New MMO Concepts Specifically Tailored for CoH players


Adeon Hawkwood

 

Posted

Quote:
Originally Posted by Arcanaville View Post
That estimate has two orders of magnitude margin for error, but sure.
So it might be as much as 6200%! That's hopeful! I don't know what I'd do with 930 servers in the best case scenario, but our playerbase has proven they are quite imaginative.


Mission Arc: Metatronic Mayhem (Id 1750): A tale of robots gone wrong, rogue robots gone right, and madmen gone every which way but loose.

 

Posted

Quote:
Originally Posted by Neuronia View Post
The game: Paranoia Online
  • The concept: You're a clone. The Computer is always right. Trust no one.
  • What we keep: Everything, but...Citizen, who gave you the right to proc Fire Blast in such a manner? COMMIE TRAITOR TERMINATE.
  • What we lose: Any trust in the fellow player.
  • What we add: Purchaseable Clone packs. 80 Paragon Points for 5, 160 for 12, 400 gives you a 24 but about half of them are faulty/bugged.
  • Why it would be like City of Heroes: The game already gives us instructions and not all of them are reasonable...
  • The Downside: Computer model ARCA-NA1-V1ll3 has been known to mercilessly eliminate citizens that, well, are blatant idiots or nuisances.
  • Why I would play this: Because the Computer has asked me to, obviously.
Wouldn't we play it just because Fun is Mandatory?


Also, why stop at Transmetropolitan? Let's have a whole Warren Ellis OnLine game.


Global name: @k26dp

 

Posted

Quote:
Originally Posted by Arcanaville View Post
That estimate has two orders of magnitude margin for error, but sure.
So ... *ticks fingers* ... you're saying there's a 6200% percent chance the game will survive? Huzzah, we're saved!


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

The game: The Muppets Online

  • The concept: players try to keep old vaudeville theater operational by completing missions or "acts" assigned by frog, pig, bear.
  • What we keep: color palette, furries, giant monsters
  • What we lose: dual wielding, the ability to look below the waist
  • What we add: boomerang fish, chicken control, pig melee
  • Why it would be like City of Heroes: devs hire Venture to play both Statler and Waldorf in-game.
  • The Downside: Troy Hickman's guest act would cost us T for Teen rating one week after launch
  • Why I would play this: Character creator would suck up most of my day, looking for exploit that would allow me to kill Elmo would suck up the rest.


[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]

In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)

 

Posted

The game: Faux MMO Designer

  • The concept: Players brainstorm MMO designs based on books, television shows, or that God-King of entertainment, films.
  • What we keep: Influence. Lots and lots of influence. Also to include anything that can be bought with Influence. So everything, really.
  • What we lose: Creative control, when the studio executives get a hold of it in post-production and castrate it of any discernable emotional or intellectual value.
  • What we add: Casting couches with dubious stains, rage-fueled tirades by actors on set, probably some drugs. Publicity. Jerry Bruckheimer.
  • Why it would be like City of Heroes: We love to hate adaptions of our favorite things, even more so when they go over budget and past deadlines.
  • The Downside: If there were any doubt our society was culturally bankrupt, this removes it.
  • Why I would play this: In no other game are players able to so completely realize their vision, while constantly having to overcome obstacle after obstacle.
    "My MMO isn't about Vietnam... My MMO is Vietnam."


 

Posted

Quote:
Originally Posted by KnightOwl View Post
  • Why I would play this: In no other game are players able to so completely realize their vision, while constantly having to overcome obstacle after obstacle.
    "My MMO isn't about Vietnam... My MMO is Vietnam."
Perfect.


Questions about the game, either side? /t @Neuronia or @Neuronium, with your queries!
168760: A Death in the Gish. 3 missions, 1-14. Easy to solo.
Infinity Villains
Champion, Pinnacle, Virtue Heroes

 

Posted

Arcanaville, I've not really taken much notice of you before, other than you seeming to be a nice, quiet, forum-goer (and maybe occasionally saying something well)... But you're really scoring points with this thread!

Quote:
Originally Posted by Arcanaville View Post
The game: The Muppets Online
  • What we keep: color palette, furries, giant monsters
We keep /Devices too!


Quote:
Originally Posted by Arcanaville View Post
  • What we lose: dual wielding, the ability to look below the waist
And the Virtue Pocket D population suddenly cries out in anguish at once...



Hey, we could finally get my Cannon Travel Power!


@Zethustra
"Now at midnight all the agents and the superhuman crew come out
and round up everyone that knows more than they do"
-Dylan

 

Posted

Quote:
Originally Posted by Arcanaville View Post
The game: The Muppets Online
  • Why it would be like City of Heroes: devs hire Venture to play both Statler and Waldorf in-game.
ROFL


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by Ultimus View Post
You are saying there is a 62% chance that COH will survive?
No, only a 28% chance CoH will survive.

And a 34% chance the Mayans were right and the world will end a month later so it won't matter anyway.


--Virtue--
My 50s:
Tigra Swipe (BS/SR/Dark Scrapper)
Galena Storm (Emp/Ele/Ele Defender)
Master Tolarin (Psi/Fire/Force Blaster)

 

Posted

Quote:
Originally Posted by KnightOwl View Post
The game: Faux MMO Designer
  • The concept: Players brainstorm MMO designs based on books, television shows, or that God-King of entertainment, films.
  • What we keep: Influence. Lots and lots of influence. Also to include anything that can be bought with Influence. So everything, really.
  • What we lose: Creative control, when the studio executives get a hold of it in post-production and castrate it of any discernable emotional or intellectual value.
  • What we add: Casting couches with dubious stains, rage-fueled tirades by actors on set, probably some drugs. Publicity. Jerry Bruckheimer.
  • Why it would be like City of Heroes: We love to hate adaptions of our favorite things, even more so when they go over budget and past deadlines.
  • The Downside: If there were any doubt our society was culturally bankrupt, this removes it.
  • Why I would play this: In no other game are players able to so completely realize their vision, while constantly having to overcome obstacle after obstacle.
    "My MMO isn't about Vietnam... My MMO is Vietnam."
Ironically, this sounds like a pitch for a movie that a studio exec decided to turn into a game at the last minute. That's pretty meta.


[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]

In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)

 

Posted

The game: City of Mecha

  • The concept: players are sent out on missions in giant robots to accomplish various tasks, sometimes sent out withot their robots
  • What we keep:most everything, just maybe not in the way your used to
  • What we lose: some costume customization. B
  • What we add: BIG. HONKING. ROBOTS.
  • Why it would be like City of Heroes: We're saving the world from the dreaded forces of _______
  • The Downside: You have to team if you want to form Voltron!
  • Why I would play this: Big. Honking. Robots.

okay, okay. maybe the market isn't as wide as I'd like. But I did have to get it off my chest and out of my brain.


 

Posted

Okay, okay:

The game: Snow CrashQuest

  • The concept: Players take the roles of hacker/swordsmen, Inuit psychopaths, legitimized Mafiosos and violent young skater girls battling the forces of, um, self-aware alien language viruses, or something... wait, what was the bad guy again? Herpes from the Goddess Ishtar?
  • What we keep: Hacker/sworsdmen, Inuit psychopaths, legitimized Mafiosos and violent young skater girls.
  • What we lose: T rating and the Regulators (in disgust). Also Kheldians.
  • What we add: A nuanced yet ultimately juvenile exploration of the rules of consent, some seriously bad-*** action scenes, REASON. So not all that much, I guess.
  • Why it would be like City of Heroes: Primary/secondary powerset selection within archetype.
  • The Downside: Sometimes when your character dies your (the player's) ability to use language is erased.
  • Why I would play this: Because everyone *should* listen to REASON.


 

Posted

In all seriousness I would dearly love a Cannonball Run type MMO. Kinda like a cross between Auto Assault and Interstate 76 using CR IP. Full customisation of your car, hard points for your weapons and armour and the ability to get salvage drops and craft your own? Genius. Someone, do it. Please.


@SteelRat; @SteelRat2
"Angelina my love, I'm a genius!"
"Of course you are darling, that's why I married you. Physically, you're rather unattractive"
http://faces.cohtitan.com/profile/SteelRat

 

Posted

Quote:
Originally Posted by UberGuy View Post
I'm not sure if they're the only ones. I used to have (and should still have in my book room, somewhere) a supplement that I think was for the Role Master game system. I remember listings of powers in it that were aligned by functional theme, such as translocaiton, summoning, energy emission, etc. Within each theme, they had names indicating their escalating scale of power. I would have to find the book to give specific examples, but think "Basic Energy Control", then "Advanced Energy Control" on up to "Ultimate Cosmic Energy Control". In retrospect, that kind of reminds me a bit of how Incarnate Powers are named within there tree here.

Anyway, the reason this is relevant is that even though I never played that game system, and even though I have not looked at that book in probably at least 10 years, I remember the top scale of powers. If "Basic Translocation" was "instantly transport up to 100 pounds up to 100 yards to a destination you have seen before, "Ultimate Cosmic Translocation" was along the lines of "transport up to of 100,000,000 tons up to 2d100 light years to a destination you have only heard about".

I'm not sure the scale growth of power would have been a straight line plotted on logarithmic scales.
Tales From the Floating Vagabond.

Where you can play an Irresistably Cute Fuzzy Thing with a Don't Point That At My Planet Gun.


Quote:
Originally Posted by PleaseRecycle View Post
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
Quote:
Originally Posted by Brillig View Post
It's hard to beat the entertainment value of Whackjob Wednesdays.

 

Posted

Quote:
Originally Posted by Star Ranger 4 View Post
The game: City of Mecha
  • The concept: players are sent out on missions in giant robots to accomplish various tasks, sometimes sent out withot their robots
  • What we keep:most everything, just maybe not in the way your used to
  • What we lose: some costume customization. B
  • What we add: BIG. HONKING. ROBOTS.
  • Why it would be like City of Heroes: We're saving the world from the dreaded forces of _______
  • The Downside: You have to team if you want to form Voltron!
  • Why I would play this: Big. Honking. Robots.

okay, okay. maybe the market isn't as wide as I'd like. But I did have to get it off my chest and out of my brain.
You want to market it to our current population.

It should be World of G Gundam.

Of course, the pace of combat slows down a little.


Comrade Smersh, KGB Special Section 8 50 Inv/Fire, Fire/Rad, BS/WP, SD/SS, AR/EM
Other 50s: Plant/Thorn, Bots/Traps, DB/SR, MA/Regen, Rad/Dark - All on Virtue.

-Don't just rebel, build a better world, comrade!

 

Posted

The game: Magical Girls Online

  • The concept: Players play as Magical Girls charged with defending Earth from various threats.
  • What we keep: Multiple costumes for each character, ludicrously overpowered attacks, Giant Monsters
  • What we lose: The ability to play as male characters, the ability to wear trousers.
  • What we add: A robust ally system where you can have one or more helper NPCs chosen from either a selection of cute animal characters or a down-powered version of an AV that you've defeated before.
  • Why it would be like City of Heroes: The hugely overpowered attacks and girls in short skirts should make CoH players feel right at home.
  • The Downside: Changing costumes requires a two-minute unskippable cut-scene.
  • Why I would play this: I'm not sure I would. It sounded like a good idea when I thought of it but now I'm scared.


 

Posted

Quote:
Originally Posted by Smersh View Post
You want to market it to our current population.

It should be World of G Gundam.

Of course, the pace of combat slows down a little.
God, now I'm imagining a combination of City of Heroes with Mavis Beacon Typing Tutor.

Knock-out Blow queued, now type "Evil-doer face my fist of JUSTICE!" to activate Knock-out Blow. Power Customization would allow you to change the phrase, but it has a minimum number of spaces and characters required, so you can't just have it as "WWWWWWWWWWWWWWWW"