"Detective Mode" Missions


JAG-01

 

Posted

One thing I've noticed while playing is how semi-transparent objects and surfaces tend to filter out certain things, mostly particle effects. For example, if your character is Invisible, and you look through him at a mob with an aura, the mob will be visible through your character, but his aura will not.

Today, I got to thinking about this. This filtering effect could be used to create mission maps with hidden NPCs, objects, and doors. There could be a semi-transparent object (probably a screen or a crystal, depending on the theme) for the player to look through to find them.

Alternatively, there could be a temp power that, when active, will place a semitransparent polygon just in front of the camera, effectively giving the player a temporary-use Detective Mode. This would be good for missions with invisible hazards to navigate, like a minefield. Activate the temp, and the textures hiding the mines get filtered, and the player can now navigate the minefield.


 

Posted

I think you mean "detection" not "detective":


but detective missions would be cool

It sounds similar to combat phasing so they may be able to do it. Having something in your hand and being able to look through it may be difficult to pull off though.


 

Posted

Quote:
Originally Posted by _Klaw_ View Post
I think you mean "detection" not "detective":
No, I mean "detective." If you've ever played Batman: Arkham Asylum or Arkham City, you should know what Detective Mode is. And if you know what Detective Mode is, you should have an idea of what I'm talking about.


 

Posted

Quote:
Originally Posted by Megajoule View Post
Since some people here probably haven't played either of those games, you should probably explain a little better what you mean instead of just pointing and saying "like that."
In Batman: Arkham Asylum and its sequel, the Detective Mode function basically gives Batman an X-Ray view of the world around him, allowing him to scan clues, spot enemies, etc. If you need any further explanation, go do a search for it on Youtube. There are dozens of videos showcasing it.

While my idea wasn't quite the same thing, it does bring up roughly the same result.

Semi-transparent textures and objects in CoH filter out certain particle and effect textures. These particles and textures could be used to hide certain mission objects, which the player would reveal by viewing them through a semi-transparent prism or screen.

This goes in line with a common trope in superhero media where the hero must look through a special lens or artifact to see some invisible and/or supernatural whatsit. I used Batman's Detective Mode vision as a reference, since that's pretty much what Batman uses it for in the games.

In CoH, the effect could be accomplished using simple item placement or by applying the transparency texture to a screen-texture overlay. The latter could be used for navigating an obstacle course of invisible deathtraps, for example.