Retaking the Rogue Isles


.Viridian.

 

Posted

Quote:
Originally Posted by Bronze Knight View Post
Read some of this thread but I would just like to say that I LIKE Arachnos as it is in the game lore right now.

I think the Rogue Isles need a dictator and I thin that Arachnos is a necessary element to keep the riff raff at bay and to keep down the truly crazy stuff that tends to happen in the isles.
The problem is that Recluse isn't a dictator, but a very careless one who's style of management with Arachnos and the Isles has been, in-game, and with applied logic, shown to be as faulty as Andrew Ryan's Rapture.


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Quote:
Originally Posted by Samuel_Tow View Post
City of Heroes is a game about freedom of expression and variety of experiences far more so than it is about representing any one theme, topic or genre.

 

Posted

I always wondered HOW Recluse kept any sort of hold on the Isles considering the sheer number of Incarnates. And given that 24 Incarnates can drop the Champion of the Well (potentially without severing ANY of his ties to the Well!), Recluse shouldn't even be a speed-bump.

Loving this idea.


 

Posted

Its been known for some time that by incarnate level, the player is more powerful than Recluse by a fair bit. In the Pandora's Box SSA it is acknowledged that the player probably could take down Arachnos single-handedly at this point, but that one person would be unable to keep control of all the Rogue Isles.

Oh look I'm a Cohort now.


 

Posted

You know, there are a lot of interesting ideas here, and I'm certainly behind making Arachnos less prevalent, but for some reason all I can think now is: "Wait, there's a tunnel between Cap Au Diable and Port Oakes?!"


Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound

 

Posted

And now my brain is saying I need to make a video of this to Disturbed's cover of "Land of Confusion." Or maybe Muse's "Uprising."

While you deposing Dr. Aeon is a bit harsh, you could always try to find a hole in the geometry and sneak your way in.

Michelle
aka
Samuraiko/Dark_Respite


Dark_Respite's Farewell Video: "One Last Day"
THE COURSE OF SUPERHERO ROMANCE CONTINUES!
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Posted

Quote:
Originally Posted by Dark_Respite View Post
And now my brain is saying I need to make a video of this to Disturbed's cover of "Land of Confusion." Or maybe Muse's "Uprising."

While you deposing Dr. Aeon is a bit harsh, you could always try to find a hole in the geometry and sneak your way in.

Michelle
aka
Samuraiko/Dark_Respite
...I find it far too amusing that you managed to pick out the two *exact* songs I'd always hoped you'd toss something Praetorian together alongside. Mind you, they fit here just as well, but literally, if someone'd walked up to me and said "theme and song. Samuraiko vid. Pick two", those'd be the ones.

Clearly, I need to go get my Seer resistant tinfoil hat reinforced some more.


Quote:
Originally Posted by Arcanaville View Post
You're right: this whole issue is a money grab. We're going to be grabbing money from impatient people with money to burn and completionist complexes, and using it to make a better game for everyone, including the 99.9% of the rest of the playerbase that isn't going to be buying everything, multiple times, immediately upon release, and spending hundreds of dollars in the process.

 

Posted

I find it hard to believe that Recluse would let Shark's Head slip away. It's his primary "legal" source of income. I refer to the bauxite mines, which is also pretty much the only reason the U.S. hasn't come in and kicked ***.


Something witty and profound

 

Posted

Quote:
Originally Posted by AzureSkyCiel View Post
Sam... just one problem with your last post: You mention both Arachnos AND Longbow withdrawing to Fort Darwin. Now I'm pretty sure you meant Arachnos retreating to FORT CERBERUS unless you plan for a comedy serious about Longbow and Arachnos sharing a base as odd-couple roommates.
I did. I'll edit that away when I get the chance.

Quote:
Originally Posted by Tenzhi View Post
You know, there are a lot of interesting ideas here, and I'm certainly behind making Arachnos less prevalent, but for some reason all I can think now is: "Wait, there's a tunnel between Cap Au Diable and Port Oakes?!"
I was as surprised as you back in the day when I stumbled on the thing from both ends. I always wondered why it's blocked off and we have to use a ferry that ONLY goes between Port Oakes and Cap Au Diable when they could have just opened up the tunnel and let us use that. These days with the ferries unified, you barely notice that, but I still wanted to give an explanation for why it's sealed with junk and debris.

Quote:
Originally Posted by Op_Megs View Post
B. Start playing the game like he used to when he had to subvert and take over Arachnos from the inside on his own.
Well...

---

Grandville

Recluse always knew that pulling his forces to Grandville was a calculated risk. It was the only way to hold his capital, yes, but he was counting on using a huge army to enact a massive show of force by not freeing his city, but also then storming Warburg. This, then, was supposed to cow the rest of the islands into submission. However, with the tenacity of the Warburg Militia causing endless delays and the rest of the islands revolting, it's obvious that this gamble has backfired. It occurs to Recluse that in the shape Arachnos is in, it was really never going to work. With its leader distracted by petty rivalry and always pulling resources away for absurd side projects, Arachnos has grown weak. It's sloppy, corrupt, chaotic and very overstretched. Bases that cost billions to excavate and build are being lost, soldiers are defecting, the coffers are empty and the Byzantine power structure ensures nothing ever gets done. It was just a matter of time before things would go this bad.

Recluse realises that he has been resting on his laurels for far too long, and he has let Arachnos grow fat. So confident was he that he had excess to simply throw away that he never noticed that the losses he was suffering could not be replaced. This has to end. Recluse, the man who played everyone for fools, who took the Rogue Isles right under Marchand's nose, who built his own nation from the ground up, is finally awake and more determined than ever. The world may have forgotten about the might of Arachnos, but they would soon remember, and remember well.

The first order of business is consolidation. Arachnos is badly overstretched, but the recalling of soldiers to Grandville has ensured that that city has a enormous police and military power. This allows Recluse to halt any and all Warburg Militia advances dead on the beach, occasionally even releasing the Arachnoids from the Gutter for good measure. But there are better ways to use the monsters. It becomes obvious very quickly that the Crey Corporation are experimenting on the Arachnoids, finding ways to control them. Rather than attack Crey over this, Recluse plays it smart and invites the Crey Corporation to Grandville to cooperate on the project. This both gives him access to their research and also ensures that Crey representatives are on sight to witness the might of Arachnos. Far from being a failed project, the Arachnoids are poised to become an incredibly potent weapon - a tidal wave of web and claws to swarm over his enemies, then die on cue.

Grandville is placed under martial law and the Arbiters are authorised to carry out summary executions for any infighting. The Master aims to show that he is back in full control, and he alone holds the lives of the his men. They will either fall in line, or they will die. The new, stronger Arachnos has no love for the waste that is infighting. Some leeway is made for the Destined Ones, as they represent a significant investment, but for Arachnos soldiers proper, there is now only order. The Bane Spiders, locked together in their neural net and sharing a hive mind, become Recluse's primary offensive force, as they can be trusted. This martial law has effectively eradicated all Longbow forces from the island. Malta forces and their Knives of Artemis assassins have proven much more difficult to shift, but they have been driven down to the Gutter and topside permieter defences ensure they can never breech Spider City grounds.

With his last few attempts to use the Web to syphon off all super powers in the world complete failures, Recluse has ordered Korol to modify the Web so that it syphons only a tiny fraction of power from the rest of the world, small enough that no individual hero or villain would notice, but large enough to add up for a significant power boost of Recluse himself and his lieutenants. Having seen the future his Operation: Destiny and foreseen a struggle with the Destined One who will bring that future about, Recluse knows that he will need all the extra power he can secure. The Destined One must be strong enough to matter, but he or she MUST die, and Recluse is the one who has to see to that personally.

Additionally, taking a page out of Lord Nemesis' book, Recluse has has Operative Grillo secure inter-dimensional portals based on Grant Naylor's original research, giving Arachnos access to a number of undeveloped alternate dimensions where resources can be obtained with little struggle. With Sharkhead Island gone, this is what the Grandville industry has turned to in order to keep Recluse's military machine turning. Additionally, these alternate dimensions can often provide raw recruits, as well. Though untrained and usually illiterate, these men can usually be conditioned easily and then plugged into the Bane Spider neural net where the the other soldiers' proficiency can make up for the savages' lack of modern warfare experience.

With men, materials, a secure perimeter and personal power taken care of, Recluse turns to playing his enemies against each other. Frequent raiding of Nemesis outposts on alternate dimensions, with coordinates received from multi-year-long codebreaking efforts and the retrieval of several Arachnos Automatons from the Rikti War Zone, provoke Nemesis from making a full-scale invasion of the Rogue Isles. Recluse is well aware that the Prussian Prince of Automatons has himself been forgotten and is likely poised to do something big, and his provocation is just the catalyst that is required to take even a plotting mind like the Nemesis off the rails.

At the same time, Arachnos soldiers have willingly allowed themselves to be body-snatched by the Circle of Thorns with the express intent of being infiltrated. Upon returning to base, these infiltrators are immediately beset by heavy psychic assaults by the new and improved Tarantula Queen cyborgs, and eventually mind-controlled into becoming double-agents. These brain-washed traitors them return to their covens and incite them into attacking Grandville Island, as well with lies and false promises.

The whole point of this is to create as much chaos as possible below the walls of Grandville and have as many of Arachnos' enemies fighting each other while Recluse prepares his final assault with overwhelming force. All the while the has been happening, a combined army of Crey and Arachnos engineers have been building a fleet of aircraft in secret at the manufacturing facilities of the Fab. These are, however, not actually taken into service, instead being stored in the cavernous empty space below the enclosed canopy. This gives the impression that Arachnos air power has been severely damaged, when in fact dozens more Black Helicopters wait for the command to attack.

Even Aeon Corp is still welcome on the island, despite Dr. Aeon's betrayal. Recluse has chosen to stay in character and pretend as though the loss of the islands was no big deal for him, as though Aeon even did him a favour by ridding him of the "money pit" that was Cap Au Diable. Knowing the good doctor all too well, Recluse counts on Aeon's ego getting the better of him when his achievements are disregarded, and it works. Aeon, adamant about showing Recluse up, demonstrates a series of new inventions. He has ensured that Arachnos scientist cannot steal his designs, but what Aeon has not anticipated is Crey's betrayal of their partnership. Crey Industrial Espionage teams rob Aeon of every patent he brings to Grandville. While Crey make sure to feed only the mediocre inventions back to Arachnos and keep the more lucrative ones for themselves, the Seers of the Fortunata Crey personnel pass by at every door still manage pilfer every secret they carry.

Being a fast learner, Recluse also takes a page out of Tyrant's book, organising his Fortunata Seers and Tarantula Queens into psychic network which covers all of Grandville. While his agents are not as well-trained in psychic espionage as the Seers of Tyrant's network, they are still able to root out defectors, traitors and infiltrators with frightening regularity. And even when Aeon Corps and Crey Industries operatives hide behind psychic dampers, the Web stretched across the entire city still catches it all, serving as a massive amplifier to Recluse's psychics.

With full control of his city, a sizable army of both men and machines, virtually infinite resources, a tap in both Aeon Corps and Crey Industries and his enemies locked in a fight with each other, the only thing keeping Recluse from putting Arachnos back on the map is the result of Operation: Destiny. Once this is concluded - and no matter which way it concludes - the world will remember exactly why it was that everyone feared Arachnos enough to look the other way when Arachnos agents invaded their lands repeatedly. Recluse has learned - and learned on his feet - that you don't need a sprawling, bloated empire to hold tremendous strength in the palm of your hand. All you really need is a strong and cunning leader.

What needs to change about the game:

Um... Almost nothing.

*Swap spawns on the beach area to include Circle of Thorns, Nemesis and Warburg Militia fighting each other, and occasionally Arachnoids fighting one of the above.

*Swap spawns in the Gutter to mostly Arachnoids, occasionally with Malta and Knives fighting the Arachnoids.

*Add as many Black Helicopters to the Fab as the interior space can hold, or at the very least add a few.

That's it.


Quote:
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.

 

Posted

Sam,

I want to acknowledge the amazing amount of work that went into this thread, but I'd really hate it if this came to pass. The Rogue Isles are why I play this game, don't sweep away all that I love about it. I know you have been very critical of several of the zones redside, but keep in mind that some of us really love the place.

I'm someone who primarily plays redside, and massive changes along these lines are non-trivial to me. I like playing within the dystopian Etoile Isles. The social darwinism of Arachnos, and the challenges that creates for maintaining control of the islands, is a really interesting (and horrible) ideological system.

As it stands now, the rule of Recluse and Arachnos explains both why there is so much room to maneuver in the Rogue Isles and why the US simply hasn't gone in and cleaned up these tiny islands. Arachnos is dangerous in a way that a cluster of fragmented, mutually-opposed governments/rulers aren't. Having the islands unified explains the technological and material wealth available to Arachnos (not fairly distributed, of course, but incredible wealth nonetheless). The mining on Sharkhead, the free power on Cap au Diable, and the gambling and entertainment on St. Martial are the sources of wealth that make Grandville (and Cap) possible. This money funds the technological innovation and military material that makes the Rogue Isles a threat. With the islands completely fragmented, only Sharkhead and St. Martial would have much economic power left, and Sharkhead would soon be completely taken over by the scrapyarders without Arachnos backing up Cage.

I'm not opposed to all changes--I'd really like to see some more clear explanation of what exactly Longbow is doing in Nerva (in my mind, Recluse uses Longbow's presence there as evidence of the "evil imperiousness of the USA" for international opinion). I'd like to see more about the PVP islands. Bloody Bay has a confusing and contradictory lore. I'd like to see more of the islands not currently in game. I'd also like to see something more made of the Abyss, probably the most beautiful zone in the entire game.

I'd love to see the tunnel between Port Oakes and Cap au Diable opened. A friend of mine once suggested that the tunnel itself could be a zone unto itself, with dangers along the way. I've often wondered how many people don't even know that PO and Cap are on the same island.

But these massive changes? Please, no.


 

Posted

What Pattern Walker said, x2.

(BTW, Zelazny fan, PW? )


 

Posted

Quote:
Originally Posted by Dark_Respite View Post
And now my brain is saying I need to make a video of this to Disturbed's cover of "Land of Confusion." Or maybe Muse's "Uprising."

While you deposing Dr. Aeon is a bit harsh, you could always try to find a hole in the geometry and sneak your way in.

Michelle
aka
Samuraiko/Dark_Respite
Quote:
Originally Posted by Op_Megs View Post
...I find it far too amusing that you managed to pick out the two *exact* songs I'd always hoped you'd toss something Praetorian together alongside. Mind you, they fit here just as well, but literally, if someone'd walked up to me and said "theme and song. Samuraiko vid. Pick two", those'd be the ones.

Clearly, I need to go get my Seer resistant tinfoil hat reinforced some more.
Actually, I have a script plotted out for using "Uprising" for Praetoria. It's on my list of 50 videos to make for this game.

Michelle
aka
Samuraiko/Dark_Respite


Dark_Respite's Farewell Video: "One Last Day"
THE COURSE OF SUPERHERO ROMANCE CONTINUES!
Book I: A Tale of Nerd Flirting! ~*~ Book II: Courtship and Crime Fighting - Chap Nine live!
MA Arcs - 3430: Hell Hath No Fury / 3515: Positron Gets Some / 6600: Dyne of the Times / 351572: For All the Wrong Reasons
378944: Too Clever by Half / 459581: Kill or Cure / 551680: Clerical Errors (NEW!)

 

Posted

Well, like I said from the beginning, I'm not in charge of the game and I don't have the power to OK any changes whatsoever. This is just my attempt to put my thoughts into words and to have a body of work to reference in the future when I talk about what I'd like to see happen with the Rogue Isles. I know this isn't everyone's cup of team, but that's where I stand, personally.

To me, the Rogue Isles have always been a mess, and that's what I focused on in my revisit of Grandville. I just can't see a nation governed like the Rogue Isles are not falling apart and following the example of so many African nations, by descending into faction warfare and no strong central government. More than anything else, I just never "got" Arachnos. I know why they exist - as a framing device and as THE faction to join back when Jack Emmert thought all villains wanted to be PART of an evil organisation as opposed to RUNNING one. But I just can't get into the whole notion of "social Darwinism," because what's strong typically isn't the same thing as what makes a strong national state.

For me to believe that Recluse can run the Isles so badly and yet still keep control is for me to accept that Arachnos is a HELL of a lot more powerful than it actually appears to be. The real problem is that, with how the storyline is written up, there's no reason given to players to fear Arachnos. We kick down the door to their bases and empty them of troops on a regular basis. We kick the ***** of their soldiers to kingdom come and never suffer any consequences. We slap Arachnos around like a red-headed stepchild... And then Arbiter Daos says "Jump!" and my character says "How high?" That just doesn't jive for me.

The only reason I can reasonably accept Arachnos ruling the Rogue Isles as it is right now is as a con by Recluse, with the organisation living on borrowed time. To me, Arachnos is a step-by-step recreation of the Soviet Union, but with more spiders. It's a state that can exist for a many years, but that is ultimately living on borrowed time until the money runs out. Recluse is bleeding men and bases left and right, and there's no realistic, believable way for him to be able to recover that. And he's not even fighting for the "glory of Arachnos" - that's why Ghost Widow eventually turns on him. He's fighting for is own ends. Power for Lord Recluse, the defeat of the Statesman, the takeover of Paragon City. The only way I can believe Arachnos as working is as a ticking time bomb that, sooner or later, will cave in on itself as Recluse skips town in the middle of the night.

Now, all of that is not to say you're wrong for feeling how you do. You like the story and the setting, and I can appreciate that. It's not "bad," it's just something I don't really enjoy reading about. I know it's comic book logic that the villains always have infinite bank accounts and and endless supply of goons, but I just happen to enjoy a story that makes the bad guy's resources finite much more. When you consider that the heroes aren't the only ones taking chances, facing calculating risks and gambling everything, it makes the villains seem that much more believable and real. It's one thing to have a villain who can afford to lose a zillion times and keep coming. It's quite another to have a villain who, all of a sudden, can't afford to throw soldiers away. Then the dynamic changes and the story gets more interesting.

It all comes down to personal preference. I know that the studio is never going to face an easy choice on the matter, or indeed on any matter. I really feel for Doc Aeon and his guys when they have to make a story fully knowing the results will upset some people no matter what. This is just my take on it, and my running objective is to transform the Rogue Isles into something I can believe.


Quote:
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.

 

Posted

I've always felt that Arachnos was the absolute opposite of the USSR (or even Praetoria) in some ways much more like nazi germany (but moreso) in that it was largely a set of personal fiefdoms played against each other.

Recluse's idea of "villainous liberalism" is somewhat unique and I rather like it. It needs to be better presented though. Recluse isn't being overthrown because he wields enough personal power (and from his power-base in Grandville) to squash anyone who tries, and most importantly... He does not interfere. His rules are few (no plotting against arachnos, pay your taxes, don't touch arbiters) but other than that he'll let you do as you wish. He's not the Council to have undying loyalty: he instead counts on the self-interest of his subordinates.

I'd cement that a bit especially with his LT's: Ghost Widow is bound to Arachnos, and thus in some sensed forced to be loyal, Scirocco's curse means he has nowhere else to go, Black Scorpion is reliant on Recluse's techs in order to keep his armor running, and Mako... Honestly I'm not quite sure what I'd do with Mako, but the point is, they should have a reason to obey (grudgingly) Recluse, not because of any kind of loyalty to a superior or anything like that but becuase Recluse gives them what they want.

So yeah, cut the Arachnos infighting, instead keep them as a kind of neutral party, that mainly deals with outside aggression (eg. Longbow) and occasionally serves as muscle for whoever rules the individual islands. But they're not directly involved in the day-to-day running of the islands. (Grandville excepted)

And yeah, cut the infighting, or rather, keep the infighting outside Arachnos itself and confined to the other factions and elements of the islands. Instead keep pointing out how Arachnos officials work together not becuase they like each other but becuase they all have something to gain from it. Rather than being totalitarian Arachnos should be presented as laissez-faire: At least outside of their own dominions in Grandville. They weave webs of mutual dependence. Rather than "ruling" The Isles, Lord Recluse more or less just takes his cut, skims a bit off the top of them, and uses them to fund whatever schemes he has cooking. And he redistributes this to his fellows. He's more of a roman emperor (while he has his iron fist, he mostly rules by bread, circuses and favours, by co-opting local elites and making them have a stake in his success) rather than a modern police-state.


"Men strunt �r strunt och snus �r snus
om ock i gyllne dosor.
Och rosor i ett sprucket krus
�r st�ndigt alltid rosor."

 

Posted

Huh. I have to admit, I'd figured on a few of the tricks you pulled with Grandville (deliberately antagonizing Arachnos' enemies into fighting each other, using the Fortunata as a Seer network to make undetected infiltration impossible), but a few others I didn't, and I should have.

The portal tech being used to supply Arachnos' manpower and resource needs despite being locked in a (relatively) tiny geographical area is actually a really smart one, and if Recluse is playing it even cagier, I can see him using the various portals much the same way various powers used the Stargates in that franchise. The various Portal Corp missions seem to imply there are *dozens* of dead alternate Earths out there that Arachnos could send strike teams into and secure entire continents of raw resources. Because while Recluse can't be everywhere, I'm pretty sure he can spare an hour to crush the Psychic Clockwork King's brain under his boot and then leave reclaiming the entire city of smeltable materials to his minions.

Hell, Grandville could become a proper capital again, with "Arachnos Dimensions" popping up where he's gone inter-dimensional conqueror while feigning weakness in the face of the revolts in the Isles proper. And your mention of integrating DDP conscripts into the Bane Network does wonders for explaining their apparent expendable status. All the *valuable* Banes are probably staying back in Grandville, while the photocopy brains are on the front lines.

I really like this idea, because Recluse as presented in the novels has almost always been portrayed as ruthlessly intelligent (the Freedom Phalanx novel especially has him conspiring to take out all the given superheroes in Paragon before he makes his strike at all), but the game itself tends to lend him more towards theatric supervillainy that should be Nemesis's purview. This readout makes him more of the master of webs of intrigue his name and characterization suggest, and provides a way for him to actually be a threat to the Double-Googleplex Incarnate villains running around. Recluse may not be as powerful, but he's able to be a lot smarter than the Well-empowered Superbrick that thinks he's hot stuff.

About the only thing I can think of is that there should be further mention of Recluse's Incarnate-related experiments, especially with that origin making such a huge resurgence. We saw some of it in the DA arcs where he's planning to siphon newly Incarnated Destined Ones to empower his army, and even pushed back to Grandville as he is here, I think Recluse still has the resources to pursue that.

...and if it happens to make Recluse a god in literal fact as well as in effective authority and power within his domain, well... I imagine the other Isles have *many* reasons to hire out Destined Ones to sabotage those plans.


Quote:
Originally Posted by Arcanaville View Post
You're right: this whole issue is a money grab. We're going to be grabbing money from impatient people with money to burn and completionist complexes, and using it to make a better game for everyone, including the 99.9% of the rest of the playerbase that isn't going to be buying everything, multiple times, immediately upon release, and spending hundreds of dollars in the process.

 

Posted

Quote:
Originally Posted by Op_Megs View Post
Hell, Grandville could become a proper capital again, with "Arachnos Dimensions" popping up where he's gone inter-dimensional conqueror while feigning weakness in the face of the revolts in the Isles proper. And your mention of integrating DDP conscripts into the Bane Network does wonders for explaining their apparent expendable status. All the *valuable* Banes are probably staying back in Grandville, while the photocopy brains are on the front lines.
Huh... That's not entirely where I was going, but I LOVE the idea nonetheless! Recluse has tried ruling a nation of Earth, and this hasn't gone well. It makes too much noise, it takes too much political dancing and in the end, it doesn't really offer all that much in return, other than pure land resources. It would be much smarter to restrict his Primal Earth footpring to the fortress city of Grandville - an easily defensible position with enough manpower and resources to hold a stable beachhead while the rest of his empire sprawls across many worlds that we simply never even suspect. Recluse, it turns out, doesn't need the Rogue Isles. He all of the miltiverse to exploit, if he plays his cards right, with really only Nemesis Rex to get in the way.

In a sense, Recluse discovers a way to make Arachnos stronger than it has ever been while still keeping it very, very lean. A smaller footprint makes his threat harder to fully appreciate, it makes for a smaller target for attackers and infiltrators and it makes for a place that's much easier to control. And yet at the same time, Arachnos has set deep, deep roots across the multiverse.

Also, Recluse is never above stealing from people. Anti-Matter stole portal technology from Primal Earth, Neuron stole it from him and developed his large-scale portal technology... Who's to say Recluse hasn't stolen that from and expanded upon it. Have you noticed that huge giant empty chamber in the middle of his tower in Grandville. It might seem like that's a really, really inefficient hangar, but it's as much a hangar as Neuron's little decorative pool under the NTU tower is a decorative pool. No, Recluse's tower isn't just there to prop up the net. The whole thing is a massive engineering project with one purpose above all else - the ability to move a large-scale military force across dimensions when the time is right.

That, to me, is the perfect solution to making Recluse a true flagship villain and making Arachnos an actual, believable threat on the global playground without having to accept that "Shut up! He is!" Recluse's presence on Earth is unimpressive, but there's no telling how far beyond our world his presence extends. I admit, I'm a Nemesis fan, but if there's one person in our whole fictional universe that I'd willingly accept beating him at his own game, it's Recluse, because he is, essentially, "the villain" in the purest sense of the word. And I really wish more is done with him.

Quote:
Originally Posted by Op_Megs View Post
About the only thing I can think of is that there should be further mention of Recluse's Incarnate-related experiments, especially with that origin making such a huge resurgence. We saw some of it in the DA arcs where he's planning to siphon newly Incarnated Destined Ones to empower his army, and even pushed back to Grandville as he is here, I think Recluse still has the resources to pursue that.
I tried to stick to explaining Grandville's pre-50 game since the zone doesn't have Incarnate content in it and should reflect the 40-50 timeline. However, I can take a stab at it, because I do have some ideas. I'd like to go in a different direction with Recluse than what's been done with Tyrant, just because I don't want to repeat storylines, but also because I think he's not the same kind of character who's go for that, not as a grand master plan. And yeah, I know that's pretty much what the RSF is, but bear with me for a bit.

We know Recluse, like the Statesman, is an Incarnate who suffers the same danger of being overtaken. We know he's trying to overcome that limitation - that's what the Arachnoids are for, that's what the Web is for. But suppose that he can't? Suppose one day it sinks into Recluse that... Yeah, this is as strong as he's ever going to be, or else he'll lose his mind. What would he do? Give up? Cry on the Red Widow's shoulder? Leave? Or would he just say "OK, fine, I can't have power. So why not make everyone else lose theirs?" It's clear that the Well can back any power it's given, but if the Well can take it away, then there must be a way for someone else to force that power to return. Dang, if only there were someone who knew a lot about sapping meta-humans of their power and was, at the same time, desperate for better technology and more resources. Then he remembers the Titans shooting shooting up the gutter right under his very nose.

Malta already have the technology to nullify heroes' powers, and this technology can be procured. They're already cutting deals with heroes out of desperation and wait a minute! Didn't Recluse have a Malta bigshot in one of his brigs? Well, that's an idea. Make the man an offer he'll like - promise him "a technocratic world led by its greatest thinkers," as Grillo would put it, a world where meta-humans are no longer allowed to run rampant and will, instead, have to answer to a greater authority than just themselves. And if he DOESN'T want to take the offer, make him the counter-proposal of feeding him to the Arachnoids. So that's taken care of, but we know basic Sapper rifles don't work on Incarnates, or at least we infer they aren't as effective.

What's needed here is a technology which would sap the powers out of a being of ANY power level, no matter its strength. Now if only there were someone who had fought a power greater than any known to man, say the Battalion, and won. Maybe they'd have research data on how such power works, but who... Wait, didn't the Rikti fight the Batllion at one point? Wait, isn't there a Rikti Restructurist ambassador right at his very doorstep? You know, an ambassador for the faction that has access to their homeworld? I wonder what it would take to convince him to part with that information... Well, considering the mess that has become of the Rikti war effort in the War Zone, I wanted if a couple of armies of Bane Spiders might not sweeten the deal. Recluse ought to have enough of those rolling around, made up of brainwashed natives from the various alternate Earths. Sure, it's a big sacrifice, but it's worth it.

So manybe the man can't "hang" on the Incarnate level. That's fine, since he doesn't have to. Because anyone he fights will suddenly find his connection to the well rather a lot more tennuous all of a sudden. Say... Like a person who has stolen the power of an Incarnate and a powerful psychic and partially merged with Rularuu. I wonder where we can find one of those? Well, we can't, really, but Darrin Wade did it once... I wonder if it can't be done again, maybe even multiple times. I wonder if this can't actually be reproduced. Oh, sure, there was only one Statesman and he was dead, but you might not actually need to kill an Incarnate and steal his powers. What if you already WERE an Incarnate? Now, Recluse is one, but he's not dumb enough to take Rularuu into HIS head... But Incarnates seem to be spawning left and right. OK, so Project: Destiny was a wash... But a lot of the so-called Destined Ones seem to be developing Incarnate powers. Oh, if only there was a weapon that could incapacitate an Incarnate, capture him and experiment on him... Say like one based on Malta technology and Rikti science.

That might produce quite a powerful army of Incarnates and, indeed, Rularuu-possessed Incarnates. And all of them at Recluse's beck and call since he's the one with the power suppression device. Now wouldn't that make him a very powerful man even if his own personal power isn't up to par any more? I know I would.


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Originally Posted by Arcanaville View Post
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Sam, this stuff is wonderful. As much as I love the Rogue Isles now, I think this would breathe some new life into them (well, at least until the shiny wears off and players go back to grinding phat lewt blueside where everyone they know plays... I really think that the thing that hinders redside the most is that "Heroes" can't go there, at least not without switching alignment, which is out of the question for some RPers). I really like almost all the suggested overhauls, with the possible exception of Mercy, and I can take or leave that.

I liked the idea of Crey taking over management of public utilities in Nerva, especially "water treatment." I could easily see them introducing a local variant of Enriche to the public at large, straight through the pipes.

It also occurs to me that as much as I've grown unimpressed with the cookie cutter application of "Invasions" it would seem appropriate to me if Arachnos used this technology (via their portal tech) to launch surprise invasions of the various islands. Even if they can't hold on to them, launching the occasional invasion would keep the locals in check to some extent, and allow an opportunity to destroy their capacity to expand their island domains. Arachnos would show that it still has to be considered a threat, but that it can be a manageable threat. Unlike other invasions, this wouldn't be limited to rare weekends, but would just pop up like Steel Canyon building fires every so often. I don't know if they could manage it with the tech, but maybe they could even prevent the despawn of existing NPCs thereby turning the zone into a warzone for the duration. Eh, It's just a thought.

As much as it seems like you've tried to make the changes such that existing storyarcs would require little if any changes, I'd love to see some new stories and contacts to accompany such changes as well.


Dear NCsoft, if you go through with this shutdown you've guaranteed you'll not see another dime from me on any project you put out, ever.


http://xx-starhammer-xx.deviantart.com/

 

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Quote:
Originally Posted by Starhammer View Post
I liked the idea of Crey taking over management of public utilities in Nerva, especially "water treatment." I could easily see them introducing a local variant of Enriche to the public at large, straight through the pipes.
That's one reason I love Crey so much, by the way - I didn't make up that idea, that's straight out of stuff they've done in Paragon City. Even if we ignore "Crey Cola" that has mind control drugs in it, there's a Tip mission with Crey introducing chemicals into the sewers that would make people more favourable towards Crey. Of course, these have the nasty side effect of turning people into Snakes, but that's baby steps. Give them a few more months and they'll have ironed out their subtle mind control water additive.

I love Crey because they're pretty much smack-dab in the middle between hard science and mad science, taking on truly insane plots (a computer operating system that steals your secrets and controls your mind) yet doing so with a frighting success rate and usually being discovered only AFTER they've done it. They clone people, they steal super powers, they replace people, they send assassin's to kill the CEOs or rival firms, and they get away with it. That's the beauty of Crey Industries - they can commit all of these crimes and not just get away with murder, but still have people believe in them and like them and buy their products. These days you have a fast food chain president say something ***-backwards and you have people condemning their whole business, yet Crey MURDER PEOPLE and they're still one of the most popular companies in the US.

Honestly, if any business could buy an island and take full control of it, it would be Crey. And considering how much they've fallen through the cracks of late, I'd say they really need a push to stay relevant.

Quote:
Originally Posted by Starhammer View Post
As much as it seems like you've tried to make the changes such that existing storyarcs would require little if any changes, I'd love to see some new stories and contacts to accompany such changes as well.
Yeah, I did what I could to keep within existing gameplay just so that the changes would be more realistic. As we've seen with my absurd take on Recluse trumping the Incarnate game, there are ideas for brand new storylines, but I think the field is a bit too open without strict regulations since without any, anything goes. It's fun to come up with new stories for old villain groups, I admit, but by sticking to changing as little as possible that would take development time to alter, I've given myself pretty rigid limitations to direct my storyline changes. It makes things more controlled.

But I, too, would like to see more stories in the Isles that have to do with some of our familiar faces. For as much as I like Ruben and Hammond, their stories really have nothing to do with anything. I'd rather have stories that tie into larger fiction and end up spawning fiction of their own that can be tied together by subsequent stories.


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Originally Posted by Arcanaville View Post
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About Crey...Do you suppose they're into any Incarnate experimentation? I mean, there was the Experiment Gone Awry, a foray by Crey into the supernatural. We already know that those who take scientific approach to magic can actually be terrifying (Praetorian Percy Winkley, for example), but an entire corporation with even partial mastery over magic and Well powers would indeed be a mighty force to reckon with. It'd also give upper-level heroes a reason to pursue Crey again, with all the political maneuvering that that would require. I always rather liked the idea of a...Luthorian Paradox? The heroes have the raw power to uterly destroy the villains, but the villains utilize the power structure to stump the heroes, leaving heroes to wonder how to win on the villain's terms.

Rough Example:

Project: Demigod

Crey research into the Arachnoids and lesser Incarnates has lead to new breakthroughs in the field of para-physics, allowing the Crey Corporation to start Project: Demigod. The project is the logical continuation of the Revenant Hero Project, supernatural research, and newly acquired knowledge (and bodies) of Incarnates: The creation of Incarnates fueled by the Well's full power, but loyal to the Countess until the bitter end. Recluse has had his agents watching the project carefully for a while, and while he sees the possible threat it poses, he also realizes it could mean being freed from that blasted puddle, so he has been secretly sending Destined Ones to their deaths for Crey's research.

Villain: You see the power you could have to gain from stealing this research, either using it, or blackmailing Crey to get it back and then using it anyway. Rumor has it that Aeon has figured out Recluse's trickery and is none too happy. He could be the key to the mother lode.

Hero: For some reason, fledgling Incarnates in both the Isles and Paragon City have been disappearing, just as new, more powerful Paragon Protectors have been spotted in the streets. This seems suspicious, and you're not the only person who thinks so: Manticore has been monitoring Crey activity in the Rogue Isles through his...sources, and he is convinced Crey is involved. He needs your assistance investigating this, because despite your own fame, you're still less conspicuous than a chief member of the Phalanx, and he needs somebody deniable. Go find the truth, and tell the people at any price.


Open Archetype Suggestion thread!, Kirsten's Epic Weapon Pools, Feudal Japan, Etc., Alignment specific Rularuu iTrials!
If Masterminds didn't suck, they'd be the most powerful AT in the game.

 

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Originally Posted by Samuel_Tow View Post
Huh... That's not entirely where I was going, but I LOVE the idea nonetheless! Recluse has tried ruling a nation of Earth, and this hasn't gone well. It makes too much noise, it takes too much political dancing and in the end, it doesn't really offer all that much in return, other than pure land resources. It would be much smarter to restrict his Primal Earth footpring to the fortress city of Grandville - an easily defensible position with enough manpower and resources to hold a stable beachhead while the rest of his empire sprawls across many worlds that we simply never even suspect. Recluse, it turns out, doesn't need the Rogue Isles. He all of the miltiverse to exploit, if he plays his cards right, with really only Nemesis Rex to get in the way.

In a sense, Recluse discovers a way to make Arachnos stronger than it has ever been while still keeping it very, very lean. A smaller footprint makes his threat harder to fully appreciate, it makes for a smaller target for attackers and infiltrators and it makes for a place that's much easier to control. And yet at the same time, Arachnos has set deep, deep roots across the multiverse.

Also, Recluse is never above stealing from people. Anti-Matter stole portal technology from Primal Earth, Neuron stole it from him and developed his large-scale portal technology... Who's to say Recluse hasn't stolen that from and expanded upon it. Have you noticed that huge giant empty chamber in the middle of his tower in Grandville. It might seem like that's a really, really inefficient hangar, but it's as much a hangar as Neuron's little decorative pool under the NTU tower is a decorative pool. No, Recluse's tower isn't just there to prop up the net. The whole thing is a massive engineering project with one purpose above all else - the ability to move a large-scale military force across dimensions when the time is right.

That, to me, is the perfect solution to making Recluse a true flagship villain and making Arachnos an actual, believable threat on the global playground without having to accept that "Shut up! He is!" Recluse's presence on Earth is unimpressive, but there's no telling how far beyond our world his presence extends. I admit, I'm a Nemesis fan, but if there's one person in our whole fictional universe that I'd willingly accept beating him at his own game, it's Recluse, because he is, essentially, "the villain" in the purest sense of the word. And I really wish more is done with him.
OK, I was having very mixed feelings about this until we got to this point. This I like. By going this route and puling Arachnos back into Grand, Recluse consolidates his forces and can present the illusion of weakness while turning the remainder of the Isles into the true survival of the fittest proving grounds he has always professed to seek. Recluse would be saying "Ok kids, see this power vacuum...let's see what happens." The result of these power struggles will show Recluse who his potential speed bumps might be should he decide he still wants to rule it all again.

The real fun part is Recluse spinning his web across the multi-verse. His power and resources growing exponetially in secret while giving the appearance of weakening to the outside world. I see some Doctor Doom in this. Some fool hardy villain or over zealous hero thinks Recluse is vulnerable and tries to take him out and zap..perfect guinea pig for the latest inter-demensional tech Recluse pilfered.

The whole thing serves him perfectly. He gets his survival of the fittest experiment in a more pure form. He retools, re-arms a better military machine and spreads his power base across worlds instead of islands, building a force that could potentially overwhelm all others. All the while, just by putting a little blood in the water, he brings all the sharks that want to take him out right to his front door where he can deal with them on his terms.

Me likey...


The Revenants and Vengeance Imperium-Triumph, Champion & now flavoring Justice!

Tanker Tuesdays & Brutal Thursdays. If you like fun, look'em up!

Shhh! Rangle is plotting.

 

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You've done a great job with this, Sam. I'd love to see a lot of this stuff incorporated.

I think my favorite thing is that several underutilized characters are pushed to the forefront, like Kirk Cage and King Midas. And by shaking up the power structure in the Isles, it opens up huge new possibilities for story arcs and strike forces.


Total Characters: 120
Lowest Level: 1, Luke Johnson (Staff/WP Brute, Virtue)

 

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This did kind of sort of slide sideways of where I was going with it, but that seems to be the norm for most anything I write, especially with other, smarter people than me pitching in. I really like where this is going. I started out just basically wanting to get rid of Arachnos forces from most islands without giving much thought to Recluse himself, but this direction we came up with for not just making Recluse relevant again but for making him THE villain of the game really makes me happy. For as much as I've disliked Arachnos' role as "brownie points for the Spiders," I've always felt that Recluse is one of the coolest villains we've ever had and the ONLY one worth making the face of villainy in the game. I mean, I like the Nemesis probably the most of all the villains, but Recluse is still the only one who deserves the top spot, more than Reichsman, more than Tyrant, more than whatever's behind the Coming Storm. Recluse deserves to be the guy we fear when he threatens us and the guy we secretly cheer when he's on our side.

And really - what better time is there for the man to mobilise? His army is suffering terrible losses, his lieutenants are deserting, his operations are failing, his islands are leaving him... Now is the time for Recluse to go back to his roots and remind us why we were afraid of him to begin with. Because he can be a threat - the greatest threat our world has ever faced. He can and he should be. Because Recluse is not JUST an Incarnate. He's not JUST a powerhouse. He's not JUST a villain. He is a cunning, insidious manipulator, a powerful leader and a great thinker before you even get into his personal power. Even if people are now growing more powerful than he is, Recluse should still be able to find ways to fight on their level. In fact, he really should be the first to do so, beating even Lord Nemesis himself to the punch.

Which is funny, because the new zone I was going to suggest for the Isles was going to be a Nemesis Island


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Posted

Nemesis isn't personally powerful enough to be a head villain. Also, you can't be the face of villainy if you have no face.

Recluse is most certainly to face of villainy in the game. He was the cover of City of Villains for cryin' out loud. I love the idea of him ruling entire other-dimensional Earths. Spreading his empire out while the world thinks hes weakening. Then Longbow tries a direct attack on him and surprise! They get their ***** kicked by more soldiers than could physically be kept on the island.

Then they have to conclude that Recluse is a Time Lord and his tower is a really big TARDUS.


 

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Going along with this theme, and since PVP has been mostly forgotten by PS since I13ish or so, this kind of shaking up could lead to some new life for the PVP zones. You covered Warburg, but what would you do in Siren's Call, and Booty Bay, both of which have a moderate to large Arachnos Presence. Would Arachnos leave Siren's to the heroes who are finally able to rebuild it properly? It would make sense as it seems here is where their presence is already the smallest. I always thought more could be done with these cross game zones. Maybe even make one into another co-op PVE hub.


 

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I didn't want to mess with the PvP zones, personally, because this is where gameplay gets in my way unavoidably. Anything I feel would make sense to do to a PvP zone would ultimately lead to it no longer being a PvP zone, and that's a problem. It is a problem, at least, unless we accept to have a PvP and a PvE version of the same map, which... I'm not sure is possible, or even desirable.

I also don't really know almost anything about them. I've been to Bloody Bay I think twice and didn't see much of the zone, I've been to Siren's Call once, though I remember a lot of it from Silos' TF/SF, I've been to Warburg a few times but never really explored much of it, and I've been to Recluse's Victory once. Most of what I said about the other zones, I said off memory with ParagonWiki on the side to make sure I don't get any of the names wrong (and still managed to botch Port Oakes), but knowing nothing about the zones, I just don't feel confident enough to talk about them. I guess I could spend some time there now that PvP is dead and they're safe... That might not be a bad idea.

If anyone wants to bring me up to speed on what the story is behind the various PvP zones, who's in them and where the various NPCs are located, I could try my hand at them, but I'm really not sure I could do much with those things. They're kind of like Paragon City's old Hazard Zones - not much you can do with them unless you come up with brand new stories off the cuffs.


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Originally Posted by Arcanaville View Post
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