in a city with a thousand heroes, it would make sense. Even the Rooks would pay for a costumed super villain for important jobs. Mafia types would have supers on the payroll.
One thing COH lacked was costumed villains for us to fight. I think [b]you might never know when a super will be encountered in a door mission.[/b]
Titan City needs a stable of costumed Villains who can hire out with anyone.
It sure would spice things up when the bad guys have a crowd control specialist to use against your team as well.
Imagine a team of six heroes bumping up against an NPC team their equal. THAT would be epic!
and this goes for the villains as well. NPC heroes.
this does not have to be a lot of NPCs. just enough to spice things up. Players would freak and make wonderful forum posts trying to catalog powers with NPC names.
[img]https://s15.postimg.cc/z9bk1znkb/Black_Falcon_Sig_in_Progess.jpg[/img]
Are you sure you haven't hacked our wiki, Cyclops?
Technical Director
Read enough Facebook and you have to make Sanity Checks. I guess FB is the Great Old One of the interent these days... - Beamrider
Me -->[img]https://s1.postimg.org/lcj18mfpr/patio_littlestangel1.jpg[/img]
and thank you for rising above and beyond our predecessor. COT is the best!.
[img]https://s15.postimg.cc/z9bk1znkb/Black_Falcon_Sig_in_Progess.jpg[/img]
Well, mercenary type supers are fairly common both individuals and groups so I kinda expected them to have some presens, though exactly how I haven't thought of.
Im hoping for my main character - designed around being a ex-soldier now mercenary trained and equipped to at least put down a "special" that can bleed. Will be able to work multiple parties be they "Evil", Neutral or "Good", the idea is a true mercenary completes their contracts to the letter doesn't screw their contractor and thus is respected for one thing - Fulfilling their Contracts. (Which I would hope attracts a number of contracts from all sorts of parties from the above "alignments")
We have a wiki? URL, please!
Oh! And it's Amerikatt with a 'k' -- K-A-T-T.
[center][color=purple][size=16][b][I][url=https://www.youtube.com/watch?v=78N2SP6JFaI]Just a cat from another star![/url][/I][/b][/size][/color][/center]
You will find Amerikatt under the "Spayed and Neutered" section with a cross reference in "Flea Dip."
[img]https://s15.postimg.cc/z9bk1znkb/Black_Falcon_Sig_in_Progess.jpg[/img]
We, of the Katt Kontinuum, are *NOT* amused!
*puts "The Whammy" on Cyclops*
[Now *THAT* is amusing!]
[center][color=purple][size=16][b][I][url=https://www.youtube.com/watch?v=78N2SP6JFaI]Just a cat from another star![/url][/I][/b][/size][/color][/center]
Villain wikis can be found on the dank web
[size=14]"The illusion which exalts us is dearer to us than ten thousand truths." - Pushkin[/size]
[size=14] "One piece of flair is all I need." - Sister Silicon[/size]
just a thought it might be fun to save some of the NPC supers for Launch day to really freak out the Beta Test gang who think they know it all.
[img]https://s15.postimg.cc/z9bk1znkb/Black_Falcon_Sig_in_Progess.jpg[/img]
All right, that's it. Everyone on the internal wiki, change yer passwords. Twenty characters with at least two letters of each case, one digit, one punctuation mark, one letter from each of the Greek, Cyrillic, and Hebrew alphabets, two kanji, and three non-repeated emoji.
[i]Has anyone seen my mind? It was right here...[/i]
[sighs]
[Adds "1" to end of password that already contains twenty characters with at least two letters of each case, one digit, one punctuation mark, one letter from each of the Greek, Cyrillic, and Hebrew alphabets, two kanji, and three non-repeated emoji.]
Twitter: @SisterSilicon
I like the idea of costumed supers showing up unexpectedly in missions for the drama, but not if they will be EBs or AVs. I hated the days in our old game before they warned us of high-level enemies that one might not be able to solo, so I'd play a mission all the way through to the end and then have to hope there was another player around who was willing to join me just for the last fight, or else (more often) I'd have to abandon the mission.
Spurn all ye kindle.
I think the better way to do this, is if its a near impossible 1v1 fight making it so you can try fighting it or you can flee for example. You could still complete your mission but maybe a bonus reward or bonus set of information wouldn't reach you because you couldn't take out the suddenly appearing h/v.
I wouldn't have a problem with that. Sounds like a decent compromise.
Spurn all ye kindle.
You know, the more I think about that idea the more I like it. Avoids the spoiler in the mission text, but makes the final fight optional, putting the control back in the player's hands. Fight solo, call for help, or exit and still complete the mission. Very nice!
Spurn all ye kindle.
As long as the game somehow hints that there is a choice to not fight, I like it. Maybe the first time it happens, gently prompt the player that some mission objectives are optional and require special tactics to avoid or overcome, like phasing, stealth, kiting into environmental hazards, activating all reserves, using a temp power to debuff the new enemy, or using an alternate way out of the instance.
Leonard Snart, "Robber of ATMs", can hack that nigh-impossible code in 37 seconds! [He's a bit rusty! hehehe]
[center][color=purple][size=16][b][I][url=https://www.youtube.com/watch?v=78N2SP6JFaI]Just a cat from another star![/url][/I][/b][/size][/color][/center]
Of course! But what happens when he discovers it was not an ATM...
[img]https://i.imgur.com/2nXCUuQ.jpg[/img]
[i]Has anyone seen my mind? It was right here...[/i]
See 2:35
https://www.youtube.com/watch?v=EXnkfgVHruw
[center][color=purple][size=16][b][I][url=https://www.youtube.com/watch?v=78N2SP6JFaI]Just a cat from another star![/url][/I][/b][/size][/color][/center]
This, I can personally guarantee, will be noted. I am the one that makes sure these things are visibly noted by the writers. I can't speak to special tactics, aside from the ones that we hint at in NPC dialogue.
_______________________________________________________________________________
Conundrum of Furballs
[color=#ff0000]Composition Team, Staff Writer[/color]
[img]http://missingworldsmedia.com/images/favicon.ico[/img]
I think the story arcs become less like story arcs with a climax and a conclusion written by a person and become more like a flow chart with various branches, loops, bifurcation points, multiple end points, multiple starting points, etc. I think that's probably harder to write, at least for most writers that are used to controlling the whole story from beginning to end. You don't just get a writer to write for a given type of toon, you have tell all of the writers that they have to put in the switches and valves to allow all types of toons to make toon-alignment-appropriate choices on the fly. Also, players suck at roleplaying their toons and tend to make hypocritcal and inconsistent choices, especially if there's better swag to be had.
R.S.O. of Phoenix Rising
The one item I will pick up from this wandering and diverse thread is: alternative endings.
Reality is what it is. Some players and some characters cannot defeat Epic level boss enemies that suddenly appear at the end of a mission. Leave the Epic level boss in there for those hardcore enough to take them down, but provide some kind of reward/mission completion for a justified tactical retreat and/or a negotiated settlement. In those missions I created in Mission Architect, if I included an Epic level boss at the end, the boss would attempt to flee at 1/4 health. If the boss escaped, the mission still completed while anyone powerful enough to take down the boss would not be hampered by the attempt to escape.
It does no good to argue against reality.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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My novelty shirts: https://amzn.to/31Sld32
Hmmm... boss attempts to flee at 1/3 health, and goes berserk at 1/6, and once they try to flee all outcomes are successes, even if you faceplant? Choose Your Own Punishment.
[i]Has anyone seen my mind? It was right here...[/i]
That was a pretty clever solution, especially given the limitations of the MA in the old game, but because I tend to take on solo enemies I really have no business challenging alone, a boss attempting to flee at 1/3 health would probably have really frustrated me when I was just barely whittling down its hp. Here's hoping CoT will provide more options that don't force us to resort to that and instead give the player a bit more agency.
Spurn all ye kindle.
A boss should never flee. He is the boss, and will fight to the finish.
[img]https://s15.postimg.cc/z9bk1znkb/Black_Falcon_Sig_in_Progess.jpg[/img]
[center][color=purple][size=16][b][I][url=https://www.youtube.com/watch?v=78N2SP6JFaI]Just a cat from another star![/url][/I][/b][/size][/color][/center]
[youtube]79aUhWENJw0[/youtube]
[center][img=44x100]https://i.imgur.com/sMUQ928.gif[/img]
[i]Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.[/i][/center]
For this to really be a choice then there needs to be methods for preventing the bosses escape that doesn't depend on the characters DPS.
I think an ability to seal the exit would work (say, click on a glowie to lock the door).
Call in your friendly neighborhood Controller! Let your Guardian use their slow-power. Unleash the KB! Okay, these only work if the boss loses his 'purple triangles of mez resistance' when he panics and runs away...
Be Well!
Fireheart
I recently went back and played through the Arkham series and while the majority of the combat was amazing, the games had a tendency to make boss battles too scripted. Either they required the player to do a specific thing at a specific time in order to slowly whittle the foe down or worse yet the games turned boss battles into extended QTEs. It was an incredible letdown to face Bane and find you had to wait in hiding until he bumped his head on a wall before you could rip out one of his hoses and then repeat the process.
I'd personally prefer if the difficulty control options for missions were flexible enough to ensure that even in those instances when you face a tough foe you have can adjust things to have a measure of successfully defeating them.
Keep all the optional means to completing the quest of course, just make sure one uses the difficulty options to allow you to fight the way you always could.
While I agree with having a difficulty control option for missions, I think this option should be like in COH where you had to go to the contact to change the option. If you make it too easy, where you can change the difficulty at any time from your interface or something else, it would be too tempting to make everything easy if it gets a bit tough.
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[color=#FF0000]Graphic Designer[/color]
I doubt the game could do 'on the fly' difficulty adjustments for any already spawned foe. At least not without a bit more work than this would be worth.
But I am not sure why you would need to go to a contact to change the options.
The devs have said there will be a challenge menu for optional mission objectives (like add a time limit or make the quest a 'defeat all'). So, before you enter an instanced (which means before foes are spawned) you can just click the appropriate difficulty options along with the optional challenges.
Personally, I wonder if a silver / gold objective tier would work better for these type of instanced missions. For example, the silver objective for the mission could be to destroy 3 weapon stockpiles or defeat the gang lieutenant; the gold tier objective would be to defeat Supervillian X or defeat all or complete in x amount of time. That way if the player runs into an Elite Boss that's too much of a road block then the hero can decide to click "Mission Complete" if they completed the silver tier goal.
I like that tier idea. Especially if it lets us try for gold but then change our minds if the boss ends up being too difficult, yet still complete the mission with silver.
Spurn all ye kindle.
Not if you do it like CoX did, the things that change when you make it easier also means that you get less experience from it, while the things that make them harder give you more experience. You can turn down the number of enemies in a mission sure, but that only means that you won't get as much XP in the first place when your fighting weaker enemies, and less enemies to begin with.
not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM
[CENTER][URL=http://www.nodiatis.com/personality.htm][IMG]http://www.nodiatis.com/pub/24.jpg[/IMG][/URL][/CENTER]
I like the reward tiers idea I think it would mesh well with the difficulty slider that is already planned. However, there is a caveat. If a mission requires a player to click the three glowies to get silver rewards and beat the AV for gold but the AV is standing next to the last glowie, that would be a major problem for that player if they could not beat the AV.
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Unless there were a way for the player to sneak over there while his back's turned...
[i]Has anyone seen my mind? It was right here...[/i]
Throw a rock (or a Cadillac) the other direction to distract attention.
(or in Amerikat's a version a CATillac).
distract Amerikatt? Laser Pointer, nuff said.
[img]https://s15.postimg.cc/z9bk1znkb/Black_Falcon_Sig_in_Progess.jpg[/img]
And no is better suited to provide the laser pointer than Cyclops.
Cat on a hot asphalt street...
[i]Has anyone seen my mind? It was right here...[/i]
I was reading through the threads again and noticed this - they actually have exactly this thing in the new XCOM 2 expansion. The "Chosen", the new enemies that come about as a result of the new expansion, are all fully capable of fighting your entire squad on relatively even terms. the neat part about them is they can pop in on missions, jacking up the difficulty of the current mission to a higher level. Outside of some specific circumstances you can largely just try to negate what they do, complete your mission, and move on, but they'll hunt you endlessly until you put them down as long as you operate inside their territory. There's a whole "track them down and kill their asses" thing as part of the campaign to get them off your back so you can go about your business without ten foot tall purple people coming to kick your teeth in. I'd love to see something similar with a sort of minor nemesis system.
An infinite number of tries doesn't mean that any one of those tries will succeed. I could flip an infinite number of pennies an infinite number of times and, barring genuine randomness, they will never come up "Waffles".
CoH-CoX made an effort to do things like this. Mostly the characters where contained within the story arc the they were born out of. It would be exciting if the AI was better and maybe there was an algorithm that gave missions a random chance to generate these supers for hire. That way no mission specifically would be camped with tons of players just running through the door trying to survive or finish the mission. I'm thinking of what happened with the boss update back in the day when Frostbite became a real problem for most players in his level range. Instead of the mission having this guy (which some for sure would) say the game checks off its encounter probabilities for team size, difficulty, type of mission, level range or whatever else would be involved. With a system like that in place the mission to "bust some heads" or "stop all the things" would have this surprise occasionally. Sure you ran it on your main with no interruption, but Super Alt Numero 3 has what it take for the goons to be sent out.
Idk if that made sense but either way I'm game for even more pervasive lore building.