Any game I play (especially in a superhero mmo) I love playing tanker. My favorite combo of powers being SS/INV or at times SS/Shield. Now I loved SS in CoH, but always wanted to lift stuff (besides the chunk of concrete with hurl). I could lift stuff depending on how much STR I had in CO, but being a tank there almost always sucked. And DCUO's idea of SS is nothing more than a sad joke imho. Now I'm hoping and praying that CoT will get SS right. I love picking up semis or cars and beating up the bad guys with them. I love being able to punch someone and send them flying. I would love to see destructible environments. If I punch someone into a building wall I wanna see an imprint of where they hit. Please PLEASE CoT, make my wishes come true, thanks!
Sincerely,
Captain Freedom
Sounds like an interesting idea. It is guaranteed Super Strength will be in the game for it is the most iconic superpower in the world. How well can they pull off their take on the most popular superpower? That is the question. Screen shaking heavy blows and nasty knockups and knockbacks is a step in the right direction.
The good question you raise is if there be projectile objects in the game? To that nobody knows. Seems like a hassle to program but entirely possible. Nothing else quite says "powerful" or "primal" like tossing a car at someones head.
Every villain is a hero in their own mind.
/signed
I have a superheroine on the writing desk and, sure, she's also in CO and currently experimenting a bit on her costume design on DCUO. That said, I would love to pick up cars with bad guys and, say, delivering them the local police or just throwing a car (with no one inside, mind you) against a greater foe or just feel like you're this massive powerhouse with all this strength and power!
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Twitter: [url=https://twitter.com/Franzseska]@Franzseska[/url] // Tumblr: [url=http://franatastic.tumblr.com/]Haus of Zapatera[/url]
As much as I'd like the game done, I also want it done WELL. If that means making destructible stuff like cars and things I'm all good with that.
Besides, I can already see the macho guys with their SS toons hanging out at the garage seeing who can lift the heaviest vehicle...
I remember when Star Wars was cool...a long, long time ago...
Wuss.
Super Strength people go [b][url=http://www.youtube.com/watch?v=80XRvNNAYKI&t=39]to the railyard[/url][/b] to "test their strength" because cars are just too lightweight. Remember ... [b]stronger than a locomotive[/b] is a Super Strength minimum benchmark.
By the way ... extra bonus points to the Content Team Developer who creates missions for Super Strength characters involving moving standard gauge railway rolling stock around a railyard! One of the things that I wished was in Paragon City was ... RAILWAYS ... and the closest we ever got to them was the [url=http://paragonwiki.com/w/images//a/ac/TW_Railroad_Pike.jpg]Railroad Pike[/url] in Titan Weapons. Of course, doing that would require the Environment Team to build a set of railways with [url=http://www.youtube.com/watch?v=PYBZvuDGxPU&list=PLD6C64DBA1173B38B]steel track[/url] and switching yards (partially filled with rolling stock that needs to be moved).
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[i]Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.[/i][/center]
Pffft, you guys still play with trains?
[img]https://24.media.tumblr.com/7be8d5662bf3be37a04e819c6fffbbdc/tumblr_myy39foxR01rgilweo1_500.gif[/img]
I don't get mad, I restructure the laws of quantum physics and resolve the situation with temporal engineering.
Not everyone has a "Puny God" lying around handy to punch out of frame for an in-joke.
Trains? There's PLENTY of them lying around (major) American cities.
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[i]Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.[/i][/center]
I agree totally. My first character will likely have Super Strength if it is available.
Question.. does Super-strength always have to mean super durability? I've always asked why just because a character has the strength to push a car through the air, does that character also be able to be hit by a moving car.. much more hit by a moving car and able to hold their position.
That's some comic book physics for ya.
Crowd Control Enthusiast
That, JayBezz, is one of the reasons why a human cyborg like the Six Million Dollar Man [url=http://www.youtube.com/watch?v=Z84lFV7qLTk]flipping cars[/url] was always one of those things that doesn't bear thinking about all that much. I mean, aside from the [b]"MY SPINE!!!"[/b] and loud snapping noises and other structural loading problems, the best you can do is hand wave a lot of these "real" problems and just say ... eh, super strength ... even it it's just 1 arm and a pair of legs that have been replaced by bionics, with the rest of the person being "squishy" wetware.
Still, the real answer is ... whatever is most DRAMATIC is what happens in these things, real world engineering be damned (or better yet, ignored).
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[i]Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.[/i][/center]
Heh, makes me think of the old black & white George Reeves "Superman" tv show. The baddies would empty an entire clip of bullets into his chest with nary a blink on his part, but when they would throw the empty gun at him in frustration, he'd dodge it.
Spurn all ye kindle.
Well, getting hit by special effects doesn't hurt nearly as much as getting hit by a gun.
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[font=Pristina][size=18][b]Hail Beard![/b][/size][/font]
Support [url=http://cityoftitans.com/comment/52149#comment-52149]trap clowns[/url] for CoT!
So.... I've had this idea for a while now....
You know how some powers (particularly in Champs, but I swear I saw one in COX somewhere) would cause environmental meshes?
Like, when you landed from a super jump, it would look like the ground cracked under your feet?
Is there any reason why we couldnt have that same sort of coding happen when n-magnitude of knock was inflicted on an enemy?
So... if you hit someone hard enough, they go flying, and cause the "crack the X" mesh effect on whatever surface they impact? If they hit the side of a bank, boom, dented/cracked bank wall, if they hit the ground, boom, shattered concrete.....
It wouldn't actually cause any additional mechanic effects but it would make BIGGER hits look more painful.....
I imagine it would basically just be linking the contact effect (the mesh) to the secondary object (the victim of the attack) rather than the subject, like in SJ landings.
The cool thing, would be that it could apply to throw strength, too, so if you thew an object hard enough, it would appear to "crack" whatever it hit....
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[i]....Fly me to the moon and let me play among the stars...[/i]
I always assumed the logic of the "durability" thing was that impossible strength would protect you through it's application...
basically, if you can lift the comparable mass of a speeding car, then you should be able to resist that force.
...It's not the best physics, but it fits with a sort of Lay logic.
and I always pretended that he dodged the gun because it wouldn't ricochet away harmlessly and he didn't want to deal with the gun getting tripped up in his awesomeness.
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[i]....Fly me to the moon and let me play among the stars...[/i]
I know some really strong dudes (Ones that can pull a semi truck!) but they still have to deal with inertia
This is another reason I want to be able to hand pick my character resistances just as well as my character damage type. Sure I may be super strong but that doesn't mean bullets dont hurt.. BUT I may be nearly immune to poison and have a somewhat good resistance against being frozen and being electrocuted.
My character uses electric impulses but has ZERO protection against being electrocuted. She is however reasonably formidable against poison and psychic attacks and she has body armor on to help with small amounts physical damage
So when I see "Super Strength" under the "Tank" category I have to ask myself.. is it the strength itself that makes someone durable? Can't you be a tank who is almost magic proof and ice proof but still have a weakness to physical damage? I guess the question I asked myself was "Why is super strength being classified as a Stalwart?"
Crowd Control Enthusiast
I have the exact same problem.... as I have an inertia base "SS" character in Champs... she's a 14 year old named Superluminal... who can condense space/time around her body.. allowing her to punch "through time" (basically, turning her punches into rather substantial cannonballs).....
so, she's not "tough"...like at all.... but she can punch a guy into next week.... literally :P
personally.... I'd much prefer to see ALL sets of a particular type (re: melee sets) be applicable to ALL archtypes that utalize them (scrapper, tank, stalker, brute, etc)
what should change is the underlying mechanics (i.e. because a tank doesnt function the same as a scrapper...) it shouldnt matter how you deal that damage
In COX the distinction was made to provide exclusivity, but now that animations are divested from effects..... you could Either make certain animations "Exclusive" by archetype, or make DAMAGE types potentially exclusive, while the basic animations would be universal (so, tanks might get the heavy crushing damage set and scrappers get the light crushing damage set.... but they could both use the "haymaker" animations)
....or just scrap exclusivity in powersets/animations all together, and make sure that the underlying functionality of each archetype is distinct enough to express the difference in playstyle, reguardless of what powersets players choose.
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[i]....Fly me to the moon and let me play among the stars...[/i]
One person may want Ninja animations for their super strength. Some may want kick boxing super strength. Some may want Prize Fighter super strength. Some may want pole super strength. I'm okay with them all because I think what people are asking for is a melee set that allows them to knock things into next week. This might mean "Pick Up" is a third tier power (like leadership, minimization, and other mechanics that don't fit into roles) but when I see super-strength only mean one thing in this game like it did in games prior.
My ideal super strength animation would be a set that had things like headbutts, shoulder thrust (football!), knee up (groins beware) and the like. While I have no real plans on playing anyone but Kontrol.. something like that just might be enough to make me want to try this Melee/Knock build set
Crowd Control Enthusiast
I think this is where 'Animation' can supply interesting variety, while allowing 'Attack Chain' to be simple. For example, the player might be spamming 'Punch, Punch, Punch, Punch', but his 'Dirty Fighting' Animation-set could produce, 'Belly Buster', 'Elbow Smash', 'Head Butt', 'Knee Groin'. Alternately, the same situation, with a 'Formal Martial Arts' Animation-set would produce a flowing set of elegant strikes.
Be Well!
Fireheart
So your ideal super strength animation(s) basically involve grabbing [url=http://paragonwiki.com/wiki/Street_Justice]Street Justice[/url] and removing the serial numbers?
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[i]Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.[/i][/center]
too many kicks and shoryukens for my taste
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[i]....Fly me to the moon and let me play among the stars...[/i]
Most super types tend to still have pretty good durabilityto blunt force trauma. The super strong tend to be a bit more durable to blunt force trauma.
This doesn't mean that the super strength user has to be durable, though I think a bit more durability is usually just a by product of saying they can lift all that without killing themselves.
That said, I hope we get all sorts of styles of super strength punches and kicks. Who says the super strength user can't roundhouse kick?
I shouldn't have to remind people how bad an idea it is for there to be default ground breaking effects for superjump after Champions Online. Laziest implementation of a jumping power yet. *petite hero falls ten feet with superjump active.* *ground and rubble explodes for no reason*
My brother pointed out ninja like characters that use superjumping would not break the ground. It should be an editable effect.
Every villain is a hero in their own mind.
Um ... City of Titans is intending for Powers to "work" using a variety of effects. Giving super jumping a choice between "ninja leap" stealthy silence all the way on up the spectrum to [b][url=http://www.youtube.com/watch?v=-rv30KD0uzw]WORLD-O SHAKING![/url][/b] levels of collateral property damage and earthquakes would seem to be easier to do than usual. Furthermore, it could even be (theoretically) set up as working on a sliding scale based on "impact velocity" when hitting the ground (such that falling farther "hits the ground" harder) in which Players get to decide in the Costume Editor what the minimum and maximum impact animations for their character(s) are going to be when Super Jumping. If you want the animations to remain consistent no matter how far you "fall" when jumping, just set the minimum and maximum impact speed animations to be exactly the same (so that only one animation will ever get played, no matter the circumstances).
Done.
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[i]Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.[/i][/center]
I guess it depends on how powers are to be implemented. Animations go without question that the after effects of their usage should be as malleable as possible; a fresh crater in the floor isn't particularly stealthy, and the way CoH handled Super Jump was actually uniquely good. They had auras that would cater to heavy characters whose very step damaged the floor beneath them, but Spring Attack added a bit of contextual flare to the sudden, violent entrance of a character.
Mechanically, though, from what I understand City of Titans will function more like City of Heroes than Champions or DCUO do, and that's where the functionality of powers also differ.
With DCUO, it was a completely different affair. You had your powers, but also your weapons, since fighting wasn't restricted by the likes of range. The system, while not entirely classless, was malleable in the sense that all powers could inherently be damage dealers, but would have secondary functions that would cater to classes. This method, by comparisson, was highly restrictive, since to be a secondary role meant the use of powers that weren't to your liking.
You had the ability to fight, and then powers would be granted based on your energy meter, which grows over time. Using your powers was typically the fastest way to end a fight, but they didn't come often. Super Strength in this game wasn't as present as most would think, but would be associated with the weapon sets of Brawler and maybe Martial Arts. The actual functionality of Super Strength was associated with a stat called Weaponisation, which, the higher it was, the more you could lift. One of the Iconic Powers would grant you this bonus to stat, and to get, effectively 'max' Weaponisation, you'd also have to be on Venom. As far as I could tell, the heaviest thing I could lift with Super Strength alone in that game was a Double Decker Bus, but using the environment as a weapon in DCUO was almost non-existent. (I think the only time we ever used it was to throw explosive barrels at a boss in the Batcave, as well as use healing barrels on ourselves. Still couldn't beat it.)
In Champions, as people have mentioned, your Strength stat determines what you can lift for the most part. Before the 'Super Stat' aspect of the game, the all martial no art set of Might would also function as the game's offensive Super Strength analogue, with additional powers that would grant more damage or durability. In addition, damage mitigation in Champions was a little... odd, from my experience. Unlike CoH, where your Defences determined your likelyhood of being hit, and your Resistences determining how much damage you take when you do, in Champions, all attacks effectively hit you. There was a Power Armour ability that would ignore damage up to a certain point, but otherwise, dodging would be equal to being really tough and would reduce the damage you would normally take.
Much like DCUO, I never really found myself picking up a nearby car to hurl at a bad guy because it never resulted in a benefit for the situation. In PvE, the auto attack functioned like a taunt so enemies would have to move into Melee Range, or at least close enough for you to use a bull rush ability and close the gap, and the damage you dealt that way would almost always be more than you could do if you picked something up to throw at them.
One possible route that they could use is something almost similar to the bubbling effects of most defenders and controllers, in that you grapple with your opponent. If you're in Melee range with the guy, basically you and your target are held in place and neither of you can do anything for a certain amount of time. It would add a sense of control to an otherwise tanky character, and it could result in the bonus power of throwing your opponent, like some form of knockback effect, or maybe pummelling them on the spot for some form of minor damage. It would also offer a possible alternative to an otherwise punch-restricted character.
I do a DnD Podcast, which can be listened to here.
Additionally, I write up my sessions of a Teen Heroes game here.
I would like to see variable strength levels available.
Paladin is supposed to be super strong, but I never pictured him lifting more than the front end of a car.
Spider-man can lift a minivan (I saw him do it in the basic rules to the original Marvel Universe RPG)
the thing can lift several tons
The Hulk can lift hundreds of tons
Superman can lift the great pyramids (or move the planet depending on what you read)
In COH it kind of bugged me that all of my super strong characters could do the same stuff.
I just never used Stomp or Hurl when I was playing Paladin because it didn't fit my vision of the character (but I'm pretty sure he had them because there weren't a lot of power choices and when it's time to level you take what's there).
http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
https://www.youtube.com/channel/UC48O9dPcNVdeyNM4efAvX6w/videos?view_as=subscriber
Along these lines, I'd love to see a SS TERTIARY power set. My old main toon conceptually is in the mid-levels of super strength, but not a true heavy hitter and that's not his "main" power. It'd be nice to have a "dash" of super strength powers to represent that.
FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)
Most, if not all of our primary sets will eventually make their way into versions of Tertiary Sets.
[hr]I don't use a nerf bat, I have a magic crowbar!
- Combat Mechanic -
[color=#ff0000]Tech Team. [/color]
REALLY!!!!
I take back what I said on the sidekicks thread.
I Am Totally Stoked About This Game, Again!!!!!!
http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
https://www.youtube.com/channel/UC48O9dPcNVdeyNM4efAvX6w/videos?view_as=subscriber
/emote knowing chuckle
Too soon to say "I told you so" ...?
^_~
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[i]Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.[/i][/center]
All right so here's my Idea:
Paladin
Super Strength Tertiary set lifts 1 ton
Spider-man
Super Strength Secondary set lifts 10 tons
Hulk
Super Strength Primary set lifts 100 tons
Superman
Other powers in these sets, enhancements and buffs from other sets can increase strength even more
http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
https://www.youtube.com/channel/UC48O9dPcNVdeyNM4efAvX6w/videos?view_as=subscriber
READ: Damage/knockback enhancements for days.
Heh, kinda reminds me of when I was playing a Brute with the Super Strength powerset. I had that one ability called "Knockout Blow" that delivered a magnitude 8 knockup or whatever to go with its extreme damage. I thought seeing bad guys ragdolling through the air was funny as hell, so I thought, "why not extrapolate things a little?" So I filled up the entire enhancement bar with knockup enhancements. And oh my balls, it was the best damn idea I ever had. I was sending mooks flying so high that they took fall damage when they came back to the Earth's surface.
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