I would like to see three factions that have the effect of altering the nature of certain powers, giving different missions of course, and affecting PvP trigger conditions. It would also be cool if the three factions all shared the same city.
The three factions would be hero, mercenary, and villain.
The hero faction can't take power options marked as 'vicious' and may choose 'motivated' self buff powers that kick in in certain events, like when they save the lady's purse from being snatched, or fight a NPC or PC villain. Heroes can trigger PvP if they catch a villain in the act, after spotting suspicious behavior. There would be a chance of this every time they come near a villain in the process of doing a villain mission. Hero missions should be more about their personal story and personal character development, using a flow chart so that every Hero goes down different mission paths, increasing replay interest and making heroes alluring to players as a character choice. Each mission would give them a different type of 'motivated' buff for a while, depending on the difficulty.
The mercenary faction has a boost with powers like gizmos and martial arts and weapons (where they can do more 'temporary power' type missions that upgrade said powers for a bit) and has missions that are seedy and roguish and all about personal gain, but not to the point where they do villainous things. The mercenary can team up with heroes or villains, but not both at the same time, and share in the missions from that faction while teamed. Mercs teamed with villains or heroes share the same PvP flag conditions (the Villain or Hero seeking payback is going to get you because you are helping their hated foe, or if you're doing a crime with a villain, you need to go to jail too). Mercs doing missions with heroes would gain the motivated buffs as a reward for completion.
The villain gains a boost with power options that are flagged/tagged as 'vicious', which would give them an edge in darker power themes. Their missions would range from working with megalomaniacs to following leads towards gaining power. For this reason, they would have the same temporary power bonus from missions as the merc, but towards their 'vicious' abilities. Their missions would also be about connections and contacts to gain material power as well, allowing them to draw on crime kingpins and masterminds and other such overlords and despots for resources in exchange for favors. Thus, they wouldn't just be doing missions for xp, which results in the 'grind' feeling, but actually working towards goals like a temporary hideout or access to an item on the black market. Villains can trigger PvP on any hero that has foiled their plots before.
Edit: As far a higher level 'ganking' - you can have it so heroes can only perceive suspicious behavior of characters around their level or higher, and villains cannot totally defeat characters they have surpassed in power, only humiliate them once, until the power level has been equalized again, at which the hero/mercenary can do one 'payback' PvP attempt without the need for a 'suspicious' event to be perceived.
I'm aware the system may be too developed to realistically implement this at this point, but I'm putting it here in case the idea is useful. Also, the idea of Heroes being defeated should involve the standard defeat scenario, but villains defeated by heroes or police should respawn in jail and have to break out, unless they have done a mission for a crime boss or whatnot giving them a variation on the old 'get out of jail free' card. Mercenaries might seek out villain partners in order to get this mission reward as well.
I saw a werewolf with a Chinese menu in his hand,
Walkin down the streets of Soho in the rain.
Don't think this would work with the alignment of the character is how you play system they got set up. As in the goal is that a new character becomes a Hero, Villain, Anti-hero, or rogue based on the choices you make during game play. So no automatic faction (thought they did say you could start out if you choose already seen as a hero or villain).
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Personal rules of good roleplay
1.) Nothing goes as planned.
2.) If it goes as planned it's not good RP
A problem I see with this idea, is you said they can't use powers seen as vicious. So, hero can't use bladed weapons or pistols?
A bit of it sounds reactionary only as well. One of the rogues of my main (a hero) is an Ex-DA who she exposed to the public as making deals that sent known innocent people to prison/death row, because they either confessed to protect the guilty and would rather have the win than losing a case against the guilty they couldn't make a case against, or the one they know is innocent but all the evidence pointed to them, and instead of freeing them, put the innocent on death row because it made the public feel safer and the innocent was a nobody.
I wouldn't call that a typical investigate the crime type mission, and not likely to happen, but I'd like to see more than reactionary missions for heroes.
please no powers tied to alignment
Issue 0 CoH player barely let my subscription lapse before NC Soft called it quits; my incarnate gear *Sniff*
Global: Chance Jackson; Triumph: Liege Cheetatron X, Fight of Your Life, Down Right Fierce, Infernal Samurai, Time May Change Me etc
I don't have a problem with the outcomes of missions being influenced or affected by character alignments. But I don't want power bonuses or penalties tied to alignment oriented actions. No superpower is "inherently" good or evil - it's how they are used that matters.
Think of it this way: Peter Parker got superpowers based on a radioactive spider bite but that had nothing to do with the fact that he became a hero using those powers. His moral code and sense of justice made him a hero. Had he been prone to being evil he would have become a superpowered villain who could cast webs and swing from building to building.
Bottomline a character's moral compass should not have any bearing on how well his/her powers work or what type of powers they have. In this way any character in CoT will be able to use any powerset equally regardless of alignment.
CoH player from April 25, 2004 to November 30, 2012
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