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Endgame content: Time Raids

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Gluke
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Endgame content: Time Raids

I read the posts below in general discussion regarding world-changing content for redside, and got an idea that might provide such while addressing the issues.

dawnofcrow wrote:

notears wrote:
desviper wrote:
notears wrote:
The only problem I see with destroying titan city is that this is an MMO not a single player game. What I mean is that the two ways this could play out mean someone is being penalized for the action of someone else. Let's say we go with making this mission actually affect the world of titan city. Now picture this, A player who just likes doing single player missions and doesn't like being on task forces at all is happily going from one mission to the other having the time of his life when suddenly he sees a giant mushroom cloud in the distance and suddenly the sky turns green and the ground shudders and starts splitting open as every npc in the world turns into mutants including the contacts. That player has now been denied the ability t play the game his way and "one unhappy customer" won't even begin to describe what tat player is feeling right now. Now combine that with the fact that millions of people are going to be playing this game, and 1% of them want to use this one mission to screw wit everyone else again. Now picture that 1% who are the necessary level switching off there leveling hoarding a bunch of replay tokens or whatever and doing that mission over ad over again. You see the problem with this? Now let's sa that this mission doesn't affect the rest of the world and you're an RP villain. You go through the whole thing of setting off this nuclear explosion and everyone makes a big fuss about how the whole city is destroyed and your the most vile creature known to man, and then exit the mission and then.... nothing.... nothing has changed.... It's immersion breaking to say the least.
That's the issue with that particular goal, which everyone seems to be stuck on :p I mentioned it to cater to the main motivations that came to mind.
Remember in CoH when the Rikti War Zone got so full you needed a 2 and sometimes a 3. Then later in the game (after IRL stopped me from playing) Galaxy city was destroyed but an echo still existed. Running a "Destroy Titan Reactor" missions that generates a second map of the zone, one where the reactor has been destroyed, while the normal zone is still a choice. Maybe throw in a few perks to the destroyed version, unique baddies with unique badges with costume pieces or good drops attached, unique exploration badges, what have you, and allow the zone only to exist t hours after the mission has been completed (stackable).
I feel that's the best way to balance fairness, immersion, a good Ultimate Goal for a senseless villain, and spot for content to be thrown in/ sucked in to.

How about this idea: high level content in the form of PVP raids involving massive disasters like nuclear meltdowns, releasing deadly bacteria, powerful magickal workings, villainous revolutions and uprisings, kaiju attacks, wars and other big scale stuff the redside try to perpetrate, but have them occur in the past via some time-travelling quantum displacement/whatever means. They could be called Quantum Wars/Events, Chrono-Battles, Time Raids, whatever.

The raids to destroy or attack Titan City with lasting consequence can be specific episodes in the chronological history of the city and the Titanverse throughout the 20th century and maybe earlier, concerning the major NPC characters like Anthem, Dr Tyche etc, and possibly other locations on Earth with the characters, in which the villains have travelled back in time to try and derail history in their favour, either by aiding the villains and antagonists of the past or by actually causing the distaster or event themselves, meaning some of the incidents and horrors of the canon past were actually the work of time-travelling villains, ie YOU. These events can be directly tied to the NPC characters' origins and past histories, can be fictional and fantastical and also maybe related to real historical events, ie WWII, Vietnam, Manhattan Project, other stuff. These events/attacks can be huge in scale but since they are in the past, the effects of them filter through to the present setting in subtle and controllable ways, since history has been slightly altered by the combined outcomes of many raids.
The redside raids could take the form of assassination/kidnapping/coups/releasing or creating monsters or somehow altering hero NPC's past in order to hurt, disadvantage or alter their subsequent character in some way, or just watch the world burn. The blueside would try to prevent them achieving their objectives, having accessed their own time-portals by equivalent means or whathaveyou, to minimize the damage cause to the timeline. These redside missions are trying to swing the past and thus the present in the villains favour with violence.
Blueside would also have equivalent missions involving trying to warn hero NPCs of the past about the dangers in the future in order to save lives without screwing up the timeline too much, by giving them secret information to be used at the right time about the villains of their future (our present), and a group of redsiders would attempt to thwart these attempts and maybe kill the NPC while they're at it. These missions would be subtly altering history for the better, by arming the right people with secret knowledge of what is to come so they can be in the right place at the right time to act.

There would also be a third faction involved, in the form of a group comprising both heroes and villain characters who are against altering history for their own reasons, whether out of principle or so as to avoid the inevitable causality effects or so as to maintain the established sequence of events since they profit enough from the current situation and don't want to risk unknown consequences. These are backed up and suported by Grant Morrisonesque benign Lovecraftean aliens from higher dimensional space, who are of neutrally purple-and-orange morality but are affected by any changes in the timeline and thus committed to preventing changes and maintaining events as they were already are, and have formed a pact with the third grouping to prevent the historical screwup. These time-aliens are included so that, if a raid forms with a red and blueside but there aren't enough of the neutral faction, they can make up the numbers with bizarre humanoid and gribbly bio-organic constructs vaguely based on us (or something like this).

The effects on history and the background of these raids is that, depending on which side has more victories and wins at the raids over a given time, like a few months, certain small changes begin to occur in both the background and in the open world setting. Elements of change in the geography and NPC behaviour would appear, while gradual changes to established history of the Titanverse -- in the favour of redside or blue -- are plainly announced or signposted in fictional terms. Also, certain player toons that did especially well may gain additional benefits and fame, and even become part of the established canon background for their crucial actions in history.

For example, if there was a period of mainly redside wins of the raids pertaining to a certain character, like Anthems' first battles against the mob, defusing a dirty bomb and celebration in the press, say (I'm using this example because I don't yet know anything really about the CoT lore), then parts of this would be anncounced as altered, with: "TIMELINE TWIST: a new disruption to the flow of history has occurred, as diabolical villains have thwarted Anthem's early victories against the mafia and prevented her foiling a radioactive bomb attack on the city, costing many lives! This has affected early public trust in her, made her early years as a hero more difficult, strained her friendships with certain other NPCs, and made her slightly harder as a character as a result." This would also mean a plaque or statue commerating her victory somewhere in the city is replaced with a memorial to the people she failed to save, a street or two is no longer named after her, and her actions and personality become slightly harsher. Some part of the city where the bomb detonated back in the 60s is now dirtier and derelict without the friendly NPCs who used to frequent it. Evil scored a victory.

Many such redside victories in these kind of raids would have similar creeping effects on the city and its history, and the world would gradually get worse as people lose hope, crime flourishes and darkness rises. The precise details of the raid, the nature of the NPC targets and objectives would determine in what way things would get worse, while the player toons of those who scored the victories gain prestige and bonuses, unique badges and rewards etc, and even their own place in the canon. However, if there are high number of redside changes, maybe the blueside would get certain boosts and characteristic bonuses designed to reflect their anger and increased determination to fight the menace and injustice that is growing all around them. NPC heroes would take a more active role somehow.

Many blueside victories would therefor have a more positive effect on the look and feel of the city as NPCs in the past were forewarned and aided in time, and many attacks and villainous events were averted, making the city cleaner, safer and more optimistic, and certain successful blueside toons gain their own statues, keys to the city, public thanks and places in history. However, as this peacetime continues, some non-hero NPCs may get complacent and villains would get worse, bolder, more desperate and more resentful, and their attacks would have more impact. This would be reflected in similar boosts and increases in rewards for ruining the good times in the present day.

Lastly, if most victories in Time Raids (or whatever) belong to the neutral faction and the time-aliens, things would stay more or less as they are, as equilibrium is maintained. Whether this also means the time-aliens give their own bizarre rewards or have some other influence would be an interesting question.

Finally, if multiple versions of the same historical raid occur each time people play it, you could just say the paradox of this is averted since each raid overwrites and negates the previous one in the flow of events, but certain consequences of the outcome remain in causality, so that villains winning many times will gradually have the effect they want, and same for the heroes.
Anyway, thoughts?

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Brighellac
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I was always a fan of raids

I was always a fan of raids and zone events. I thought the base idea in recluse's victory was a lot of fun