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Multiform Power

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Agent Capricorn
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Multiform Power

So I did some searching through various powers discussions and was originally considering talk of "shape shifting"

Now generally how these mechanics get done is you have either partial shift (grow claws) or instant shifts (attacks that transform as part of a abilitity) Example - Eagle - turns you into a bird and allows you to fly.

Now lets consider the general idea of a power matrix - the idea of a power within a power.

So if we are doing power customization; the logic would be you would have a multi-form power that is suitably generic. The general idea is rather then having "shape shift into gorilla" or some sort of power you make them power matrixs.

The idea is that each power matrix would have 3-4 abilities in that form that fulfill its design intent; when coupled with the characters other powers you could get some pretty weird stuff (fire breathing wolves) ((woot call them hellhound)) or a flaming metal man. The idea is that the form gives you a bit more variety in your abilities at the cost of your shape shift....need someone to clutch heal.....time to shift into...healer form middle of combat; tank got dropped and we need to hold out for 1 minute - ghetto tank to the rescue.
Example
Shape Shift - Bruiser - melee damage
ex - A elemental form of Water, a animal form of a wolf, a walking mound of lava
Shape Shift - Traveller - Travel/mobility
ex - A elemental form of air, a animal for of a eagle or cheetah, A being of pure light
Shape Shift - Behemoth - Defense
ex - A elemental form of Earth, a Gorilla, a form of metal
Shape Shift - Havoc - Ranged Damage
ex - A elemental form of fire, a spider or spitting cobra, a being of ionized plasma
Shape Shift - Mender - Support
ex - A elemental form of wood, not sure how you would do this power for a animal...maybe like monkey tricks?, a being of blood

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Tannim222
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The way aesthetic decoupling

The way aesthetic decoupling works, each “element” and each “form” would have to be equally applicable to each power.

This is why we don’t have “fire” sets or “sword sets”.

Power Sets are designed to be agnostic to their appearance.

We design a set around its mechanics. First by basic play style such as “melee” then focus play style, such as “single target”. Then by speed, such as “slow”.

This gives us the framework or template of a power set where the set has mostly single target attacks with a few area effect attacks as gives us the range of cast and recharge times for them. These slower cast and recharge times equates to more potential output which means slower, more impactful attacks.

Then we apply a mechanic theme to a set. Such as “knock attacks”.

This his how we came up with our Super Strength set. Now that can look like ham-fisted punches and smashes, wielding a hMamet with an electric aura, or martial arts moves that use earthen rocks, pillars, and small quakes.

And those same animations, props, and particle effects can be applied to a completely different power set.

Which brings us to shape shifting. Creating shape shifting “forms” that have specific mechanics means you can’t apply those aesthetics to any set.

If, as a designer, the desire is to adhere to the aesthetic decoupling concept, then you have to figure out a way to apply shape shifting animations to every power set.

Or, if the shape shifting has to have unique mechanics, then you have to consider that it can’t be applied to just any of our archetypes. Which implies that there lurk need to be a unique archetype, with unique mechanics, and unique aesthetics.

Not that I a get out thought into any of this...

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notears
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You could also do it like

You could also do it like this, if the overcustomization is too much of a problem one could settle, first? Make it a different archetype, think of it as an EAT from COX, it's something you can unlock from either the cash shop or by attaining max level in the game, this way you aren't hamfisting it into an already existing AT, second, limit the customization, make a grab bag of avatars with their own walking animations and the like and a set of premade animations one could pick for these avatars.

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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Agent Capricorn
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Good point about agnostic

Good point about agnostic power sets - so lets "expand" away from the base

So lets say Shape-shift essentially applies baseline "tweaks" or "passive" effects (lets call them modes for ease of understanding)
Example the Shape shift powers themselves are all just assorted passive buff effects - they apply a collection of bonuses (and possibly penalties) so for Example the "Behemoth" power raises threat generation - then the player defines how Behemoth manifests - the only catch remaining is the animations.

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Cyclops
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I could see an animation set

I could see an animation set for a "Claws" type power. The character's head and arms turn werewolf for the seconds it takes to deliver the attacks, and then back to normal...

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Renkage
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Even if it's not a applicable

Even if it's not a applicable game mechanic idea. It could still be suggested in the Animation thread. It's like mini costume changes related to an ability. Don't think that's on there atm.

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rookslide
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This is a great thread! BTW

This is a great thread! BTW love to see Tannim making comments been awhile since I've seen him post. Anyway.... I love the idea of Intuitive Adaptation as a power set but I can see it being very difficult to fit into(devolope) under the aesthetic decoupling premise that COT is developing (which I also really like). Not impossible, just that it would require a separate animation for every single weapon/attack style/defensive move/motif included in the game. This alone precludes implementation at least for several iterations of the game until a very dedicated degree of artwork/development has been coded.

All this aside, I love this idea... But, I just don't expect it to emerge for some time, if at all...

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Agent Capricorn
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I was pondering that exact

I was pondering that exact question - I think the idea of making a boatload of animations for 1 actual power might be excessive; but then I got to thinking....

Can one make a character that looks like a Ape using the character creator? If so then "what if" a shapeshift mode with a Ape like appearance merely temporarily adjusts the needed avatar assets to a preset? Same goes for if your special effect was a fire form, etc

I thought about it when I was playing CoH last night and made a Iron Man like character - I gave him another costume that was just him in plain clothes and used a macro to do the whole transform into armored hero. Both characters are made using the same tools - its merely the method to which the switch from costume 1 to 2 occurs.

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Tannim222
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The issue with using costume

The issue with using costume pieces as a way to “shape shift” a character er is that it costs in overhead on the network and for the clients.

That’s why we don’t allow for costume changes during combat. And also why there is a timer for costume changes even outside of combat.

Switching out the entire costume or even the character model for another would have to be very limited, as ai alluded to earlier, like a unique archetype that isn’t meant to be used commonly.

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Agent Capricorn
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Fair enough!

Fair enough!

Interested to see what you guys roll out.

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