
I don't want to see us get our powers from happenstance. I want my characters' powers to reflect the concept I have for them, not the luck of the draw as to what dropped on that particular one. |
Most of the time when MondoCool posts something (*cough* clown power set *cough*) I shake my head, do an epic facepalm, and find something better to do with my time.
Even so, I do think MondoCool is correct in this particular matter. One of the major features of CoH is that powers and abilities are not limited to costume parts. That feature, the Enhancement System itself, decouples Items from Abilities, and ultimately gives players far greater flexibility in building their avatar. |
I would remind you Evangel that when MMO Developers incorporate wide-ranging changes to their base gameplay in order to make their existing game more like another MMORPG the ending result is often a near total loss of all existing subscribers. Case in point being S.O.E. Star Wars Galaxie's New Game Enhancement which netted catastrophic subscription losses. A far less drastic drop in subscriptions was also witnessed in S.O.E. Planetside as changes such as Battleframe Robotics and the Lattice Link Unit systems were rolled out. |
Copying and implementing other game concepts on a wholesale level often result in a general failure to recruit subscribers from existing games, in that such "potential" subscribers will likely not see a duplication of features as an adequate reason to leave the game they currently subscribe to. In this case I would remind you of WarHammer Online which EA/Mythic thought was going to pull from Activision/Blizzard's WarCraft audience. As the final sales records showed... that never happened. For the most part WarCraft players weren't interested in a relative duplicate of the game they were already playing. |
Given the industry track-record for such changes or shifts in design goals, the idea you suggest is poorly researched at best. In either the best or worse case scenarios, such changes would not draw in new players, and would cause the existing playerbase to leave. |
I think I suggested something similar months ago and had the same response. Something like an extra ring, necklace, and bracelet slot.
Something like this I dont think would be a game breaker if it meets the following criteria:
1. There is an option to NOT visibly display the item.
2. The item gives a very minimal buff to the player and/or minor power. Or maybe just fluff - like click the "rainbow ring" and a rainbow emanates from your position.
3. The item has no impact on the drop rates of other items such as
salvage, recipes and enhancements.
The items, in essence, would be very weak versions of the incarnate powers. I wouldnt have a problem with this, although you could make the argument that there are a lot of other things that the Devs should prioritize first - like more content.
131430 Starfare: First Contact
178774 Tales of Croatoa: A Rose By Any Other Name ( 2009 MA Best In-Canon Arc ) ( 2009 Player Awards - Best Serious Arc )
More to the point:
A guy who can throw a tank, and survive a direct hit from a Stinger missile.....has no reason to put on some headband to be a little tougher. It's the genre of the game. When's the last time you saw Spider-Man pick up a defeated gang member's pistol and use it? When's the last time you saw The Hulk put on a kimono because it would make him jump farther? Collecting items to use from defeated enemies just doesn't make sense in this genre of game. You're a superhero, you don't need to collect crap to get stronger, you are already as strong as you need to be. |
I think I did see hulk in a kimono in one comic strip, he definitely did get aboriginal tattoos at one time though, there's nothing to say that a player couldnt decide to have their costume piece as a tribal tattoo.
by your own logic, you shouldnt need to gain levels or get any powers beyond the first tier, you're a super hero, you are already as strong as you need to be. you dont need enhancements or invention systems, you dont need incarnate abilities, you dont need to select any power pools. And yet we do select them, why? because it allows us to experience more content and in a different way (LGTF as a lvl 45 blaster is a lot different from LGTF as a incarnate slotted scrapper!). Diversity could only expand the possibilities for experiencing the game, it cant actually detract from it as , if it did, no one would opt to use it.
I think I suggested something similar months ago and had the same response. Something like an extra ring, necklace, and bracelet slot.
Something like this I dont think would be a game breaker if it meets the following criteria: 1. There is an option to NOT visibly display the item. 2. The item gives a very minimal buff to the player and/or minor power. Or maybe just fluff - like click the "rainbow ring" and a rainbow emanates from your position. 3. The item has no impact on the drop rates of other items such as salvage, recipes and enhancements. The items, in essence, would be very weak versions of the incarnate powers. I wouldnt have a problem with this, although you could make the argument that there are a lot of other things that the Devs should prioritize first - like more content. |
I agree, no impact on drop rates. It should have as little impact on anything as possible and try to merge seemlessly with whats already there.
I, personally, would not opt to not display an item but I can see your point and agree that an option to have the item not display would be useful and preferable to some while an option to have the item incorporated into the toons costume would be preferrable to others. making it optional would cater to both worlds.
However I would not see them as weak version of incarnate powers, I would see them as weaker versions of standard powerset powers but with more variety available to them , the further away from the baseline power they go the weaker they get. The idea would be to make hte items incapable of allowign a tank to compete with a blaster for ranged damage but maybe give the tank a ranged attack with a minor or zero damage component (ranged knockdown attack perhaps to allow a tank to catch a fleeign enemy or time to close the distance while their target recovers). Just so the toon has the option to become more rounded and make it closer to the idea the player has in their mind.
+1 on the more content part but this is the "suggestions and ideas" section of the "for fun" section of th eforum so no harm posting an idea or two... or thats what I thought anyway
superman used an item called the motherbox that gave him extra items (sword and shield) to fight doomsday. thats an item, not another character helping. it was an item given to him by antoher and not actual salvage, granted, but he did strap on a sword and shield to make himself a little bit tougher.
I think I did see hulk in a kimono in one comic strip, he definitely did get aboriginal tattoos at one time though, there's nothing to say that a player couldnt decide to have their costume piece as a tribal tattoo. |
What Marvel and DC comics choose to write in their comic books has no bearing on what NCSoft/Paragon Studios chooses to put in their game. If they want to put that crap in their own MMO's then they are free to do so.
|
CoH is , however, still part of the superhero genre and if all we have to reference the superhero genre is other superhero publications and games then I think they are valid reference points. The original idea for items came from a table top villains and vigilantes where a player asked me if he could take Doctor Destruction's power glove... my initial reaction was "no!" but after a bit of thinking I finally said "ok, but there are conditions and limitations". the player was happy, the rest of the group was happy and the limitations were enough that widespread looting did not kick off as I had feared it would. It even opened up some nice plot hooks like a paralell earth scenario when one player decided to research a teleportation device and rolled a critical fail he was very popular with the rest of the group.
What your suggesting is actually already in the game. We call them Inventions though. I'm being serious.
Way back when Jack was still Statesman he was working forever on the much touted, highly anticipated skill system. This skill system was to augment our natural abilities and give us some leeway in broadening our roles. Things like Spy gear, Computer Hacking, Magic potions and the like.
From what I recall, the speculation was the skill system would work like a combination of enhancements and temp powers. Someone that focused on the Barter skill for example would get discounts at the tailor and stores.
He worked on the skill system for well over a year and half before finally realizing it just wouldn't work in this game. So it was altered and reimaged for another year+ then finally.
Finally, the Invention system was announced. Much to the shock of the forums. We had never heard of this Invention system! What happened to the lauded Skill system?
So Jack came down from on high to tell us the tale of woe. How he was unable to properly balance the skills for all AT's and thus it was scrapped for the simpler to use and code IO's.
Just FYI.
Maestro Mavius - Infinity
Capt. Biohazrd - PCSAR
Talsor Tech - Talsorian Guard
Keep Calm & Chive On!
And for the most part I do this too. However I sometimes have an idea that is not covered by the current powersets and one or two alternative choices would cover that for me. I also like the idea that the toons adventures (at the players discretion) have a distinct effect on the toon themselves, in this case, the result of fighting against X number of faction Y gives the toon a badge but also the *option*, if they have a slot unlocked, to salvage an item for future use.
|
1. If what you want isn't covered by the current powersets system, I suggest you focus on suggesting new powersets, expansions to current powersets, the introductions of new power pools or epic pools patron pools. Temporary powers and not enhanceable, often immune to buffs, are unreliable and, worst of all, constitute using other people's technology.
2. I want to choose what adventures my "toons" have had by myself, and often choose to depict them having adventures outside of the game's directly-stated environment. I view my characters as original creations shaped by my own imagined fiction, not by what the game tells me they are. It is for this reason that I HATE temporary powers, because they're just a meta-game boost with no customization options of any kind. They're "stats" more often than they're an integral part of a character.
And then, completely separate from the above, is the fact that these temporary powers DO become the status quo. Take, for instance, the three Veteran powers that many of us have now. At character creation, you are born with three incredibly powerful attacks for the time. Sure, damage ATs grow out of them quickly as their own damaging attacks become better, but non-damage-dealers do get use out of them throughout the levels. I do my best to pretend I don't have these powers, which is one more reason I don't play non-damage-dealers - it's not as easy to ignore the powers then. When you put powers in the game that people COULD have, all you do is shift the status quo up. If you give people the choice between having more power and not having more power, then that's no choice at all.
You should never, ever put the player in a situation where he has to pick between performance and concept. Being who and what we want to be AND being strong at the same time is one of City of Hero's greatest achievements. ANYTHING which runs counter to that is aberrant in my eyes.
It wouldnt be happenstance. The player would deliberately elect to forego a power selection to open an item slot. the player would have undertaken whatever missions to get whatever badge, if thats happenstance, well than thats the way the game is being played currently anyway. the player would then decide if there is a power available that they would like to use, thenthe player would decide what form the power should take and what type of costume piece it should be and what it would look like and incorporate it into their own costume. it really cant get much elss happenstance than that. I would envision it as an OPT IN system meaning that unless you deliberately decide to participate you would continue your game as if the system didnt exist. |
I choose my character's stories, I write my character's stories. They are mine and nobody else's. The more the game attempts to butt in and fill in the blanks for me, the less interested I am to play it. If I need my characters' concepts to be put together by chance and happenstance, I am fully capable of writing their stories and building their costumes and powers accordingly. I do not need the game to do it for me, and as a point of fact, I don't WANT the game to do it for me. I want the creative freedom to tell MY stories and build MY characters as I imagined them, not how the game's random chance chose to play them out for me.
In fact, for your viewing pleasure, I present MyBrute, a fighting game where character development is entirely based on chance and happenstance. Characters level up and get skills and points assigned to them by the system, in so doing developing their own unique fighting style, tactics, strengths and weaknesses. And I must admit that it's somewhat charming to watch them grow. And even then, this is not how I want my characters to evolve and power up. My characters develop how I want them to develop, not by how they interact with the meta-game world.
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.
|
superman used an item called the motherbox that gave him extra items (sword and shield) to fight doomsday. thats an item, not another character helping. it was an item given to him by antoher and not actual salvage, granted, but he did strap on a sword and shield to make himself a little bit tougher.
I think I did see hulk in a kimono in one comic strip, he definitely did get aboriginal tattoos at one time though, there's nothing to say that a player couldnt decide to have their costume piece as a tribal tattoo. by your own logic, you shouldnt need to gain levels or get any powers beyond the first tier, you're a super hero, you are already as strong as you need to be. you dont need enhancements or invention systems, you dont need incarnate abilities, you dont need to select any power pools. And yet we do select them, why? because it allows us to experience more content and in a different way (LGTF as a lvl 45 blaster is a lot different from LGTF as a incarnate slotted scrapper!). Diversity could only expand the possibilities for experiencing the game, it cant actually detract from it as , if it did, no one would opt to use it. |
As I said before, if people wanted to play a game where you pick up items to enhance your character, they would already be playing that game. The very fact that they are playing this game seems to be a pretty good indication that the players of this game don't want to be bothered with an item system.
And one final point. None of the things you mentioned in actual comics are things that those characters used ALL THE TIME.
Okay, Spider-Man picked up a pumpkin bomb and used it, on a couple occasions. Did he KEEP some pumpkin bombs and use them all the time after that?
Superman's sword and shield. After he used it to fight Doomsday, did he carry around a sword and shield all the time after that? Nope.
Guns the Punisher picks up and uses are usually discarded when he is done with them, simply because his guns are better, and he knows for a fact that his guns been properly maintained. Gangbangers don't generally spend a lot of time cleaning and oiling their guns.
Batman is a character who revolves around using items, but he invented most of them himself, and they are part of his character.
If you want the occasional item the character can pick up and use....well, those already exist in the game. They're called TEMP POWERS.
There is ZERO reason to make a more complicated system just to add something to the game that is already in it.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
Two things to address:
1. If what you want isn't covered by the current powersets system, I suggest you focus on suggesting new powersets, expansions to current powersets, the introductions of new power pools or epic pools patron pools. Temporary powers and not enhanceable, often immune to buffs, are unreliable and, worst of all, constitute using other people's technology. |
2. I want to choose what adventures my "toons" have had by myself, and often choose to depict them having adventures outside of the game's directly-stated environment. I view my characters as original creations shaped by my own imagined fiction, not by what the game tells me they are. It is for this reason that I HATE temporary powers, because they're just a meta-game boost with no customization options of any kind. They're "stats" more often than they're an integral part of a character. |
And then, completely separate from the above, is the fact that these temporary powers DO become the status quo. Take, for instance, the three Veteran powers that many of us have now. At character creation, you are born with three incredibly powerful attacks for the time. Sure, damage ATs grow out of them quickly as their own damaging attacks become better, but non-damage-dealers do get use out of them throughout the levels. I do my best to pretend I don't have these powers, which is one more reason I don't play non-damage-dealers - it's not as easy to ignore the powers then. When you put powers in the game that people COULD have, all you do is shift the status quo up. If you give people the choice between having more power and not having more power, then that's no choice at all. |
Would they become the status quo? I'm not sure. they would be less powerful than inherent selected powers but they give diversity. if enough players want diversity at the expense of power then fair enough. perhas that would point more to a failing in the limitations of the current ATs than anything else. Or perhaps it would point to a hole in a powerset that players feel needs plugging in another way.
You should never, ever put the player in a situation where he has to pick between performance and concept. Being who and what we want to be AND being strong at the same time is one of City of Hero's greatest achievements. ANYTHING which runs counter to that is aberrant in my eyes. |
Question: Why do you need this to be in the form of temporary powers? What's stopping you from, for instance, claiming that you took your Targeting Drone from a defeated enemy? Or your Shuriken? Or your Arachnos Mace? Hell, that has "Arachnos" in the name. This is, in fact, the same issue I have with City of Villains Patron Powerpools - I HATE the things. I do not want to go around using other people's powers, but for the longest time, that was the only option available. People kept telling me "Well, say you stole their powers." "Well, say you intimidated them into giving you their powers." I don't want to! |
I choose my character's stories, I write my character's stories. They are mine and nobody else's. The more the game attempts to butt in and fill in the blanks for me, the less interested I am to play it. If I need my characters' concepts to be put together by chance and happenstance, I am fully capable of writing their stories and building their costumes and powers accordingly. I do not need the game to do it for me, and as a point of fact, I don't WANT the game to do it for me. I want the creative freedom to tell MY stories and build MY characters as I imagined them, not how the game's random chance chose to play them out for me. |
In fact, for your viewing pleasure, I present MyBrute, a fighting game where character development is entirely based on chance and happenstance. Characters level up and get skills and points assigned to them by the system, in so doing developing their own unique fighting style, tactics, strengths and weaknesses. And I must admit that it's somewhat charming to watch them grow. And even then, this is not how I want my characters to evolve and power up. My characters develop how I want them to develop, not by how they interact with the meta-game world. |
I'm thinking, from your posts, that we possibly have a miscommunication here and that I have perhaps failed to properly describe the system I am suggesting. Would it help if you post a clear synopsis of what you think I mean and I come back with where I see differences and attempt to clarify?
What your suggesting is actually already in the game. We call them Inventions though. I'm being serious.
Way back when Jack was still Statesman he was working forever on the much touted, highly anticipated skill system. This skill system was to augment our natural abilities and give us some leeway in broadening our roles. Things like Spy gear, Computer Hacking, Magic potions and the like. From what I recall, the speculation was the skill system would work like a combination of enhancements and temp powers. Someone that focused on the Barter skill for example would get discounts at the tailor and stores. He worked on the skill system for well over a year and half before finally realizing it just wouldn't work in this game. So it was altered and reimaged for another year+ then finally. Finally, the Invention system was announced. Much to the shock of the forums. We had never heard of this Invention system! What happened to the lauded Skill system? So Jack came down from on high to tell us the tale of woe. How he was unable to properly balance the skills for all AT's and thus it was scrapped for the simpler to use and code IO's. Just FYI. |
balance would be key. the powers would have to be limited to not remove the benefit of teaming but still give some benefit to the toon. I would also hate to see the item slot used as a means of getting set bonuses from an IO set that te AT would typically not have access to for balance reasons. hence the suggestion that the enhancements be limited to SO and generic IOs. Perhaps training enahncements as well seeing as they are origin neutral.
Righty, I havent thought this through completely but thought I'd post up my thoughts so far and see if there are any opinions to make it workable/useful.
Items:
You've defeated Doctor Destruction and literal beat the nanites out of him but these nanites are dangerous so you've enlisted the aid of Portal corp to create a container (and collector) for the nanites. Now, they're sitting on your Supergroup shelf and they look pretty. Suddenly Bob the barbaric Beast from Beyond the bed and Bath turns up and he's learned a new trick since your last encounter. He's completely immune to bullets and his insulating armour has made him immune to your energy punches. if only there were a way to fight him with some other tool at your disposal. hmmm, what if you injected yourself with the nanites, then you'd have the Doctor's power and you could knock seven shades out of Bob, then put the nanites back before anyone knows they're gone.
Thats pretty much it. taking an item from a defeated enemy, or enemy group, and putting it to use to add a bit of variance to your toon. Blaster a bit light on defense? How about hotwiring the forcefield generator from the Sky Raiders into your tech-based power pack and have it generate a lower powered more localised field just around you?
Some rules for items:
at levels 12 , 26, 35 and 50 you get the option to forego a power selection and instead invest in an item slot. You can only ever have a maximum of 4 item slots.
Items can only be used if they are of the same origin as the user (a bit like enhancements)
Items are costume pieces. eg: if you equip the headband of mystical nastiness that you got from the circle of thorns, then your toon has the headband added to their costume. Only the bravest will wear the red undies of externality and imperviousness...
Items are crafted (bought) using salvage but do not require a recipe. (1 rare, 1 uncommon + 2 common, preferably from the ones that dont have much current market value like spirit thorn)
Items have powers but are less powerful than their powerset equivalents. Healing aura from the bio-sympathetic spoo slime stored in a bottle is not as effective as healing from Harry Healz, Medical Master extraordinaire.
Items are slottable but only with SOs of the same origin or generic IOs (accuracy, etc) and only to a maximum level of effectiveness (I was think max lvl 30 SO/IO but others may think otherwise). Once an item is removed from its item slot and put back on the shelf any enhancements are lost (consumed by the item?).
Item "bays" are slottable, up to a maximum of 6 the same as regular powers.
A player must have storage for items not in use. Items take up 5 Salvage slots and cannot be stored in the auction house. SG storage can be used (the vault perhaps? gives access to either the SG vault or the toon vault, select on click)
Items have limited uses, each time an item is attached/detached a counter is incremented. once it hits X number the item breaks apart.
Items cannot be sold in AH (stops storage there). But can be traded if they are not currently activated. The number of charges left before uselessness would be described as a condition (new, used, worn, damaged) and an actual number (randomly generated with variance around a core figure) would never be shown to a player.
An item can be created based on a list of options available to a toon based on the accomplishment/achievement/defeats/gladiator badges held by that toon.
so, using the rules above.
Joe the Tank (Tech origin, Super strength / Invul ) hits level 12 and instead of selecting a power opts to reserve a space for an item slot.
However, Joe has only playe din Architect Entertainment up to now and those defeats dont count toward badges (well, the items arent real so you cant really have an item based on a hologram...ok, you can, but for now lets assume not) so joe decides to take the loading screen's advice and heads off to go hunt. kill skuls. which he does to great effect in perez park earning himself the Bonecrusher badge. Delighted, Joe rushes back to get to a city info terminal to see what he needs to make an item. Unfortunately, the Skulls are a magic based group so the tech based offerings are quite meagre (a baseball bat with a neon stripe to - unconvincingly -make it look like its hovering) . Better look for a tech based enemy group... like those clockwork across the road... off he goes smashing and pulverising, joining a team that happens to be doing a clockwork arc and prefers clockwork based newspaper missions.
At 15th level, the gearsmasher badge is awarded! Time to check the info terminal.
clockwork are mechanical so mechanical powers would be suitable. gearsmasher involves clockwork gears so perhaps the following could be a possibility:
Gears: by suspending the gear components in a magnetic field their allegiance can be overwritten and the gears themselves stored until required. once activated 1 clockwork gear for every 10 levels of the user will be summoned. gears will be 3 levels lower than the user. Once summoned the gears will attack any enemies nearby using melee attacks only.
Energy Transfer: Clockwork are known for their ability to drain endurance from a toon. This power will allow the user to drain endurance from an enemy and transfer some of that drained energy to himself.
Joe decides he likes the thought of Energy Transfer so he selects that power. next is the choice of what form the item is to take.
option 2: Function
Ranged or Melee or Field or build up
Field would be an aura like lightning field that drains end but has an end cost to maintain (Toggle)
Build up would be like the Electric armour buildup but without the +to hit or + damage. It would instead add a End Drain compponent to all other attacks for a period of time (Click)
all options drain the same amount of endurance per hit but there is a difference in the efficiency of conversion (ranged drains 20 end and gives 10 to the user , melee drains 20 and gives the user 13 field returns 6 and build up returns 5)
Joe opts for Melee:
option 3: Form:
Gloves: the ED component is built into a pair of gloves.
Shoulder pads
Boots
Joe opts for Gloves and equips the item. He immediately gets a new power, an open palm punch that touches the enemy with the ED crystal in the palm of the hand. However, the blue glow doesnt suit Joe's costume so he heads to the tailor and , for a small fee, has the item changed to glow red instead.
Joe slots the item slot with 4 empty slots and then puts in 2 x lvl 17 accuracy and 2x endurance modification.
These can be replaced and swapped as Joe sees fit but they never outlevel or fade.
Later, Joe has slotted his Stamina power enough that he no longer needs an End drain attack so he decides to replace the item with another. The 2xend mod and 2x accuracy Enhancements are lost. the glove costume piece is taken away and the item is placed into his inventory taking up 5 salvage slots. Joe can delete the item (gone for good), join a SG and place it in storage, place it in his bank (5 slots) or trade it to another player (the category would be "used" even though it was only removed once).
------------------------------------
some notes:
should the customising be done at a tailor or at time of creation? Should the toon have to pay to customise per costume slot?
The "life" of an item should be limited. just how limited though, I dont know. I would think an average of 10 points +/- 4 before an item is deemed unusable. or perhaps that is too generous and it should be 5 points + (1-4) or (5 +/- 2)
Should items be tradable? if not, will SGs just become a dumping ground? of course, personal storage areas or personal bases (apartments) would help with this.
What restrictions, if any, should be placed on what abilities are available through an item?
Should all items be given a "long" recharge time to make them inherently worse than "inherent" powers?
Should item slots be counted across "builds" or should each build have to slot its own items?
During a respec, I would prefer if it counts as "unequipping" an item with the loss of enhancements that it entails. Should the counter be incremented as well?
the main idea behind items is to
a: give flexibility but not replace powerset options
b: allow a toon to dabble in something that would otherwise be off limits to them (a tank taking a ranged attack) that helps soloing and group play but doesnt replace the benefit of teaming up.
c: a use for salvage for players that dont want to take part in the Invention system (ok, its still close but at elast its more grounded in the toon's experience and character).
d: Give toons a bit more visible individuality and the form vs function argument. yes the boots that give the bonus defense is a better fit but the gold blast visor that increases accuracy just looks so cool!
I havent had a chance to look at all of the enemy groups but briefly (to get a taste):
Skulls: Magic based group.
items would give: Dark powers
Hellions: Magic
items would give: Fire based powers
Clockwork: Tech
items would give: Endurance drain / boost powers, summoning (Gears)
alternatively, the powers coul dbe based on the badges:
Gearsmasher gives a tech based clockwork item or summon gears.
Clockstopper gives access to a summon sprocket power or a melee power (like babbage, perhaps a weapon based power involving a clockwork arm as a club?)
Knight Errant gives the option of a piece of armour to increase defense or a self heal?
Should badges give power options for all origins (differing for each origin with more powerful options being given to toons with an origin matching the faction?) eg: gearsmasher End Drain for tech > End Drain for Science > End Drain for Magic
perhaps something along the lines of:
............................Technology
...............Science.......................Natur al
.........................Magic........Mutant
Each space removed from the faction origin = -1 step in power:
eg: a science toon picking up a tech faction item => power level = -1
a magic toon picking up the same item ==> power level = -2
a Mutation toon picking up a CoT item ==> -1
This would give more options and while making some badges more attractive would not remove all benefits of other origin faction badges.
Anyway, as I said, its not a fully baked idea but hopefully some thoughts and opinions could help flesh it ou ta bit. ideas for faction rewards in both form and function would be welcome too