Announcements

Join the ongoing conversation on Discord: https://discord.gg/w6Tpkp2

Please read the current update for instructions on downloading the latest update. Players with Mac versions of the game will not be affected, but you will have a slightly longer wait for your version of the new maps. Please make a copy of your character folder before running the new update, just to make sure you don't lose any of your custom work.

It looks like we can give everyone a list of minimum specs for running City of Titans. Please keep in mind that this is 'for now' until we are able to add more graphics and other system refinements. Currently you will need :
Windows 10 or later required; no Intel integrated graphics like UHD, must have AMD or NVIDIA card or discrete chipset with 4Gb or more of VRAM
At least 16GB of main DRAM.
These stats may change as we continue to test.

To purchase your copy of the City of Titans Launcher, visit our store at https://store.missingworldsmedia.com/ A purchase of $50 or more will give you a link to download the Launcher for Windows or Mac based machines.

Ride Vehicles, Interact with civilians

5 posts / 0 new
Last post
Robertt Steel
Offline
Last seen: 9 years 1 month ago
Joined: 01/29/2014 - 07:04
Ride Vehicles, Interact with civilians

Hi all,

I was thinking about they possibility of interacting with world objects and NPCs.

Probably riding a car instead of using my superspeed, probably a plane instead of flying or maybe giving the option for the optiong to have the "vehicles" travel powers.

Also, the civilians in CoH were just holograms, people you could not touch or interact with... How about villians can kill civilians and heroes (witnessing) can fight villians or probably heal/save civs?

We can also add reputation levels for instance: A villian kills 100 civs, villians goes to the WANTED status and any heroe can go and bring him to justice for a reward...

Heroes, rescue civs from fires or destroyed buildings, or kill 100 criminals/mobs, a bounty is put on his head for Villians to collect a reward...

It would feel more immersive if we could interact with the world.... Destroy buildings? Cars? anyone?

What ya think?

Tannim222
Tannim222's picture
Offline
Last seen: 2 days 18 hours ago
Developer11th Anniversary Badge
Joined: 01/16/2013 - 12:47
Hello Robertt Steel. Your

Hello Robertt Steel. Your ideas are subjects that have come up in the past, but over time have either been buried or brought up within other threads. I'll briefly touch upon them for you.

Vehicles are things we want to do and certainly making them a skin of a travel power is possible, but not without problems. For one we do gnat to avoid cityofvehicles where players are flying jets through common areas or riding motorcycles in doors, and using powers while on / in a vehicle as a skin. Travel skins will most likely be more personal to the character (jet packs, rocket boots, rocket skates, and so on). Vehicles if and when implemented will need to be done in a way that uses them for their proper intent, actual travel throughout a zone. One such suggestion was along the lines of making vehicles a skin able travel power that is used to auto-transport to desired locations, activated the power creates an animation showing the character getting in / on the vehicle, the destination is chosen (such as a marker on a map), and the character auto-paths to the location. Once ther the animation shows the character getting off / out of the vehicle. Unfortunately the vehicle isn't a persistent object. Parking would be a nightmare ;-)

Civilian interactions are a bit more problematic. In general civilians may have general interactions, like responding to an emote (waving hello back or ignoring based on the associated reputations / alignment). They may be set to respond accordingly to current actions - like not walking through the middle if a fire fight ( maybe run for cover or take off in the opposite direction), applaud heroics, run from extreme villainy (there may be limits to what can be done). They may provide some general game information like the old game did, time of day, responding to a recent exploit of your character, and so on. Some may be used to obtain a clue, lead, or unlock a mission itself (I'm only stating its possible, the comp team would have to write these up).

Attacking civilians, moving them, and defeating them is altogether another beast entirely. Each level map in ue4 can only handle a finite number of things going on (being really general here). If civilians were always combatable it could severely restrict how many civilians and other attackable npcs coexist on a map. Further more, players bring the creative people they are, could end up using civilians in very unexpected ways. For example, in the old game, when testing what would happen when players moved civilians instead of the other way around, players used civvies to create barriers against other players or against npcs which a used all manner of problems. That being said, it may be possible in the open pvp maps to have certain civvies set to react to attacks like instantly falling over "defeated" to set up a pvp-type event, but that is something to look at down the line post launch.

Reputations will exist. Each faction within the game will have its own reputation status in relation to the character. The reputation status may also be offset by the character's alignment. We have kickstarter updates that provide some of the details of this. The short of it, your actions matter and the things you do will alter your character's alignment accordingly and have an effect on the reputation the character has with factions associated with those actions.

Destroying objects is another beast altogether. It can be possible to have some destructible objects on a map. Destroying entire buildings in the open world most likely won't happen (if it does it'll be years before we ever get there). There is a lot invoked to creating entirely destructible environments.

Rescuing people from a burning building would be something of an event with probably a triggered mission. This is also so ethi g our compositon team would need to write up, so I'm not saying it is going to happen, only that the possibility exists.


I don't use a nerf bat, I have a magic crowbar!
- Combat Mechanic -
Tech Team.
Brighellac
Offline
Last seen: 7 years 3 months ago
11th Anniversary Badge
Joined: 01/17/2015 - 00:24
Tannim222 wrote:
Tannim222 wrote:

Hello Robertt Steel. Your ideas are subjects that have come up in the past, but over time have either been buried or brought up within other threads. I'll briefly touch upon them for you.
Vehicles are things we want to do and certainly making them a skin of a travel power is possible, but not without problems. For one we do gnat to avoid cityofvehicles where players are flying jets through common areas or riding motorcycles in doors, and using powers while on / in a vehicle as a skin. Travel skins will most likely be more personal to the character (jet packs, rocket boots, rocket skates, and so on). Vehicles if and when implemented will need to be done in a way that uses them for their proper intent, actual travel throughout a zone. One such suggestion was along the lines of making vehicles a skin able travel power that is used to auto-transport to desired locations, activated the power creates an animation showing the character getting in / on the vehicle, the destination is chosen (such as a marker on a map), and the character auto-paths to the location. Once ther the animation shows the character getting off / out of the vehicle. Unfortunately the vehicle isn't a persistent object. Parking would be a nightmare ;-)
Civilian interactions are a bit more problematic. In general civilians may have general interactions, like responding to an emote (waving hello back or ignoring based on the associated reputations / alignment). They may be set to respond accordingly to current actions - like not walking through the middle if a fire fight ( maybe run for cover or take off in the opposite direction), applaud heroics, run from extreme villainy (there may be limits to what can be done). They may provide some general game information like the old game did, time of day, responding to a recent exploit of your character, and so on. Some may be used to obtain a clue, lead, or unlock a mission itself (I'm only stating its possible, the comp team would have to write these up).
Attacking civilians, moving them, and defeating them is altogether another beast entirely. Each level map in ue4 can only handle a finite number of things going on (being really general here). If civilians were always combatable it could severely restrict how many civilians and other attackable npcs coexist on a map. Further more, players bring the creative people they are, could end up using civilians in very unexpected ways. For example, in the old game, when testing what would happen when players moved civilians instead of the other way around, players used civvies to create barriers against other players or against npcs which a used all manner of problems. That being said, it may be possible in the open pvp maps to have certain civvies set to react to attacks like instantly falling over "defeated" to set up a pvp-type event, but that is something to look at down the line post launch.
Reputations will exist. Each faction within the game will have its own reputation status in relation to the character. The reputation status may also be offset by the character's alignment. We have kickstarter updates that provide some of the details of this. The short of it, your actions matter and the things you do will alter your character's alignment accordingly and have an effect on the reputation the character has with factions associated with those actions.
Destroying objects is another beast altogether. It can be possible to have some destructible objects on a map. Destroying entire buildings in the open world most likely won't happen (if it does it'll be years before we ever get there). There is a lot invoked to creating entirely destructible environments.
Rescuing people from a burning building would be something of an event with probably a triggered mission. This is also so ethi g our compositon team would need to write up, so I'm not saying it is going to happen, only that the possibility exists.

Yay. I loved the burning building event

Damneron
Damneron's picture
Offline
Last seen: 2 years 6 months ago
Joined: 02/06/2015 - 14:37
I like the idea of vehicle

I like the idea of vehicle skins for powers. Obviously it'd have to disappear after you exit the vehicle, but it could be made to disappear in a stylish fashion, say like, exploding on the spot after you exit it or take off by itself in a random direction. Or even disassemble itself, transformer style until the model disappears. Or consumed by a roaring hellfire, disappearing into the ground! (or melting!). That would be cool

"I have seen the throne of the gods, and it was empty"

Pengy
Pengy's picture
Offline
Last seen: 7 years 2 months ago
11th Anniversary Badge
Joined: 11/09/2013 - 10:40
Stripped by gang members!

Stripped by gang members!
Eaten by rust monsters!