So I have a pretty massive idea on how I think powers should be handled in this game, this will be a long post so bear with me. In my idea there will be archetypes, the purpose of the archetypes will be what their power base modifiers will be for various power types and what mechanics will be open for them. The reason I say it like that is because I want to open the game in a much more broad term. To turn the powers into a point buy system that you can fully customize as you the players see fit. But that's not saying give everyone everything, far from it. Falling back to the certain archetypes having certain powers, melee types will initially have access to the broadest spectrum of melee capabilities, ranged damage types will have a large variety of ranged damage choices, etc.
Also as I said before archetypes will have varying modifiers to their effects so while a melee type taking a buff skill could be useful a buff type archetype taking a buff skill would be more effective. Archetypes will initially also be gated to certain mechanics and abilities early on to make sure overly odd builds or over powered builds aren't made, but not totally restricted. Melee types will be enthused to pick up melee skills but given an option to take a ranged attack/mez/buff but not as wide of a variety as the other archetypes.
In keeping with a standard leveling system players will receive powers at certain levels and on off levels they will receive points to invest into these powers. The points can be invested into damage, cool down time, range, etc. I did consider aoe area, activation time and a few others but those sound like coding nightmares. There of course will be diminishing returns for an over investment into certain aspects of a power, we don't want people going silly. My idea of equipment would be equipping an item to a power which would provide predetermined points into certain aspects of the power thus being able to push the points a bit higher (and yes I have an idea for equipment sets to further boost yourself). To further add onto this idea you will have the option to flaw a power, add extra points into a power by weaning it. Give it a extra long cool time so you can further invest into damage, longer range at the costs of more endurance/mana/whatever.
Also I think a simplifying of damage types would be another way to make the game more streamlined. I believe damage types should be simplified into physical or elemental (maybe even some third type that would hold negative/light/psychic?). Most of the special elemental effects you see on most powers (slows, extra dot, etc.) you can apply using my point buy system to purchase an additional effect for your power as a proc and you can further enhance the proc by spending points on it. Or maybe even add a procs onto your powers via equipment. This would simplify the coding on defensive powers, but on the same note defensive powers will need to be very carefully balanced, we don't want one defensive ability handling all damage types easily.
The place to start with such a system, whether the players have access to it or not, is with the generic costs for each power type. Then a balance needs to be guessed, tested, calibrated, and finally struck between cost increases and decreases. Then, there needs to be active monitoring, because players will find all kinds of combos that "break" the point values. For example, combining defensive powers with in-combat healing, or leadership buffs with ability to summon minions.
Equipment can have various limits, such as separate (limited and slowly recharging) power source, limited uses, cost to repair/recharge, et cetera. For example, I can see a power suit having a high number of hit points, but eventually being rendered less and less useful until it's a hinderance, taking either large amounts of time or in-game resources to use. Store items should be quick repairs, rather than a power suit that takes less or (game breaking) no damage. For gun-items, there should be a "disarm" ability or add-on that removes the item from a "ready" state. Also, I would think that people taking large amounts of their health would tend to drop/unready their items.
I would argue for power-add items rather than power %increase items. %increase items should be single use, limited time, and limited carry slots, like the "pills" of CoH. The risk, of course, is that they will become as necessary as they were in CoH. But THAT starts a huge discussion that really belongs in its own post. (Although I will come out in favor of a general health stat that is damaged by over-use of "pill" buffs.)
People tend to choose limitations that don't really limit them. For example, does my recharge really limit me if I have a number of similar powers with identical recharge timers? I would argue in favor of "flat point" disads, rather than ones that modify the cost of the power.
Why not make damage % types, with modifiers based on those types?
Example: Energy punch 75% electrical, 25% impact/blunt. Different result damage to characters taking 25% electrical, full physical, 80% all damage types, and 125% electrical, 20% physical. Also each character takes different damage from 75/25, 50/50, and 20/80 energy punch. (Note: this system obviously needs work when several resistances and/or attack mods are active at the same time. Advantage is that knockdown/knockback is a result of impact damage, rather than its own damage type.)
You want to invest points in the powers to be able to improve?
That the enhancement system are you doing?
francophone community
love power
psionic contorl
Voodoo powers
Gem power
Disease Powers
Cloth control
Vomit power
Chaos Manipulation
I would argue the point of diminishing returns, as, some are unnecessary, and limiting... For instance, a power that does little damage, but, it's real purpose is to knock one or more foes away shouldn't be limited in knock-back range. For all those 'golfers' out there, let them have their fun... Some restrictions, however on things like recharge time, should be imposed, but, zero mana / endurance is the lowest possible, no getting back more than was put in. A quick refill power with a long recharge timer would be nice, i.e.: Regen power-set power Reconstruction. I would like to see numeric values instead of percentages be the choice instead of diminishing returns.
I want to be able to transform into various creatures, some giant, medium, small creatures! Even something like the transformation of The Hulk! each creature with different abilities/powers/weaknesses.
From human form to monster form and so on...
I also would like this game to allow us to be the monsters or mobs, instead of the heroes/villians Something like the "Evolve" game, I would love to be the GIANT monster destroying a city or fighting a lot of heroes and crushing their skulls....
What ya think about this? Is this possible?
Magma Control & Magma Assault
I could see a villain mission or arc where at the end you actually spawn as a city-busting monster that you control and that the heroes have to bring down. That would be awesome.
But the skull-crushing thing is a bit... dark and not very T for teens.
FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)
I'd like powers like:
Shrinking
Telekinesis
Cloning power ( where your character can make clones of himself)
morphing into an animal or plant (Can you guys see Groot in COT??)
I accidently ate a bowl of radioactive soup....ok I guess that makes me a Soup-er Hero
But didn't we crush Skuls in CoH?
[B]Revenge is motivation enough. At least it's honest...[/B]
Roleplayer; Esteemed Villain
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