Future Soldiers Mastermind (powerset idea)
I think, before they try to add yet another MM primary, the devs seriously need to fix the Pet AI issue first.
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I definitely agree with this. While the set is pretty awesome, I think it would be bad to pump more content into a class that is:
I think, before they try to add yet another MM primary, the devs seriously need to fix the Pet AI issue first.
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1: Restricted to Frees
2: Requires Fixes
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1. Considering any Mastermind set that comes out is going to be paid-for just by virtue of the art workload this involves, I don't believe that's an issue. That's the nature of the F2P model.
I definitely agree with this. While the set is pretty awesome, I think it would be bad to pump more content into a class that is:
1: Restricted to Frees 2: Requires Fixes |
2. There are no real fixes that Masterminds "need," strictly speaking. Henchman AI is somewhat wonky, in the sense that ranged henchmen will run into melee sometimes, but it's considerably better than it's ever been, and considering the At is very solid balance-wise (if not somewhat overpowered), I don't find this to be a significant issue.
As well, neither of those two problems nor their solutions really depend on the same people who would potentially be making new set, not as far as I'm aware, so I'd like to focus on the suggested set if we could. It's a set I've wanted to see for a LONG time, because it has the potential to fill in many roles that neither Bots nor Mercs can feel, and it would also constitute literally the second high-tech Mastermind primary in the game. I don't consider Mercs to be high-tech as they're more Veteran era soldiers in terms of visuals, so that really only leaves Bots as an alternative, and those don't work as "soldiers."
One way or another, Masterminds need more primary powersets. The ones they have are too few and don't cover enough possible themes. Granted, because of how specific Mastermind sets tend to be, there are a lot of themes to explore (elemental summons, bugs, etc.), bit that shouldn't be a reason to not have more. The Archetype is not broken.
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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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Yup, forgot that you need to buy MM in the first place if you're a free. I do see what you mean by it filling a spot in the MM archetype. They've needed something like this for a while.
1. Considering any Mastermind set that comes out is going to be paid-for just by virtue of the art workload this involves, I don't believe that's an issue. That's the nature of the F2P model.
2. There are no real fixes that Masterminds "need," strictly speaking. Henchman AI is somewhat wonky, in the sense that ranged henchmen will run into melee sometimes, but it's considerably better than it's ever been, and considering the At is very solid balance-wise (if not somewhat overpowered), I don't find this to be a significant issue. As well, neither of those two problems nor their solutions really depend on the same people who would potentially be making new set, not as far as I'm aware, so I'd like to focus on the suggested set if we could. It's a set I've wanted to see for a LONG time, because it has the potential to fill in many roles that neither Bots nor Mercs can feel, and it would also constitute literally the second high-tech Mastermind primary in the game. I don't consider Mercs to be high-tech as they're more Veteran era soldiers in terms of visuals, so that really only leaves Bots as an alternative, and those don't work as "soldiers." One way or another, Masterminds need more primary powersets. The ones they have are too few and don't cover enough possible themes. Granted, because of how specific Mastermind sets tend to be, there are a lot of themes to explore (elemental summons, bugs, etc.), bit that shouldn't be a reason to not have more. The Archetype is not broken. |
I see you went through with proposing this idea. Seems you gave them some decent powers and costumes in the end, nice work.
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Thank you
I see you went through with proposing this idea. Seems you gave them some decent powers and costumes in the end, nice work.
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I really don't like the Utility power I gave the set, though, in the sense that it seems a bit too... Uninspired. I'm sure it will be useful, but it seems like I could have done more.
I originally wanted this power to be a direct henchman resurrection, a sort of Resuscitate clone that only worked on Future Soldiers. Then I remembered that that's more or less what Soul Extraction is, only not as powerful considering I can just keep reanimating my Infiltrator. That, and if you look carefully, you'll note that a henchman loses all of his upgrades when he dies, at least visually speaking. I'm not convinced that those will come back when the henchman is revived.
I then thought about making this into a clone power, like how Praetorian Duray keeps bringing in clones of himself in the Stutter TF. However, again, that's a considerably stronger version of Soul Extraction when I can clone my Infiltrator and have two of them running around at the same time. Two boss level henchmen, both of them my level, seems overpowered even by my standards.
I considered making this a third upgrade which would grant the henchmen only a single new power depending on the henchman type, but I couldn't figure out what that might be, and I worry it might become too complicated to code. I don't know if it's possible, or what effect it will have on the AI. I'm also not sure if it's possible for this new power to be temporarily granted. I guess it could be coded like the Curse of Weariness temp power, which self-times-out after five minutes, but I can't really say if the temp power is what grants the extra powers.
Then I thought of doing something like Detonator, only without the self-destruction. What I mean is, you'd use the power on a henchman, it would give that henchman some kind of power and the henchman would be instructed to use this power IMMEDIATELY, and he'll do this only once. For instance, the Infiltrator could gain Assassin's Strike, the Heavy Suits could gain some large AoE or something to that effect. Then I realised that's more or less a copy of Smoke Flash from Ninja - give a temp power to a henchman, have him use it, then score a critical hit on the very next attack. I guess having unique powers per henchman might give the Mastermind a better tactical advantage, though...
I considered just having this be some kind of overall protection and offence buff for a short duration, but then I remembered that's not just LIKE Serum from Mercenaries, it IS Serum from Mercenaries. I considered having this be some kind of drop pod reinforcements, but then that's Gang War from Thugs. I considered having my soldiers self-destruct, but that's Detonator from Traps. I considered a whole lot of things, but it constantly felt like I was just retreading old ground. So I picked a pet summon on a tiggle like the vanity pets. I'm pretty sure that's never been done for a combat pet Then again, maybe there's a good reason for it.
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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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It's a great idea, but we cannot allow it to happen before we get evil clowns. (All clowns are evil.)
There is a patch fix for the pet AI so now we can talk about the wonderful ideas for new sets like this one.
The development team and this community deserved better than this from NC Soft. Best wishes on your search.
This is the second of two ideas that have been torturing me for some time, so I wanted to lay this one out, too, and hope for the best.
When reviewing Mastermind primaries, it occurred to me that we don't have a single one that involves futuristic humanoids. We have Robotics and that's great, but I kind of want a more storm troopers type powerset. I've pulled the following suggestion from across science fiction, from Storm Troopers to Space Marines to everything in-between. And I even have pictures that I made in the editor! Here's what I have as a suggestion:
1. Ram Shot: Armed with an experimental super-charged single energy pistol, the Mastermind fires a single focused energy shot which imparts tremendous kinetic energy the target upon contact. This can sometimes knock the target down.
2. Call Troopers:
Male Trooper
Female Trooper
These are your basic space suit ground troops. Light body armour protects them from physical damage, pressurised sealed suits protects them from toxins and advanced communication and surveillance devices protect them from confusion and fear.
The Troopers start out with basic kinetic rifles. Their first upgrade gives them "energy projectile" weapons similar to the upgraded Resistance rifles, while their second upgrade gives them proper energy weapons. They arrive on the battlefield in single-person upright drop pods.
The third Trooper in the group is an engineer. In addition to his basic attacks, the Engineer can summon a small drone which can heal himself and the other soldiers.
3. Charged Shot: Armed with an experimental super-charged single energy pistol, the Mastermind fires a super-charged version of the Ram Shot which delivers considerably more damage, knocks the target down and may even stun it.
4. Combat Supplies: For faster transport, soldiers travel light, only equipped with basic gear. By calling for combat supplies, the Mastermind orders a crate of the soldiers' fighting gear to be delivered to the location. This delivery includes railguns for Troopers, energy rifles for Heavy Suits and monomolecular blades for the Infiltrator.
5. Overcharge: Armed with an experimental super-charged single energy pistol, the Mastermind fires a single unstable energy shot which explodes upon contact, releasing a shockwave which damage and knocks down all targets in range.
6. Heavy Suits:
Heavy Suit idle
Heavy Suit weapon out
These are the primary firepower of the Mastermind's force. Equipped with heavy cannons, jet packs and heavy armour, these juggernauts define the front line of any engagement. In addition to the protections Troopers enjoy, Heavy Suits also have some degree of protection against all damage types from their heavy armour. When low on health, these soldiers can activate temporary personal shields which make them very difficult to kill, but also take a very long time to recharge.
These soldiers start out using large, long railgun rifles. Their first upgrade gives them large, high-powered energy rifles while their second upgrade gives them super-charged energy cannons. They arrive on the battlefield by dropping from above and landing on their jump jet packs.
7. Fire Support Drone: The Mastermind can summon an unmanned fire support drone which provides shielding for all soldiers in ranged passively, while actively firing upon any enemies within its range with twin energy projectors. Upon death, the drone explodes.
This power is a toggle. The drone will exist and consume endurance as long as the toggle is active. If the drone dies, the toggle deactivates. If the toggle is deactivated while the drone is still alive, it self-destructs. This power's recharge starts counting only after the toggle has been deactivated. This toggle does not drop, but when the Mastermind is held, stunned or put to sleep, the drone becomes inactive and its protective buff suppresses.
8. Call infiltrator:
Male Infiltrator
Female Infiltrator
The next step in lethality past the slow and cumbersome Heavy Suits, these elite soldiers use experimental exoskeleton armour which grants them incredible strength, speed and agility, as well as numerous types of camouflage, and even the ability to teleport. These soldiers are not restricted to any front line in the battlefield and can strike anywhere, especially where the enemy least expects them. Abandoning their ranged weapons, these soldiers favour highly advanced, extremely deadly blades, instead. These arrive on the battlefield by teleporting in.
Despite their smaller size, the Infiltrators' armour still provides protection comparable to that of the Heavy Suits, and they are also outfitted with strong deflection shields. Together with their speed, this allows them to avoid attacks more often than not. The infiltrators are also incredibly deadly, having a chance to score critical hits for extra damager, and possessing a cloak ability from which they can deliver a single, guaranteed critical hit.
An infiltrator uses dual blades and starts out using high-tech metal bladed weapons. The first upgrade grants the infiltrator a pair of much more deadly monomolecular baldes, while the second upgrade contains a pair of all-energy blades.
9. Experimental Gear: Though the soldiers' standard gear is exceedingly lethal, new weapons and armour are always being developed. The Mastermind can order a crate of cutting edge technology to be distributed to the soldiers. These include energy rifles for the Troopers, energy cannons for the Heavy Suits and energy blades for the Infiltrator, plus additional passive abilities for everybody.
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That's all I have for the moment.