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Team combo powers!

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Gluetaster
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Team combo powers!

Has there been any thoughts about implementing team combo powers (I.e Marvel Ultimate Alliance)? I think adding the feature where a power could be used in conjunction with another team mate would not only make teaming up more enjoyable but also help encourage teaming up over all.
It could be as simple as when in a team and that power is available, u target a fellow team mate, they get a notification (I.e. A red exclaimation point or something over their toon) and they push a "execute" button and whammy! We have team combo powers!
The combo options are endless!

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Lothic
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I have nothing against that

I have nothing against that idea for CoT but I can easily understand why that kind of thing makes more sense in the Marvel game than it might here. In the Marvel game you have pre-established characters based on the comics so the exact power combos are a little easier to manage and coordinate. In CoT you're going to have people running around with much more open collections of powers so it would be harder to make sure that Power A from Powerset B works well with Power X from Powerset Y.

Not saying it would be impossible. Just suspecting there would be a far larger number of possible combos in CoT than in the Marvel game so there'd have to be a large amount of effort to have all those combos work with each other. I could see this as something that could be added to the game post launch at some point.

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Wanders
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I think it is a fine idea for

I think it is a fine idea for MUA, but I have a feeling I wouldn't like it on CoT.

One thing I liked about being on CoH teams was figuring how best to assist the team with that character. There were many approaches you could take, so that was pretty interesting. It was less fun when some random person on the team had a kind of limited, but strongly-held, notion about how I should play the character that seemed to be less useful than what I had in mind. I kind of feel like having some sort of formulaic way that I would be expected to participate in a combo would similarly make teaming less interesting for me.

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Von Krieger
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And combo options being

And combo options being endless is more than likely why they won't happen, depending on how you want to use 'em.

Do the two powers combine into a new power/particle emanation? Well, that's the time and effort for one more power that could've been spent towards being 1/8th of the way to a new power set.

Does the power work as a sort of set up, or one-two punch that makes the following attack stronger? Wouldn't it just be easier to have the effect working as a debuff?

Damage type to damage type combos would likely be the easiest to do. Assuming CoH-esque damage types of Smashing, Lethal, Fire, Cold, Energy, Negative, Psionic, and Toxic, that's still approximately 64 different interactions to create. I could see some interactions, IE freezing a target solid and then smashing it, Fire or Lethal opening wounds to better introduce Toxic damage into the bloodstream, etc.

If it's a power-power type interaction that creates an INSANE amount of interactions, which only get more insane the more powersets are introduced. Assuming 4 "comboable" powers per powerset, 6 AT's, and 5 primary sets per AT. I... think that would be 14,400 combos just including Primary powers. Assuming the same ratios for secondaries, that brings it up to 57,900.

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Lothic
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Wanders wrote:
Wanders wrote:

I think it is a fine idea for MUA, but I have a feeling I wouldn't like it on CoT.
One thing I liked about being on CoH teams was figuring how best to assist the team with that character. There were many approaches you could take, so that was pretty interesting. It was less fun when some random person on the team had a kind of limited, but strongly-held, notion about how I should play the character that seemed to be less useful than what I had in mind. I kind of feel like having some sort of formulaic way that I would be expected to participate in a combo would similarly make teaming less interesting for me.

These are good points. People would invaribly try to figure out the best min/max power combos which would lead to using those specific powers as an excuse to include or exclude people in teams based solely on these combos. We really don't need another variable people could use to discriminate between certain teammates over others.

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Redlynne
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"You don't have all three

"You don't have all three Leadership Toggle Powers?"
"Uh ... no ..."
You have been kicked from team.

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greenstalker
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Almost all of combo powers in

Almost all of combo powers in Marvel Ultimate Alliances were either a screenwide AoE or a full party buff (iirc) so it is actually limited about what could be done with combos. Surely it looks good on comic books when some characters uses combo like moves (like how Ironman used Captain's shield to deflect his beamm in a larger arc in Avengers Movie) but I doubt it will look that good on game after you did same thing like 40th times.

Ellysyn
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Redlynne wrote:
Redlynne wrote:

"You don't have all three Leadership Toggle Powers?"
"Uh ... no ..."
You have been kicked from team.

>.> i've been kicked from groups before because of something i didnt have. "you dont have tiered gear?" "o.o no. thats why im here so i can get the medals to buy it." (you have been kicked)

Yea with the way powers are, i dunno how it would work out if at all. In other games that have, It's all designed for combos. Like EQ2 and Final Fantasy online. The one problem I had with those systems was the LAG. you had to be like precise with FFO or else you would break the chain and then everyone would hate on you . I would not be against a team combo. But only if its done right. And isn't so horribly godly precise that a second of LAG will break the chain.

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JayBezz
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I do want!

I do want!

Not necessarily powers but combo damage types. Water + Electricity gets small bonus. Fire + Plants gets small bonus. Blades plus poison gets small bonus.

NOTE: Bonus must come from teammates and cannot be applied by self.

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greenstalker
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This I want too :P

This I want too :P