New Idea: Danger Protocols


Graeve_Digger

 

Posted

(Originally posted in the wrong place, added some comments based on input)

I was thinking about some potential ideas for COH:F. Here is one I think would be fun, and would fit well into their business model.

The Issue to be Addressed

When your playing the game, you will frequently be surprised when your toon goes belly up. The information is there to tell you, but your focus was on doing damage or control, and not on being damaged, or running out of endurance. More than likely you as a player had several options to prevent your death but because you didn't notice, your toon did a face plant.

I would like to see something that could help players prevent these face plants by implemting an automated solution, which means that when an event occurs, a preplanned protocol is executed.

In terms of how these can fit into the business model, well they could be sold at the Paragon Market, or unlocked via a levelling like mechanism. (see below for details)


Danger Protocols

DP - Auto-Inspire
In this case, what the protocol does is automatically use an inspiration type of your choice when it lands in you tray. The Inspiration is used in a normal fashion, so it would wait until the player has a lull in their actions. This could be set to work on any or a limited type of inspiration based on balance issues. This can be useful to remove unwanted inspirations, or to use useful ones as they drop.

DP - Oh-Crap
In this case, this is a power based protocol that is activated when your at 10-15% health or less (for example). The power, when in the Oh-Crap protocol is only available when triggered, To activate the power from your tray you would need to remove it from the Protocol (when out of combat for example). Powers that make sense here include things like Elude, Hibernate, Personal Force Field etc. You could even use temp powers that you have available (accolades etc)

(If your power is recharging, you're SOL )

DP - Fatigue
In this case, the protocl event is based on low endurance (say 20%), and it would use a pre-slotted endurance inspiration.

DP - Injured
In this case, the protocl event is based on low health (say 20%), and it would use a pre-slotted Health inspiration.

DP - Defense Debuff
In this case, the protocol event is when your defense has been debuffed, and it would use a preslotted inspiration (resist, def or health would work)

DP - Resist Debuff
In this case, the protocol event is when your resistence has been debuffed, and it would use a preslotted inspiration (resist, def or health would work)

DP - Slowed
The protocol even is hasten, and if available it would activate.

DP - Mezzed
The protocol event would activate a preslotted breakfree when you were mezzed.

DP-Crash Recovery
This protocal would trigger a sound that would alert you when your about to crash.

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Ok, so how does one get this into the game? Here is a neat way I would consider doing it. I would make a new Story arc (level 15 or 20) which would reward the access to Danger Protocols. To get a DP as a reward, you have to spend experience. (So that means your delaying your levelling)

For example: You do the arc at level 15, and unlock the acess. When you hit level 17, you call your contact, and he grants you access to choose your reward. The 'penalty' is that you have to pay X number of bubbles of experience (like a death penalty). Getting another DP is done by calling the contact, and then paying off the 'penalty'. The penalty could vary based on how the developer sees the benefit, or could be made available at certain levels etc.

This would apply to level 50 toons as well. They could do the arc, and then as they play, they get access to the rewards based on experience gained. They could only work on one DP at a time.

You could also pay in the market to get the DPs as well of course.

----- Concerns about Automation ---

The only really automated ones are ones that use an Insp when it drops in the tray, and the Oh Crap. All the others would work once, and then the Inspiration would have to be replaced via the game interface.

------ Concerns about Binding ------
Yes these can be done via binds, but that is not the point. This is meant to cover the times you do not notice the 'event'. No matter how perfect a bind is, it serves no purpose if you do not realize that you need to activate it at that particular moment.


The Hero Simulator, Chapter 1, The Beta Tester
The Hero Simulator, Chapter 2, The Robot Mystery
More Info at....
https://boards.cityofheroes.com/show...0#Post13494207

 

Posted

Quote:
Originally Posted by Graeve_Digger View Post

----- Concerns about Automation ---

The only really automated ones are ones that use an Insp when it drops in the tray, and the Oh Crap. All the others would work once, and then the Inspiration would have to be replaced via the game interface.
You should probably go on a couple AE farm runs. The bolded part is the part that would be exploited.


 

Posted

I understand, but it isn't a significant exploit. The idea is that it would only use one specific type, so a drop has to be of that specific type, and you still have to wait for the lull in combat to allow it.

If this is indeed a concern, then this one could be dropped. The idea still holds in general though.


The Hero Simulator, Chapter 1, The Beta Tester
The Hero Simulator, Chapter 2, The Robot Mystery
More Info at....
https://boards.cityofheroes.com/show...0#Post13494207