From the Kickstarter Lore it looks like Titan City has:
Industrial Areas, Inner City Areas, Historical Areas, Suburbs, Shopping Centers
I'd love to see some unique zones with their own attributes like:
Underwater (Okay.. I really don't know if I really WANT this, lol): A Chance to play with the Z axis and other 3 dimensional space
Outer Space: See Underwater..
Moon: Change the Physics of jumping and throwing/ability to pick up things
Virtual World: Unreal has wall integration capabilities in their physics .. maybe ALL characters can walk on walls in this zone and change the physics to respect this and other quirky mechanics.
Sewers: Maybe the current of sewage pushes characters around?
Subways: Maybe avoiding Trains or or even disrupting (smashing) trains that go by as tangible objects.
Woods/Forest: You can use Branches to get players to use superspeed, Jump and grapple/swing and parkours to gain access to Z axis (Up trees, down caves, etc)
Anyone have any zone types that are fun and different?
Crowd Control Enthusiast
I can say that Sewers, Caves, Woods/Forests, and Subways have been discussed in depth, and at least some of them are planned for one or more of the expansion zones. That's about all I can say on that, but rest assured that there are some very unique districts planned.
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Conundrum of Furballs
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I read somewhere that Water is NOT being planned as a full zone.
To that I say thank you.. HAHA
Crowd Control Enthusiast
Eh, I don't really need a full Ocean-like zone. But it might be nice if there were some deep lakes or maybe underwater caves that we might have to swim through to finish various missions.
CoH player from April 25, 2004 to November 30, 2012
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Sewers!!!! Those were the days. I do miss the sewer runs. Fun times. Fun times.
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If we were to have a poll, I think we'd find that a full underwater zone with combat and the other bells and whistles would be hit and miss while underwater exploration would be rather more popular.
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That makes sense to me, although I suspect the earlier kickstarter adapters and the kind of player who comes later (hopefully in even bigger numbers) might have different interests in a zone designed for mostly exploration though; I would imagine a bigger percent of later players might be more interested in battles than exploration zones, unless it's done exceptionally well.
Like how Melissa Bianco (I think it was her) talked about an idea for a zone with just old 'vet heroes' to talk to with stories of 'the good ole days, and the zone not being viable with out any enemies.
Enemies to fight would .. er.. flush out the zone, unless the thinking is you put them nearby on dry land.(Was that a pun? I can't tell!)
Personally I'd love to explore a lake or river in the new city! :)
Longtime City of Heroes player, longtime writer. :) Working in Nebraska.
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Having a zone that is *partially* underwater would make things interesting. Think sinking ship/submarine where some of the compartments are flooded ... or a set of ruins that are partially underwater near a shoreline ... would be the way to go with this. One of the disappointing things about CoH was that ALL WATER in the world was only 3 feet deep. Places like Independence Port(!) and Talos Island(!) and Peregrine Island(!) all featured 3 foot deep waters everywhere. It was laughable.
The problem, of course is that as soon as you introduce water (and lung capacity and the obligatory "water breathing" power, even if that power is represented by SCUBA gear) you get into doing what amounts to a somewhat peculiar form of Subsurface Flying, as far as the game engine is concerned. Usually it gets handled almost as a different kind of physics (and certainly by a different set of animations!), but I'm thinking that if you deal with underwater movement as a "special" case of Flight that a substantial number of problems might resolve themselves rather neatly. I'm talking about things like having an acceleration and friction coefficient set such that, like Fly in CoH, you don't have instantaneous acceleration/deceleration and that when you stop moving you "slide" through the water before coming to a stop.
So if every character is given a "Swimming" sort of Travel Power that is really a variation on Fly which is only used while in water, a goodly amount of the problems (not all of them, but a goodly amount) might get solved. You can then do certain environmental things such as applying Range Debuffs to everything that isn't a Melee Range attack (due to water resistance), turning every underwater battle into more of an "up close and personal" affair than it would be out in the open air.
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Indeed. I didn't mean to imply an entire zone for underwater exploration. A zone with a lake, parts of the sewer system, an underwater volcano, tunnels beneath an island, and the like ought to be sufficient. Heck, nothing wrong with having to swim to an underwater base to beat up some bad guys.
I can't recall if it was mob density or something else, but no underwater zone has ever bothered me as much as the one in Champions Online. I suppose it could have been a fun or even charming place, though all I can recall is frustration. To be fair, I'm mostly indifferent to underwater zones. I've yet to encounter one that felt different from any other zone (especially since moving in three dimensions is anything but a novelty, these days).
Yes, this can cause fairly significant dissonance. If I'm playing Iron Dude and the game insists on slapping SCUBA gear on my character, anyway, I'm going to be a little put out. Perhaps the best answer is to voluntarily obtain/use some means of breathing and moving underwater (picking up a temp power from an NPC, having a default power that only activates underwater, or whatnot), without which the character defaults to flight or the "swimming" travel power.
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