Discuss: What We Can Do - Powers

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Dark Ether
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Something that goes "Freeeem!

Something that goes "Freeeem!" would be a good homage....as long as I could mute it after I was past the "hey that's neat" phase and in to the "enough already" phase.

(insert pithy comment here)

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warcabbit wrote:
warcabbit wrote:

You mean some kind of Itano Circus?https://www.youtube.com/watch?v=BzXfVgYCxWI
Doable. (video not by us)https://www.youtube.com/watch?v=dTy-q2frB0U

sweet!! so looking forward to that animation effect!

I recall the CoH devs having implemented a similar effect on the Malta Zeus titan - great to see you're planning on including it (and making it better)

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Brainbot wrote:
Brainbot wrote:

warcabbit wrote:
Ice Slide is actually a different power and we're not quite sure how to do it yet for various reasons.
Couldn't you do ice sliding by having the tail 'melt' quickly as the user moves? To give the illusion of a longer ice tail on the created skate path have slowly falling particle effects to represent the melted ice.
Similar effects could be used for fire, stone, magic trails or anything really. It's really just a more advanced version of the effects from the 'Jingle Jet' in CoH.

The 'for various reasons' is 'we haven't gotten to it yet' 'are we going to have automatic pylons' and 'should it interact with other people I say no'. Your answer is the simplest one but we're exploring the concept of having the ability to let other people luge with you. Probably not worth the effort.

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warcabbit wrote:
warcabbit wrote:

Organic body elements: Technically, they're just another prop. Fairly complex, art-wise, but once we get into optional stuff, it's on the list, along with hands that turn into guns and suchlike.

Maybe this is obvious, but it'd be great to support animations for body part weapons: arm-axes, arm blades, mace-arms, sword-legs ;)

"A delayed game is eventually good, but a rushed game is forever bad"

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Lin Chiao Feng wrote:
Lin Chiao Feng wrote:

On that note, lots of rune-based effects please :)

"A delayed game is eventually good, but a rushed game is forever bad"

Please have Scaling decals!

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warcabbit wrote:
warcabbit wrote:

we're exploring the concept of having the ability to let other people luge with you. Probably not worth the effort.

Au Contraire! That sounds like the best darnn party power ever! #weeeeeeeee

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This 'power charge':

Insect/Nano-bot swarms... maybe bats, spines, 'Sands of Mu' style speed shadows, ground spikes, Ghostbusters like ...streams?, Genos' explode-y fire, shockwaves, dimensional breaches, this 'power charge':

For snipes and stuff, so I don't just stand there pointing my hand at the enemy.

When people ask me about my religion, I tell 'em I'd worship Cthulhu.

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Clearly that is a T9 power.

Clearly that is a T9 power.

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Huckleberry wrote:
Huckleberry wrote:

Superjump makes sense, and I think you made a good point for superspeed. But flight is probably out of the question. High altitudes and hovering become problems with ice slide that would require significant modifications of the flight mechanics to allow for ice bridges to remain on the map long enough to support such actions. I think we will get the look and feel of ice bridges with superjump without having to change any travel mechanics.

Yeah, I get what you are saying. My own interpretation of how a character with ice slide would move kinda blinded me to other interpretations.

I still think the parabolic limits of jumping would be kinda boring but it's probably the easiest to put together for the game other than speed. It could still be done for flight even with hovering just by animating a constant generation and melting of ice without the need for extended ice bridges to act as anchors.

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warcabbit wrote:
warcabbit wrote:

The 'for various reasons' is 'we haven't gotten to it yet' 'are we going to have automatic pylons' and 'should it interact with other people I say no'. Your answer is the simplest one but we're exploring the concept of having the ability to let other people luge with you. Probably not worth the effort.

Fair enough.

But on the topic of aesthetics for travel powers, I would personally like a more animated and visceral look to them.

City of Heroes had good animation for their travel powers but they were subtle. One of the things DCUO got right was it's travel powers. They have a wide range of animations as a character moves, some more than others of course. They also have a sort of unobtrusive blurring effect that happens behind the character (using the character own costume colors) that really adds to the feeling of super travel. One of the best and most expressive travel powers was 'Skimming'

I would love it if CoT had similar exaggerated animation and effects as an aesthetic choice for travel powers. Flailing arms and legs for super jump followed by a short stumble on landing, when flying every turn or adjustment results in large shifts in the arms and legs, diving in and out of portals for teleport and so forth.

Another thing I really liked about DCUO travel powers was the mechanical difference between using a travel power for movement and using it purely for travel. Every travel power had two modes, one where you fly, acrobat or super speed around while being able to fight and then when you click a button you go into full travel mode which gives you a much quicker travel but you cannot attack. There are other differences between the two modes like turning radii or accent/decent but that's something I am not as concerned with. I just like the idea of the 'Must ....Hurry....' in travel powers. There is also new effects when a character goes into full travel mode like a less maneuverable pose and everything around the character is affected by motion blur. To me it really give the impression of extreme speeds.

Is one, the other or both a possibility?

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warcabbit wrote:
warcabbit wrote:

Okay, and I think that's really enough about all that.
SO! Hey, guys, what kind of FX would you like for powers, now that you know they're decoupled? Mystic fire, flowing and eerie, with mystic gestures?

Mystic gesture, mystic circles, floating mystical particules doing a shape in front off the #hand #head #whateverpartfirecomesfrom
Maybe a music/lighting style like dazzler ? :)
Flower power with lots of petals ?
Spines of steel ?
Translucent powers like..when the heat is troubling the air ?
Scientist effects with geometrics shapes or something like fractals ?
Clouds or smoke ?
power effet based on hairs or hair ? plants ? water ? foam ?
Cosmic effects with particules, like stars or galaxies ?

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Brainbot wrote:
Brainbot wrote:

I still think the parabolic limits of jumping would be kinda boring but it's probably the easiest to put together for the game other than speed. It could still be done for flight even with hovering just by animating a constant generation and melting of ice without the need for extended ice bridges to act as anchors.

In CoX there weren't parabolic limits. We could control our trajectory pretty well. In fact, I just tried it again in Paragon Chat to verify. But if you mean the whole "what goes up must come down" limits of jumping, then yes, that is a departure from what a true ice surfer could do.

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Little Panda....................Aissa
Thunderbird Priest.....Ash Khepri
Red Scirocco.............Bloody Mandragora
Dream Gypsy............Sinister Slate

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Huckleberry wrote:
Huckleberry wrote:

I'd like tracer paths that are completely non-ballistic, like the attack wants to go anywhere but inevitably where was aimed.
Like the missile barrages from Robotech:
Or the way the lightning left the Emperor's hands when he tried to kill Luke Skywalker:
But old-school lightning would be pretty nifty, especially in the Orbit Room:

I also enjoy lightning effects in games and tend to gravitate towards them, but I really didn't like how they were implemented appearance-wise in CoH. They were underwhelming as lightning is a very potent force in nature and should be reflected as such when used as a superpower. CoV, on the other hand, I feel did it right with the Mu-style lightning. I was disappointed that even when you got to use their powers from the Scirocco Patron power pool Mu Mastery that they didn't look like the ones the minions used in-game.

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Huckleberry wrote:
Huckleberry wrote:

In CoX there weren't parabolic limits. We could control our trajectory pretty well. In fact, I just tried it again in Paragon Chat to verify. But if you mean the whole "what goes up must come down" limits of jumping, then yes, that is a departure from what a true ice surfer could do.

I should have been clear and said three dimensional parabolic physics which deals with outside influence on a parabola. Maybe gravitational parabola or simply said hyperbolic paraboloid range. Curse my desire to be pithy.
But yes I was talking about the up and down nature of jumping as well as the furthest distance that can be reached in a single motion. I just find that limiting conceptually and visually.

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Huckleberry wrote:
Huckleberry wrote:

Brainbot wrote:
I still think the parabolic limits of jumping would be kinda boring but it's probably the easiest to put together for the game other than speed. It could still be done for flight even with hovering just by animating a constant generation and melting of ice without the need for extended ice bridges to act as anchors.
In CoX there weren't parabolic limits. We could control our trajectory pretty well. In fact, I just tried it again in Paragon Chat to verify. But if you mean the whole "what goes up must come down" limits of jumping, then yes, that is a departure from what a true ice surfer could do.

As I said, it is the fall back option. I've got a more creative idea, but it needs testing, which will be a while before I get to it.


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Huckleberry wrote:
Huckleberry wrote:

In CoX there weren't parabolic limits. We could control our trajectory pretty well. In fact, I just tried it again in Paragon Chat to verify. But if you mean the whole "what goes up must come down" limits of jumping, then yes, that is a departure from what a true ice surfer could do.

I personally would most prefer "non-parabolic jumping" as the base for any of these "sled building" type powers such as Ice or Earth.

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Would it be possible to have

Would it be possible to have the "Matter Surfing" powers - instead of straight-up flying or jumping - have them act more like a combo of a ground-effect hover and wall-running. I'm envisioning characters speeding around at ground level (or slightly above) on their platform, and can ascend or descend next to vertical surfaces. The fx can show the platform and trail attaching to the ground and nearby surfaces (which fade away after a certain interval behind the power user).

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Interdictor wrote:
Interdictor wrote:

Would it be possible to have the "Matter Surfing" powers - instead of straight-up flying or jumping - have them act more like a combo of a ground-effect hover and wall-running. I'm envisioning characters speeding around at ground level (or slightly above) on their platform, and can ascend or descend next to vertical surfaces. The fx can show the platform and trail attaching to the ground and nearby surfaces (which fade away after a certain interval behind the power user).

That's a pretty good way to provide the 'matter surfing' aesthetic for a parkour/acrobatic travel set.
Normally I couldn't care less about what something is called as long as everyone understands what is being talked about but I gotta say 'Matter Surfing' is about the best terminology I have seen for this type of travel.

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I was wondering if there

I was wondering if there could also be a particle type animation... Something like tron where if they are hit they get "Derezzed" and turned into particles. I always wished of using finger guns to turn my enemies into absolute nothing.

As foolish as this seems,

Gotem.

From ya boy, Elios.

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Is it possible to make

Is it possible to make Psychic a Melee set in a future release.
Obviously it would have a zero range, BUT it would allow for props: Psychic swords, psychic whips...etc.
This would make for a kicking psychic Martial artist!

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Games like this generally

Games like this generally have plenty of cyberpunk, magic, and conventional options, but rarely much in the way of biopunk/genepunk options. So of course, I want to second all the biological suggestions, like that creepy arm. The return of spikes from CoX would help with that. Not everyone liked the sickening crunch when they came out, but they were good for a purely biological/genepunk background. I personally won't use them for my first character, but I would certainly have a spine-alt. Another good thing for that is a feral attack animation for various melee types already listed in the first post, as well as more dynamic forms of acrobatics that involve using hands and feet to move, rather than just feet.

Most games like this only really have plant control and shapeshifting for biological stuff, which in my opinion are both magic, not biology, so I don't mind them missing one bit. Another biological option could be a toxic set that would include a poison tail like a scorpion, spitting acidic venom, a quick move of the arm to fire toxic quills, etc. Of course, none of this is priority, but it'd be nice to see eventually.

Another animation that comes to mind is on-foot wing use in melee. This could be an animation overlay for some ground-based movements. This is using wings to lunge, jump back fast, turn quick, etc, while on foot. I'm not planning on making any winged characters, but I always thought winged characters looked like they were wearing cosplay wings when fighting on foot... they just look plastic, when they could still be useful to some extent. The same goes with tail, really. Ever watch a big cat on the hunt, it will swing its tail out in the opposite direction that it turns as a counter-weight to turn faster. Think like that, but with wings.

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BiotopeZ wrote:
BiotopeZ wrote:

Another animation that comes to mind is on-foot wing use in melee. This could be an animation overlay for some ground-based movements. This is using wings to lunge, jump back fast, turn quick, etc, while on foot. I'm not planning on making any winged characters, but I always thought winged characters looked like they were wearing cosplay wings when fighting on foot... they just look plastic, when they could still be useful to some extent. The same goes with tail, really. Ever watch a big cat on the hunt, it will swing its tail out in the opposite direction that it turns as a counter-weight to turn faster. Think like that, but with wings.

I think the only way to do this would be to give as a tertiary power possibility for all classes to "purchase" the attack with mantle. If a person wears a cape he will hit the opponent by moving the body and hit him with the cape going forward violently (it can be seen as a form of martial art, the usage of the cape like Batman, or a living cape like DocStrange/Spawn); if a person wears wings instead of a cape he will use one wing to hit the opponent (instead of the cape-attack animation he gets the wing-attack animation).

The only way because you cannot think about attacks related to costume pieces, since the appearance won't affect directly the gameplay, but you can add a power that all heroes can choice to have (among others, like eye-beam or more passive regeneration etc.) that adapts to the relative costume piece you have at that same spot: cape, wings, tail, energy you may have behind you, all forms of "capes" like a scarf too.

This way you also get the possibility for a tail-attack!

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Cyclops wrote:
Cyclops wrote:

Is it possible to make Psychic a Melee set in a future release.
Obviously it would have a zero range, BUT it would allow for props: Psychic swords, psychic whips...etc.
This would make for a kicking psychic Martial artist!

In the update on refinements, they used an example of turning a dagger pink, adding a psychic damage refinement, and letting that be psychic swords.

I'd suppose you could use Brawn, add a psychic refinement, and then add props as needed.

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Please have Scaling decals!

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desviper wrote:
desviper wrote:

Cyclops wrote:
Is it possible to make Psychic a Melee set in a future release.
Obviously it would have a zero range, BUT it would allow for props: Psychic swords, psychic whips...etc.
This would make for a kicking psychic Martial artist!
In the update on refinements, they used an example of turning a dagger pink, adding a psychic damage refinement, and letting that be psychic swords.
I'd suppose you could use Brawn, add a psychic refinement, and then add props as needed.

Not a refinement, but a Power Set Augment which is placed into the Power Set Socket. PSAs affect all the appropriate powers in the set they are socketed into.

Brawn (most likely to be Combat Tactics), could have weapons, which you color how you desire (let's say pink) and which you describe in your character bio as a physical manefestation of your character's psychic powers.

And that doesn't restrict the possibility of an actual psychic themed aesthetic melee set ;).


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One player's psychic weapons

One player's psychic weapons are another player's force field weapons are another player's blood weapons...

Has anyone seen my mind? It was right here...

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Now you're playing with power

Now you're playing with power!

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Lin Chiao Feng wrote:
Lin Chiao Feng wrote:

One player's psychic weapons are another player's force field weapons are another player's blood weapons...

As long as they at least somewhat look the part of course...

When people ask me about my religion, I tell 'em I'd worship Cthulhu.

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Do you guys have shields

Do you guys have shields already? Or plans?

And if so, can that shield be used as an emission point?

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Ivory wrote:
Ivory wrote:

warcabbit wrote:
I, ah, don't think the technology behind Cities: Skylines is licenseable without a lot more money than we'd be willing to spend on it, folks. It is pretty nifty, though.

Edit- It is based on this....4k for the license....on which you could quickly build numerous cities.... http://www.esri.com/software/cityengine/buy
Woa I'm looking into this more....and it is even better than I thought :o You can build out existing cities extremely fast !! This thing has come so far since 2012 https://www.youtube.com/watch?v=mD0yml8LbPY
For a game in first person, would require some rework on the building parts they are referencing ....but that isn't that difficult.
Also https://www.youtube.com/watch?v=7q-3d_u4ABc
Ohhh, it is actually all procedural ....so you would really just need to focus on some higher detail materials.....dang this tech is nice, if I ever need to make a city scene I'm using this :3

ESRI is the 800 pound gorilla. We integrate with them for GIS stuff at my day job.

Guess what tools were used to produce the maps that have been shown for a while? QGIS, which is a free alternative to ESRI's GIS suite.

Last I knew, it had gone some other route, though I cannot comment on where or what they're using now. But the terrain of the city came from a completely free (and license-suitable) source.



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Brainbot wrote:
Brainbot wrote:

Couldn't you do ice sliding by having the tail 'melt' quickly as the user moves? To give the illusion of a longer ice tail on the created skate path have slowly falling particle effects to represent the melted ice.
Similar effects could be used for fire, stone, magic trails or anything really. It's really just a more advanced version of the effects from the 'Jingle Jet' in CoH.

May or may not be what they care for, but the 'basis' of this is trivially simple to do in Unreal: it's the same basic technique used to give a 'speed trail' to blockman back when doing the Kickstarter stuff.



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Yes Yes Yes!!!

Yes Yes Yes!!!

The question to that answer is

Can You Dig It?

Great work again guys. I already see a seed to my Shadow powers. The flight posture is amazing, special effects for attacks, amazing!

RAN Ink

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Nos482 wrote:
Nos482 wrote:

Lin Chiao Feng wrote:
One player's psychic weapons are another player's force field weapons are another player's blood weapons...
As long as they at least somewhat look the part of course...

But do they have to ;) I do hope you're allowed the freedom to totally butcher an aesthetic. Again, though, many more possibilities are easier if there's a slick way to remove the weapon texture but leave an aura on it, making fire, ice, blood, force, energy, light, dark, poison, water, electric, sonic, etc etc weapons easy.

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Nos482 wrote:
Nos482 wrote:

Lin Chiao Feng wrote:
One player's psychic weapons are another player's force field weapons are another player's blood weapons...
As long as they at least somewhat look the part of course...

That's your problem. We'll give you all the aesthetic switches we can; you still have to set them right.

desviper wrote:

But do they have to ;) I do hope you're allowed the freedom to totally butcher an aesthetic.

There will be fashion disasters; that comes with the turf.

Has anyone seen my mind? It was right here...

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Lin Chiao Feng wrote:
Lin Chiao Feng wrote:

That's your problem. We'll give you all the aesthetic switches we can; you still have to set them right.

There will be fashion disasters; that comes with the turf.

I always though the CoH Devs were maybe one or two notches too conservative when it came to costume item clipping scenarios. To me it's always more tolerable to allow for the possibility of a few obvious "disasters" as a trade-off to give as much freedom as possible to the creative players so that they can discover the "happy combos" that actually work -despite- the clipping or even -because- of the clipping.

Glad to hear that various customizable features (like the aesthetics, and of course hopefully costume items) may be a bit more "open" to experimentation in CoT.

CoH player from April 25, 2004 to November 30, 2012

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ThunderCAP wrote:
ThunderCAP wrote:

I think the only way to do this would be to give as a tertiary power possibility for all classes to "purchase" the attack with mantle. If a person wears a cape he will hit the opponent by moving the body and hit him with the cape going forward violently (it can be seen as a form of martial art, the usage of the cape like Batman, or a living cape like DocStrange/Spawn); if a person wears wings instead of a cape he will use one wing to hit the opponent (instead of the cape-attack animation he gets the wing-attack animation).
The only way because you cannot think about attacks related to costume pieces, since the appearance won't affect directly the gameplay, but you can add a power that all heroes can choice to have (among others, like eye-beam or more passive regeneration etc.) that adapts to the relative costume piece you have at that same spot: cape, wings, tail, energy you may have behind you, all forms of "capes" like a scarf too.
This way you also get the possibility for a tail-attack!

I disagree. There was a lengthy debate about this some time ago. However, we never got a solid response to settle the split in opinion. It is my belief that you can and should be allowed to use a costume piece as a "prop." Whether that be a backpack or a tail or a set of wings. I doubt something like this would be an at launch thing, but I'd like think we could see it later.

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Grimfox wrote:
Grimfox wrote:

ThunderCAP wrote:
I think the only way to do this would be to give as a tertiary power possibility for all classes to "purchase" the attack with mantle. If a person wears a cape he will hit the opponent by moving the body and hit him with the cape going forward violently (it can be seen as a form of martial art, the usage of the cape like Batman, or a living cape like DocStrange/Spawn); if a person wears wings instead of a cape he will use one wing to hit the opponent (instead of the cape-attack animation he gets the wing-attack animation).
The only way because you cannot think about attacks related to costume pieces, since the appearance won't affect directly the gameplay, but you can add a power that all heroes can choice to have (among others, like eye-beam or more passive regeneration etc.) that adapts to the relative costume piece you have at that same spot: cape, wings, tail, energy you may have behind you, all forms of "capes" like a scarf too.
This way you also get the possibility for a tail-attack!
I disagree. There was a lengthy debate about this some time ago. However, we never got a solid response to settle the split in opinion. It is my belief that you can and should be allowed to use a costume piece as a "prop." Whether that be a backpack or a tail or a set of wings. I doubt something like this would be an at launch thing, but I'd like think we could see it later.

I wouldn't mind seeing this... eventually.

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Cobalt Azurean wrote:
Cobalt Azurean wrote:

Grimfox wrote:
ThunderCAP wrote:
I think the only way to do this would be to give as a tertiary power possibility for all classes to "purchase" the attack with mantle. If a person wears a cape he will hit the opponent by moving the body and hit him with the cape going forward violently (it can be seen as a form of martial art, the usage of the cape like Batman, or a living cape like DocStrange/Spawn); if a person wears wings instead of a cape he will use one wing to hit the opponent (instead of the cape-attack animation he gets the wing-attack animation).
The only way because you cannot think about attacks related to costume pieces, since the appearance won't affect directly the gameplay, but you can add a power that all heroes can choice to have (among others, like eye-beam or more passive regeneration etc.) that adapts to the relative costume piece you have at that same spot: cape, wings, tail, energy you may have behind you, all forms of "capes" like a scarf too.
This way you also get the possibility for a tail-attack!
I disagree. There was a lengthy debate about this some time ago. However, we never got a solid response to settle the split in opinion. It is my belief that you can and should be allowed to use a costume piece as a "prop." Whether that be a backpack or a tail or a set of wings. I doubt something like this would be an at launch thing, but I'd like think we could see it later.
I wouldn't mind seeing this... eventually.

As long as you could "assign" any costume piece you'd want to such a "costume-related attack power" then I'd probably be fine with it.

The problem of course would be if you had to have a specific costume item in order to use such a power - that would strictly go against the cardinal rule that CoH always upheld for absolute costume customization freedom. There should NEVER be a power that REQUIRES a certain costume item for it to work otherwise you'd start having cases like "you have to have wings in order to fly". That's a slippery slope this game should never start sliding down.

CoH player from April 25, 2004 to November 30, 2012

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Lothic wrote:
Lothic wrote:

Cobalt Azurean wrote:
Grimfox wrote:
ThunderCAP wrote:
I think the only way to do this would be to give as a tertiary power possibility for all classes to "purchase" the attack with mantle. If a person wears a cape he will hit the opponent by moving the body and hit him with the cape going forward violently (it can be seen as a form of martial art, the usage of the cape like Batman, or a living cape like DocStrange/Spawn); if a person wears wings instead of a cape he will use one wing to hit the opponent (instead of the cape-attack animation he gets the wing-attack animation).
The only way because you cannot think about attacks related to costume pieces, since the appearance won't affect directly the gameplay, but you can add a power that all heroes can choice to have (among others, like eye-beam or more passive regeneration etc.) that adapts to the relative costume piece you have at that same spot: cape, wings, tail, energy you may have behind you, all forms of "capes" like a scarf too.
This way you also get the possibility for a tail-attack!
I disagree. There was a lengthy debate about this some time ago. However, we never got a solid response to settle the split in opinion. It is my belief that you can and should be allowed to use a costume piece as a "prop." Whether that be a backpack or a tail or a set of wings. I doubt something like this would be an at launch thing, but I'd like think we could see it later.
I wouldn't mind seeing this... eventually.
As long as you could "assign" any costume piece you'd want to such a "costume-related attack power" then I'd probably be fine with it.
The problem of course would be if you had to have a specific costume item in order to use such a power - that would strictly go against the cardinal rule that CoH always upheld for absolute costume customization freedom. There should NEVER be a power that REQUIRES a certain costume item for it to work otherwise you'd start having cases like "you have to have wings in order to fly". That's a slippery slope this game should never start sliding down.

What if it's not so much that a certain power requires a certain costume but rather a certain animation requires a certain type of costume piece. Like we make that category more broad like, you can only throw your hat if your character has a hat on him, but any hat would do

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In terms of powers, what

In terms of powers, what really drew me to coh was how different yet simple the animations were when using powers. I hate games where there are so many particle and light effects that when you team up with other people and you're in a hall or any other closed space its just a cluster f* of effects and you cant even make out what you're doing.

I also hate when its too simple. Something I've noticed games like WOW like to do, is to have powers for different classes be the same exact effect just a different color.

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Costume as a power is bad.

Costume as a power is bad. Costume as a power aesthetic is good.

I hope MWM is going to take some aesthetic options for powers into consideration for at least some costume parts

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notears wrote:
notears wrote:

Lothic wrote:
Cobalt Azurean wrote:
Grimfox wrote:
ThunderCAP wrote:
I think the only way to do this would be to give as a tertiary power possibility for all classes to "purchase" the attack with mantle. If a person wears a cape he will hit the opponent by moving the body and hit him with the cape going forward violently (it can be seen as a form of martial art, the usage of the cape like Batman, or a living cape like DocStrange/Spawn); if a person wears wings instead of a cape he will use one wing to hit the opponent (instead of the cape-attack animation he gets the wing-attack animation).
The only way because you cannot think about attacks related to costume pieces, since the appearance won't affect directly the gameplay, but you can add a power that all heroes can choice to have (among others, like eye-beam or more passive regeneration etc.) that adapts to the relative costume piece you have at that same spot: cape, wings, tail, energy you may have behind you, all forms of "capes" like a scarf too.
This way you also get the possibility for a tail-attack!
I disagree. There was a lengthy debate about this some time ago. However, we never got a solid response to settle the split in opinion. It is my belief that you can and should be allowed to use a costume piece as a "prop." Whether that be a backpack or a tail or a set of wings. I doubt something like this would be an at launch thing, but I'd like think we could see it later.
I wouldn't mind seeing this... eventually.
As long as you could "assign" any costume piece you'd want to such a "costume-related attack power" then I'd probably be fine with it.
The problem of course would be if you had to have a specific costume item in order to use such a power - that would strictly go against the cardinal rule that CoH always upheld for absolute costume customization freedom. There should NEVER be a power that REQUIRES a certain costume item for it to work otherwise you'd start having cases like "you have to have wings in order to fly". That's a slippery slope this game should never start sliding down.
What if it's not so much that a certain power requires a certain costume but rather a certain animation requires a certain type of costume piece. Like we make that category more broad like, you can only throw your hat if your character has a hat on him, but any hat would do

Certain props will have specific anims such as two-handed weapom attacks, having a weapon and shield, etc. But these are alll independant from the powers themselves.

Now, whether thatt will end up being done with other costume parts, suck as wings - depends on vertain factors including how the rigs of the wings are set up. Also if there are compounded issues with wings moving as described and other props in hand. As it is, those issues don't exist with wings and props or caps and props.

It is definitely more of an exploratory issue for much later down the line.


I don't use a nerf bat, I have a magic crowbar!
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Looking forward to all cold

Looking forward to all cold powers. I REALLY miss my cold/cold troller. Looks good guys. :)

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I liked blizzard. It looked

I liked blizzard. It looked so cool. All the weather powers looked good actually. Made for a great Storm knock off character. hehehe

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Tannim222 wrote:
Tannim222 wrote:

notears wrote:
Lothic wrote:
Cobalt Azurean wrote:
Grimfox wrote:
ThunderCAP wrote:
I think the only way to do this would be to give as a tertiary power possibility for all classes to "purchase" the attack with mantle. If a person wears a cape he will hit the opponent by moving the body and hit him with the cape going forward violently (it can be seen as a form of martial art, the usage of the cape like Batman, or a living cape like DocStrange/Spawn); if a person wears wings instead of a cape he will use one wing to hit the opponent (instead of the cape-attack animation he gets the wing-attack animation).
The only way because you cannot think about attacks related to costume pieces, since the appearance won't affect directly the gameplay, but you can add a power that all heroes can choice to have (among others, like eye-beam or more passive regeneration etc.) that adapts to the relative costume piece you have at that same spot: cape, wings, tail, energy you may have behind you, all forms of "capes" like a scarf too.
This way you also get the possibility for a tail-attack!
I disagree. There was a lengthy debate about this some time ago. However, we never got a solid response to settle the split in opinion. It is my belief that you can and should be allowed to use a costume piece as a "prop." Whether that be a backpack or a tail or a set of wings. I doubt something like this would be an at launch thing, but I'd like think we could see it later.
I wouldn't mind seeing this... eventually.
As long as you could "assign" any costume piece you'd want to such a "costume-related attack power" then I'd probably be fine with it.
The problem of course would be if you had to have a specific costume item in order to use such a power - that would strictly go against the cardinal rule that CoH always upheld for absolute costume customization freedom. There should NEVER be a power that REQUIRES a certain costume item for it to work otherwise you'd start having cases like "you have to have wings in order to fly". That's a slippery slope this game should never start sliding down.
What if it's not so much that a certain power requires a certain costume but rather a certain animation requires a certain type of costume piece. Like we make that category more broad like, you can only throw your hat if your character has a hat on him, but any hat would do
Certain props will have specific anims such as two-handed weapom attacks, having a weapon and shield, etc. But these are alll independant from the powers themselves.
Now, whether thatt will end up being done with other costume parts, suck as wings - depends on vertain factors including how the rigs of the wings are set up. Also if there are compounded issues with wings moving as described and other props in hand. As it is, those issues don't exist with wings and props or caps and props.
It is definitely more of an exploratory issue for much later down the line.

I wasn't trying to suggest anything restrictive. I'd just like to see biopunk/genepunk as an option, and part of that involves using extra limbs as more than cosplay parts. Of course, they could be masked over existing moves that someone else would use a weapon or tool for, sure. Similarly, one person's acidic venom spit attack could be someone else's magic projectile spell of wasting and someone else's toxic arrowhead. But when it comes to extra limbs, I was mostly talking about them moving in ways that make sense. You leap back, your wings push forward to show that they're helping you jump back, even though you're on foot and not flying. You're running and you turn, your tail swings out as a counter-balance. A bit feature-creep I admit, but this is a wishlist thread, after all, not a thread of what's expected.

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Looks fantastic guys!

Looks fantastic guys!

---
Now: Anthem's Special Envoy for Economic Growth and Free Trade
Then: Underboss for Acquisitions and Capital Investments - The Black Rose
Soon: Operational Commander, Titan City Citizens' Assault Team (TCCAT) - Tarot Counter-Assault Unit

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Grimfox wrote:
Grimfox wrote:

I disagree. There was a lengthy debate about this some time ago. However, we never got a solid response to settle the split in opinion. It is my belief that you can and should be allowed to use a costume piece as a "prop." Whether that be a backpack or a tail or a set of wings. I doubt something like this would be an at launch thing, but I'd like think we could see it later.

I think you got several "responses" in this regard, even if not directly to you. In fact, I'm pretty certain they stated more than once (and even in this thread or recent couple ones) that appearance and gameplay will be separated, that a spandex costume for example may be more resistant than a power-armor for your char-story and imagination, therefore even if you choose a power-armored guy or a naked guy, the relative resistance won't change because for your imagination you may be Superman, or have an armor under your skin or an invulnerable-alien-vest or whatever.

This is the reason costume pieces cannot give you powers as a "basic rule", because if that's true for wings it should for armors too. Therefore the only thing that remains for your opinion is to hope in an exception. An exceptions for wings, or specific gauntlets etc..
Yes exceptions are always possible, in City of Heroes there were a few and I think in some missions there should be a way for a "Superman-like" char to need to grab a weapon or an item in the end to complete the mission, but imho (and here starts my opinion you may disagree with) exceptions are not good for game-systems, game-systems need simple rules you can build everything else on, therefore the more you avoid those the better.

That's why imho there are several ways to make a wing-attack, tail-attack, cape-attack etc. possible, by making a power you can freely choice (like any other power, they already stated the existance of tertiary powers you add to your build, like stamine or eye-beams etc.) that adapts to your costume pieces:
- if you have nothing, it will be a melee attack with legs
- if you have wings, it will use the wings for an attack with those
- if you have a cape, it will swing the cape frontal hiding the punch
- if you have a tail, it will attack with tails

A melee attack that anybody can add to his set, is obviously possible and obviously a solution that doesn't create any exception, it's part of the rules and simply adapts to your costume/appearance. Now I'm very curious to understand why you wouldn't like this as solution and instead you would prefer to create an exception to the rule, since it's still unclear to me.

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ThunderCAP wrote:
ThunderCAP wrote:

Grimfox wrote:
I disagree. There was a lengthy debate about this some time ago. However, we never got a solid response to settle the split in opinion. It is my belief that you can and should be allowed to use a costume piece as a "prop." Whether that be a backpack or a tail or a set of wings. I doubt something like this would be an at launch thing, but I'd like think we could see it later.
I think you got several "responses" in this regard, even if not directly to you. In fact, I'm pretty certain they stated more than once (and even in this thread or recent couple ones) that appearance and gameplay will be separated, that a spandex costume for example may be more resistant than a power-armor for your char-story and imagination, therefore even if you choose a power-armored guy or a naked guy, the relative resistance won't change because for your imagination you may be Superman, or have an armor under your skin or an invulnerable-alien-vest or whatever.
This is the reason costume pieces cannot give you powers as a "basic rule", because if that's true for wings it should for armors too. Therefore the only thing that remains for your opinion is to hope in an exception. An exceptions for wings, or specific gauntlets etc..
Yes exceptions are always possible, in City of Heroes there were a few and I think in some missions there should be a way for a "Superman-like" char to need to grab a weapon or an item in the end to complete the mission, but imho (and here starts my opinion you may disagree with) exceptions are not good for game-systems, game-systems need simple rules you can build everything else on, therefore the more you avoid those the better.
That's why imho there are several ways to make a wing-attack, tail-attack, cape-attack etc. possible, by making a power you can freely choice (like any other power, they already stated the existance of tertiary powers you add to your build, like stamine or eye-beams etc.) that adapts to your costume pieces:
- if you have nothing, it will be a melee attack with legs
- if you have wings, it will use the wings for an attack with those
- if you have a cape, it will swing the cape frontal hiding the punch
- if you have a tail, it will attack with tails
A melee attack that anybody can add to his set, is obviously possible and obviously a solution that doesn't create any exception, it's part of the rules and simply adapts to your costume/appearance. Now I'm very curious to understand why you wouldn't like this as solution and instead you would prefer to create an exception to the rule, since it's still unclear to me.

I'd rather have it as an optional animation rather than something that forces you into an animation based on what costume pieces you have. Like if you had wings you could make that punch attack use your wings, rather than if you have wings you have no choice but to attack with your wings.

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Also? I have a question about

Also? I have a question about themes, are they just going to be pre suggested animation lists that you can pick up, and I can just pick and choose what animations I want for my powers? Or are themes going to be more enforced than that?

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Also? When we finally get

Also? When we finally get wing animations, I want one where I blow a gust of wind at my opponent by flapping my wings really hard

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notears wrote:
notears wrote:

Also? When we finally get wing animations, I want one where I blow a gust of wind at my opponent by flapping my wings really hard

Sounds like you are asking for a tertiary power set.

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It could be done as an

It could be done as an Animation for a 'gust of wind' type power.

Be Well!
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More like a client mod, at

More like a client mod, at best.

Has anyone seen my mind? It was right here...

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Cyclops wrote:
Cyclops wrote:

notears wrote:
Also? When we finally get wing animations, I want one where I blow a gust of wind at my opponent by flapping my wings really hard
Sounds like you are asking for a tertiary power set.

The devs have gone on record saying that no animation will be used as only for tertiaries

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notears wrote:
notears wrote:

Cyclops wrote:
notears wrote:
Also? When we finally get wing animations, I want one where I blow a gust of wind at my opponent by flapping my wings really hard
Sounds like you are asking for a tertiary power set.
The devs have gone on record saying that no animation will be used as only for tertiaries

and here I thought I was all jiggy with it.

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Just to know. Will we have

Just to know. Will we have this kinf of animations ? :) No beacause... that's just what i need xD SO powerfull, so dynamic, so beautiful ! ^^


(oups i dont know how to display video ^^)

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TitansCity wrote:
TitansCity wrote:

Just to know. Will we have this kinf of animations ? :) No beacause... that's just what i need xD SO powerfull, so dynamic, so beautiful ! ^^

(oups i dont know how to display video ^^)

Is he available?

Technical Director

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Doctor Tyche wrote:
Doctor Tyche wrote:

TitansCity wrote:
Just to know. Will we have this kinf of animations ? :) No beacause... that's just what i need xD SO powerfull, so dynamic, so beautiful ! ^^
(oups i dont know how to display video ^^)
Is he available?

I certainly hope so!! Maybe if he doesn't work for free, you could, after the game has come out hire him every now and then to make marketplace animations, like I mean I for one would pay for these and they look good enough to be marketplace animations

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Doctor Tyche wrote:
Doctor Tyche wrote:

Is he available?

I can't tell you. But, sure, he'll be happy to join a such great project as CoT ^^ As i see his animations, how could he be not interesting to expose his art and bring such dynamism to "our" game :) Just send him a message ? If you don't, we'll never know ! Afterall, trying does has no cost :p

Honestly, I was just investigating on some visual design for CoT and i saw his videos on youtube ^^ (By the way, i should ask you something on something i'm afraid of i should not reveal. How can i contact you ? I promise, Codebreaker didn't help me and it's not a such important fact )

Reviewing the video, i think i didn't post the one i wanted xD this is the first is saw : **edit**

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TitansCity wrote:
TitansCity wrote:

Reviewing the video, i think i didn't post the one i wanted xD

this is the first is saw : [video]https://www.youtube.com/watch?v=-olWdgodneE [video] **edit**

That is some amazing effects! Each time I thought it was the coolest, another one came right after and was even cooler. It would be great to see ability effects like those in CoT! But you know, those effects were done in Unreal Engine 3. So I'm sure they can be even more impressive in UE4.

oh, and the artist posts his own contact info at the end of the video.

(COH)Blue Side_________Red Side
Little Panda....................Aissa
Thunderbird Priest.....Ash Khepri
Red Scirocco.............Bloody Mandragora
Dream Gypsy............Sinister Slate

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Huckleberry wrote:
Huckleberry wrote:

That is some amazing effects! Each time I thought it was the coolest, another one came right after and was even cooler. It would be great to see ability effects like those in CoT! But you know, those effects were done in Unreal Engine 3. So I'm sure they can be even more impressive in UE4.
oh, and the artist posts his own contact info at the end of the video.

I agree ! The dynamism of the animations are really great ! Maybe too much effects with the signs, but really great ^^ I'm not afraid CoT will have, at least, such same effect since UE4 is really interesting in this kind of stuff :)

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TitansCity wrote:
TitansCity wrote:

Doctor Tyche wrote:
Is he available?
I can't tell you. But, sure, he'll be happy to join a such great project as CoT ^^ As i see his animations, how could he be not interesting to expose his art and bring such dynamism to "our" game :) Just send him a message ? If you don't, we'll never know ! Afterall, trying does has no cost :p
Honestly, I was just investigating on some visual design for CoT and i saw his videos on youtube ^^ (By the way, i should ask you something on something i'm afraid of i should not reveal. How can i contact you ? I promise, Codebreaker didn't help me and it's not a such important fact )
Reviewing the video, i think i didn't post the one i wanted xD this is the first is saw : [youtube]-olWdgodneE [/youtube] **edit**

You can always reach me at

Technical Director

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Those kinds of effects would

Those kinds of effects would be amazing!

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Thanks Doctor Tyche. You've

Thanks Doctor Tyche. You've got a mail ^^

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TitansCity wrote:
TitansCity wrote:

Just to know. Will we have this kinf of animations ? :) No beacause... that's just what i need xD SO powerfull, so dynamic, so beautiful ! ^^
[video]http://youtu.be/PcTs-ssSlWo[/video]
(oups i dont know how to display video ^^)

[youtube] not [video], and the tag contents should be just the key code from the URL.

Has anyone seen my mind? It was right here...

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Lin Chiao Feng wrote:
Lin Chiao Feng wrote:

[youtube] not [video], and the tag contents should be just the key code from the URL.

Really thanks Lin Chiao Feng :)

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Melee

Melee
Super Strength · Burning · Brawn · Dark · Kinetic

Ranged
Force · Burning · Kinetic · Psychic · Dark

question for the devs. We've has an explanation of Burning-its is anything that burns, electrics, acid, boiling water, fire.
Braun too has been explained. most are self explanatory

Please tell me about, DARK powers. what are those based upon? I know and love Dark melee from COH...but with ascetic decoupling I'm not quite sure what this might be. what other powers fall under the Darkness mantle?

and as a side note, can we still get the tentacles erupting from the ground and will it be a decent power this time? the classic effects looked cool.

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This is just a guess, and for

This is just a guess, and for all we know Dark might not have made the final cut by the time the game goes live, but I would associate "Dark" with "dedbuffs the target's accuracy when you hit them, in addition to doing damage, probably with "dark" as a damage type, at least partially." If Dark isn't also a damage type, then maybe it doesn some "negative energy" damage or something. At least partially. They've said that many attacks will do two or more damage types.

If the -acc guess is right, then you could re-do the graphics to make it look like "bright light" as an option, like you're blinding them with strobe light instead of darkness, etc.

While we're on the subject, I'm also going to guess that Kinetic does knockback/down/up.

R.S.O. of Phoenix Rising

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Well, first "dark" was a

Well, first "dark" was a place-holder name. As i said earlier, there was an access issue and the wrong data got pulled for our launch list.

Dark melee isn't actually a launch set.

Dark is more of an aesthetic option applicable for the set.

The ranged set has debuffs and leverages fear controls. And the name will be changed.

We had to put off the melee set because our fear mechanic changed as we iterated different control functions and the melee set needs rework as a result.


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Dark was never a blindness

Dark was never a blindness attack in COH. I looked at it as a corrosive power: eating at the soul necromancer style. Darkness would suck hit points from the target and pass them onto you.

The dark tentacle attack was an otherworldly, alien sort of power. it made unnerving, howls and screams while the tentacle s writhed.

I'm just trying to imagine the other power types that would fit under a necromancy umbrella. Cthulhu comes to mind. What goes along with Cthulhu?
a lot of props would fit this perfectly, a soul sword, a nether worldly whip, a necrotic martial artist with a skeletal fist...

I just do not see an umbrella of powers that would fit the type...but I'm thinking through COH and COT is very different. That's why I am excited to learn more about the DARK

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Cyclops wrote:
Cyclops wrote:

That's why I am excited to learn more about the DARK

Just put on some night vision goggles ;).

As foolish as this seems,

Gotem.

From ya boy, Elios.

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Tannim222 wrote:
Tannim222 wrote:

Well, first "dark" was a place-holder name. As i said earlier, there was an access issue and the wrong data got pulled for our launch list.
Dark melee isn't actually a launch set.
Dark is more of an aesthetic option applicable for the set.
The ranged set has debuffs and leverages fear controls. And the name will be changed.
We had to put off the melee set because our fear mechanic changed as we iterated different control functions and the melee set needs rework as a result.

Oh, OK thanks!
I would like to suggest for a future release, that Darkness melee go along the same way, adding debuffs to attacks.
Life drain was a favorite attack of mine. very vampiric.
but a corrosive touch draining away Defensive points would also be fun.
(and I don't need Fear in Melee at all, unless it holds a runner in place)

and with all that said, could we get some mild smoky fist style animations that would go with Burning? Black Falcon has to last until Dark melee is a reality after all.

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I think deteriorating is a

I think deteriorating is a better word than corrosive, corrosive doesnt sound dark, more so acidic.

As foolish as this seems,

Gotem.

From ya boy, Elios.

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Elios Valoryn wrote:
Elios Valoryn wrote:

I think deteriorating is a better word than corrosive, corrosive doesnt sound dark, more so acidic.

OK, that makes sense.

and might I add one more animation request. No special effects option for dark melee. Just a touch animation.
to see a toon reach out and touch with outstretched fingers and a LIFE DRAIN occurs...the victim staggers.
*** no punches, no kicks...just a touch that does damage. That would be a scary effect!

and with an optional BITE attack for the vampires out there. Tannim, I can't wait for COT's future release!

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Cyclops wrote:
Cyclops wrote:

Tannim222 wrote:
Well, first "dark" was a place-holder name. As i said earlier, there was an access issue and the wrong data got pulled for our launch list.
Dark melee isn't actually a launch set.
Dark is more of an aesthetic option applicable for the set.
The ranged set has debuffs and leverages fear controls. And the name will be changed.
We had to put off the melee set because our fear mechanic changed as we iterated different control functions and the melee set needs rework as a result.
Oh, OK thanks!I would like to suggest for a future release, that Darkness melee go along the same way, adding debuffs to attacks.
Life drain was a favorite attack of mine. very vampiric.
but a corrosive touch draining away Defensive points would also be fun.
(and I don't need Fear in Melee at all, unless it holds a runner in place)
and with all that said, could we get some mild smoky fist style animations that would go with Burning? Black Falcon has to last until Dark melee is a reality after all.

We have to look further down the road when we get to pair sets by themes for Assault and Manipulation. Which requires that sets either utilize similar mechanics or help feed into a particular mechanic to improve the functionality of a set.

Hence why the melee version needs a rework. Its design theme is simply outdated by mechanic changes. Yet is eventually required to update the set so it can also be used to pair up to create new sets.


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Cyclops wrote:

Deleted because it took me so long to write it, it became moot by the more prompt responses above.

(COH)Blue Side_________Red Side
Little Panda....................Aissa
Thunderbird Priest.....Ash Khepri
Red Scirocco.............Bloody Mandragora
Dream Gypsy............Sinister Slate

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Huckleberry wrote:
Huckleberry wrote:

Cyclops wrote:
question for the devs. We've has an explanation of Burning-its is anything that burns, electrics, acid, boiling water, fire.
Braun too has been explained. most are self explanatory
Please tell me about, DARK powers. what are those based upon? I know and love Dark melee from COH...but with ascetic decoupling I'm not quite sure what this might be. what other powers fall under the Darkness mantle?

Obviously, I'm no developer, so feel free to ignore whatever I have to say on the matter. But I've dug up some things the devs have said that are germane:
Tannim222 wrote:
[Setting] damage types within power sets gives us a lot more control over the expected performance of a set in both pvp and pve than by allowing players to choose the damage type for their offense and defense. For PvE this allows us to, for example, know how often a particular damage type will be used offensively by game spawns, and therefore, how well defense sets function. It also allows us some control over how much spawns resist damage by what type and therefore, how well power sets perform offensively in various stages of the game.
Tannim222 wrote:
We already have a good majority of protection sets planned out.just as with every type of set we design, we apply a framework for the stule of play and within each style, a theme.
Protection sets that rely on "take a hit, ignore the damage" or as we call them, Fortitude sets, each has a theme which calls for different set mechanics for how the set operates.
So by these statements we understand that Dark is a mechanical theme applied to those powersets. And there will be opponents that will be resistant to and susceptible to dark type damage.
But no one has yet to say what mechanics Dark theme actually posseses.
Tannim222 wrote:
What if your burning theme attacks are themed mechanically to a damage type that burning themed creatures are highly resistant to?

Dark is neither a mechanic nor a damage type in of itself.

The 'dark' sets' mechanic theme is debuffs and fear-related effects.

The initial theme of 'dark' was misapplied and out dated. It is more of a visual theme. It would be as mich of a mistake to use 'dark' as a mechanic theme like Burning as much as it would be to apply "weapons" as a theme to a set.

Dark is a visual fx theme, one of which may be applicable to these types of sets, but certainly it is possible other visual effects are applicable to them as well.


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Tannim222 wrote:
Tannim222 wrote:

Dark is neither a mechanic nor a damage type in of itself.
The 'dark' sets' mechanic theme is debuffs and fear-related effects.
The initial theme of 'dark' was misapplied and out dated. It is more of a visual theme. It would be as mich of a mistake to use 'dark' as a mechanic theme like Burning as much as it would be to apply "weapons" as a theme to a set.
Dark is a visual fx theme, one of which may be applicable to these types of sets, but certainly it is possible other visual effects are applicable to them as well.

I may suggest something related to Souls (Soul-control?) or Whispers, that can be either good or bad or elemental if you need so visually, therefore a soul-related set of powers where the player may choose a "Dark" visual effect or an "Angelic" one or even a Fire based effect (that would remind of Hell) or Water effect (Lake spirits? Free imagination) or Air (Phantasms?) etc.
Since I guess is a set of power used to create Psi-villains/aliens, Vampires, Angels, Ghost & Demons like etc.

"Whisper" is a poetic term that you may use there or somewhere else (for example it may be used for a tree of powers related to Telepathic/empathic powers like Xavier, no telekinesis, just mind business), I think it's intriguing.

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ThunderCAP wrote:
ThunderCAP wrote:

Tannim222 wrote:
Dark is neither a mechanic nor a damage type in of itself.
The 'dark' sets' mechanic theme is debuffs and fear-related effects.
The initial theme of 'dark' was misapplied and out dated. It is more of a visual theme. It would be as mich of a mistake to use 'dark' as a mechanic theme like Burning as much as it would be to apply "weapons" as a theme to a set.
Dark is a visual fx theme, one of which may be applicable to these types of sets, but certainly it is possible other visual effects are applicable to them as well.
I may suggest something related to Souls (Soul-control?) or Whispers, that can be either good or bad or elemental if you need so visually, therefore a soul-related set of powers where the player may choose a "Dark" visual effect or an "Angelic" one or even a Fire based effect (that would remind of Hell) or Water effect (Lake spirits? Free imagination) or Air (Phantasms?) etc.
Since I guess is a set of power used to create Psi-villains/aliens, Vampires, Angels, Ghost & Demons like etc.
"Whisper" is a poetic term that you may use there or somewhere else (for example it may be used for a tree of powers related to Telepathic/empathic powers like Xavier, no telekinesis, just mind business), I think it's intriguing.

This is a great suggestion for the power to work well with CoT. It may even be called Soul Whispering.

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Wolfgang8565 wrote:
Wolfgang8565 wrote:

This is a great suggestion for the power to work well with CoT. It may even be called Soul Whispering.

I don't know.... that implies that the power is soul based. If that's the case, would it work on being without souls: like robots.

Personally, my choice for the "Dark", Debuff/Fear powerset would be Enervation. Enervation Blast, Enervation Aura, Enervation Melee, etc.

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Little Red Ragnarok wrote:
Little Red Ragnarok wrote:

Wolfgang8565 wrote:
This is a great suggestion for the power to work well with CoT. It may even be called Soul Whispering.
I don't know.... that implies that the power is soul based. If that's the case, would it work on being without souls: like robots.
Personally, my choice for the "Dark", Debuff/Fear powerset would be Enervation. Enervation Blast, Enervation Aura, Enervation Melee, etc.

en·er·va·tion

/ˌenərˈvāSH(ə)n/

noun: enervation; plural noun: enervations

a feeling of being drained of energy or vitality; fatigue.

Hmmm also Interesting...

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Little Red Ragnarok wrote:
Little Red Ragnarok wrote:

I don't know.... that implies that the power is soul based. If that's the case, would it work on being without souls: like robots.

Don't worry folks, I'm not going to go off again on the lack of connection between the nature of our powers and the nature of our targets.

But I just couldn't resist noting here that it is something that will never go away.

This is the downside of Aesthetic decoupling as it is being implemented for CoT. Let's hope the upside more than makes up for it.

(COH)Blue Side_________Red Side
Little Panda....................Aissa
Thunderbird Priest.....Ash Khepri
Red Scirocco.............Bloody Mandragora
Dream Gypsy............Sinister Slate

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Huckleberry wrote:
Huckleberry wrote:

Little Red Ragnarok wrote:
I don't know.... that implies that the power is soul based. If that's the case, would it work on being without souls: like robots.
Don't worry folks, I'm not going to go off again on the lack of connection between the nature of our powers and the nature of our targets.
But I just couldn't resist noting here that it is something that will never go away.
This is the downside of Aesthetic decoupling as it is being implemented for CoT. Let's hope the upside more than makes up for it.

It is the user's imagination to reason why or why not a power does whatever it does to their target.

It is the target's imagination to reason why or why not a power affected their character when attacked.

Thay 'dark' set which say casts a "fear" effect on the target.

User: my character, Doctor Darkity Dark's powers are a manifestation of will to affect others intimidating them.

Target: my character Mistereason robot is a being of pure logic and has no emotions or psyche, it has been affected by fear from that Doctor Darkity Dark. Perhaps he has nanobots which construct those tendril-like shapes and they're over loading Mistereason's circuits causing abnormal behavior.

But one thing we tey to do is use names which provide a broad category of visual concepts which also work with the mechanics of thr set. As such its unlikely to see a set called Soul...

Hence why we made stuff like Burning Blast which covers a range of fx and mechanically relies on plenty of damage over time.


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alright so I have to ask...

alright so I have to ask... are there any support sets focused on debuffs? Also, are the sets named the way their named the same reason why the power types after the ones from CoX? As in to clue us in on what they do?

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About the powers sets, i

About the powers sets, i wonder what types of attacks, for melee or ranged, a kinetic could have... I can't imagine if i keep in mind the CoH kinetic archetype :/ Or, is this poset will be not attacks but a support power set for ranged and melee ?

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notears wrote:
notears wrote:

alright so I have to ask... are there any support sets focused on debuffs?

Yes.

Quote:

Also, are the sets named the way their named the same reason why the power types after the ones from CoX? As in to clue us in on what they do?

Sometimes, but it is the exception rather than the rule. And usually because of the basic nature of the set. Super Strength comes to mind.
Though, I would caution against expecting exact copies of powers - that isn't likely.


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Tannim222 wrote:
Tannim222 wrote:

notears wrote:
alright so I have to ask... are there any support sets focused on debuffs?
Yes.
Quote:
Also, are the sets named the way their named the same reason why the power types after the ones from CoX? As in to clue us in on what they do?
Sometimes, but it is the exception rather than the rule. And usually because of the basic nature of the set. Super Strength comes to mind.
Though, I would caution against expecting exact copies of powers - that isn't likely.

Well I wasn't going to that there where going to be exact copies of powers from CoX, but I was more saying that the names are tips on what they can do based on the names that their similar to in CoX, like for example, the brawn and dark powers, I heard somewhere that brawn is a combo based power, kind of like how street justice is a combo, a name similar to brawn. Now you're saying that dark means something that's based on fear effects and debuffs, which is kind of like what dark powers are known for in CoX. Now I'm not saying that they're going to be exactly like those powers, but well I'm trying to wrap my head around why, in a game that features aesthetic decoupling, you have these more specific names for powers, and well I've just been seeing a pattern here, that the "gimmicks" of the powers are very loosely based on what their names are kind of like in CoX

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Huckleberry wrote:
Huckleberry wrote:

Don't worry folks, I'm not going to go off again on the lack of connection between the nature of our powers and the nature of our targets.

But I just couldn't resist noting here that it is something that will never go away.

This is the downside of Aesthetic decoupling as it is being implemented for CoT. Let's hope the upside more than makes up for it.

The upside is obvious: It keeps the Devs from having to try to dream up a million specific called-out-by-name variations and after having those million hardwired options clog up the game still not coming up with the one specific one that you actually envisioned for your own character.

It will always be easier for the Devs of a game like this to be as "aesthetically decoupled" as possible because that will always give the players the maximum flexibility to come up with their OWN rationalizations. Instead of having a "problem that never goes away" it becomes a "problem that doesn't exist the first place". The Devs would never be able to make every player happy in this regard even if they wasted the time to come up with billions of hardwired permutations.

CoH player from April 25, 2004 to November 30, 2012

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notears wrote:
notears wrote:

Tannim222 wrote:
notears wrote:
alright so I have to ask... are there any support sets focused on debuffs?
Yes.
Quote:
Also, are the sets named the way their named the same reason why the power types after the ones from CoX? As in to clue us in on what they do?
Sometimes, but it is the exception rather than the rule. And usually because of the basic nature of the set. Super Strength comes to mind.
Though, I would caution against expecting exact copies of powers - that isn't likely.
Well I wasn't going to that there where going to be exact copies of powers from CoX, but I was more saying that the names are tips on what they can do based on the names that their similar to in CoX, like for example, the brawn and dark powers, I heard somewhere that brawn is a combo based power, kind of like how street justice is a combo, a name similar to brawn. Now you're saying that dark means something that's based on fear effects and debuffs, which is kind of like what dark powers are known for in CoX. Now I'm not saying that they're going to be exactly like those powers, but well I'm trying to wrap my head around why, in a game that features aesthetic decoupling, you have these more specific names for powers, and well I've just been seeing a pattern here, that the "gimmicks" of the powers are very loosely based on what their names are kind of like in CoX

I rather think of it as set mechanics (gimmick) and familiarity. Brawn (or what may be Combat Tactics) being described as like street justice is only meant to impart the idea thatnthe set uses a combo system. How it does it, and to what effects are very different than how the CoH set played.

Some of our early sets do carry those familiarities for our fan base. That was intentional. Other sets are unique from CoH.

As to whynhave specific names when there is aesthetic decoupling, there are several reasons.

For one, it certainly reads a lot nicer than Melee_Set_01_Power_01.

It helps provide familiarity and identifiability when a player can customize a power to look ldifferently than another with the same power - and you are eithet referencing what powers they have, just used, or are using.

The aesthetics don't impart names because of the high degree of customization where you can potentially have the same animation and fx being used in more than one set.


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Also? I think maybe you

Also? I think maybe you should rename brawn to tactical, and have that as the name for combo based powers in the same vein as "brawn" just like how burning and dark have the same name no matter if their ranged attacks or melee attacks. I think the big thing here is to avoid specific names, like make a name that reflects the core of what the power can do not just one thing you can make from it.... make it so that new players who've never played CoX before can still know what to pick to make the character they want. The names should immediately give you an idea of what they can do. For example? Burning gives the player an immediate idea of something that deals out dot damage and does burning damage. It's a simple word that gives you a basic idea of what the power set does. While something like super strength in a game with aesthetic decoupling? That doesn't really give me an idea of what the power does... I don't even know where to start with that... it kind of pads the blow you where trying to go for here since I feel like I don't know what 2/3rd of what it means...

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Tannim222 wrote:
Tannim222 wrote:

notears wrote:
Tannim222 wrote:
notears wrote:
alright so I have to ask... are there any support sets focused on debuffs?
Yes.
Quote:
Also, are the sets named the way their named the same reason why the power types after the ones from CoX? As in to clue us in on what they do?
Sometimes, but it is the exception rather than the rule. And usually because of the basic nature of the set. Super Strength comes to mind.
Though, I would caution against expecting exact copies of powers - that isn't likely.
Well I wasn't going to that there where going to be exact copies of powers from CoX, but I was more saying that the names are tips on what they can do based on the names that their similar to in CoX, like for example, the brawn and dark powers, I heard somewhere that brawn is a combo based power, kind of like how street justice is a combo, a name similar to brawn. Now you're saying that dark means something that's based on fear effects and debuffs, which is kind of like what dark powers are known for in CoX. Now I'm not saying that they're going to be exactly like those powers, but well I'm trying to wrap my head around why, in a game that features aesthetic decoupling, you have these more specific names for powers, and well I've just been seeing a pattern here, that the "gimmicks" of the powers are very loosely based on what their names are kind of like in CoX
I rather think of it as set mechanics (gimmick) and familiarity. Brawn (or what may be Combat Tactics) being described as like street justice is only meant to impart the idea thatnthe set uses a combo system. How it does it, and to what effects are very different than how the CoH set played.
Some of our early sets do carry those familiarities for our fan base. That was intentional. Other sets are unique from CoH.
As to whynhave specific names when there is aesthetic decoupling, there are several reasons.
For one, it certainly reads a lot nicer than Melee_Set_01_Power_01.
It helps provide familiarity and identifiability when a player can customize a power to look ldifferently than another with the same power - and you are eithet referencing what powers they have, just used, or are using.
The aesthetics don't impart names because of the high degree of customization where you can potentially have the same animation and fx being used in more than one set.

ah alright... I think I understand now :]

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