Time to beat the dead horse... again
Why would you need to do anything to the contacts? Just use standard Co-op restrictions, ie, wrong alignment, then they just say "I can't be seen associated with you, but if you were more like me.." etc.
Though frankly, I don't think opening up the zones would increase redside's popularity either. It's not just a single factor going against it.
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I was mostly thinking that if there was some Vahzilok contact for villains standing in steel canyon the heroes would be wondering why they can't attack that vahzilok guy who's clearly up to no good. The hero contacts in paragon could still be visible to villains, with the rationale being that they're in enemy territory so they wouldn't want to draw too much attention to themselves. (of course this wouldn't apply to the psychopathic-type villains, but you can't win them all)
Why would you need to do anything to the contacts? Just use standard Co-op restrictions, ie, wrong alignment, then they just say "I can't be seen associated with you, but if you were more like me.." etc.
Though frankly, I don't think opening up the zones would increase redside's popularity either. It's not just a single factor going against it. |
As far as a reason why hero PCs couldn't attack villain PCs, with all the side switching going on lately who can really tell who's a villain and who's a hero??
I do enjoy the writing redside, though.
My favorite builds, built the best I could, all enh'd to the hilt, were constantly picked apart by enemies that chewed right through my defenses and resistances. In short, constant faceplanting soured the experience.
The biggest problem I can see with heroes and villains having access to the same zones is this: The "regular" zones would have to remain PvP-free (for many reasons), so there would need to be some in-game rationale for why heroes and villains aren't attacking each other on sight. I mean, when a villain does a Mayhem mission, they arrive in the instanced zone to rob the bank and everybody knows they're there and tries to stop them. So why wouldn't that apply while doing regular missions in Atlas Park? I would apply the same roleplaying rationale I personally use when playing my heroes, in that when I'm patrolling/street-sweeping, I choose to only attack "villain" mobs who are in the act of committing a crime. Those Hellions or Skulls just sitting on a wall or standing around talking to each other in Atlas Park remain unmolested by me (unless they attack me first). Paragon City is in the USA, and to the best of my knowledge, simply belonging to a gang isn't a crime in and of itself. So this would apply to player villains as well, and could easily be handled by player villains simply not having street-sweeping/hunting missions in Paragon City zones so that they're not committing crimes in full view of nearby heroes. Instead, villain contacts in Paragon would only hand out door missions, and any heroes those villains encounter and fight would be Signature or Rogue's Gallery heroes, not player heroes. Of course, player villains in Paragon may still be subject to attacks from the PPD or Longbow.
OTOH, I suppose there would need to be a different rationale for heroes in the Rogue Isles, since villains wouldn't be under the same constraints against attacking on sight.