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Are their villians clogging up your overly large sewers/flood tunnels?

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Terhial
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Are their villians clogging up your overly large sewers/flood tunnels?

So this one always struck me about City of Heroes. Those sewers are important, but the had so many gangs and villains and other groups crawling through them. What about when you just need to have a sewer line fixed? Or a power-line reconnected? Sometimes those heroes don't clear out every zombie, just rushing through to accomplish their goals, leaving a corridor or dead end full of things to tear apart a normal city employee. What do you do? Do you hire another hero? There are enough of them, but still. Wouldn't a certified technician be better?

So my personal fannon was a company that specialized in hiring people, powered or not, certified to work on infrastructure and willing to engage in combat. They would provide equipment and combat training for the normal technician's. Of course I loved the idea, but one thing I really enjoyed was the thought of a group with people occasionally running through the sewers, fighting the minor mobs and decked out in a ton of safety yellow and black theme, since the were officially working on things that basically require you to be visible to civilians while you're doing it, regardless.

Still, something to think about with your new city. Who will do the every day work while not dying to the hordes that the heroes don't always clear out.

Lin Chiao Feng
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Well, you could wear one of

Well, you could wear one of those safety vests like a cape. Or a kilt. Hmmm...

Has anyone seen my mind? It was right here...

Gladatoria
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I like the idea...I really do

I like the idea...I really do...and it does seem right that such a organization or system would exist... the question, is whether or not we choose to aid or hinder them, as heroes and villains....:)

Redlynne
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The basic formulation of what

The basic formulation of what you're talking about is essentially an Escort Mission of some variety. Whether these Escorts are of the Civilian Category (so no damage, hit points or targeting with attacks, they just cower in place when confronted) and they take you on a "tour" through the environment that drags you past enemy groups that aggro ... or if they're of the "Squishy" Category, where you need to protect them, prevent them from taking damage, heal them up if they do, etc. ... could make for some interesting storylines. The problem with the "Squishy" Category though is when the NPC(s) being Escorted are TOO DUMB TO LIVE and just stroll blithely into the jaws of DEATH and expect you to save them (so, of course, there's a sort of "that'll learn ya!" satifaction in just letting them die horribly).

Now, for my money the more interesting thing to do would be to build "Squishy" Escort missions that have a defined path the Escorts need to walk in order to reach their objective and then exit the mission (would could involve a return trip to the mission start) ... but give the Team Leader a Temp Power that allows the Player to issue a "hold up, wait there" command. All it would do is tell the Escorted NPCs to stop moving ... so they don't walk blindly into an ambush (that they're TOO STUPID to avoid). Since the name of the game for these kinds of Escort missions is to (duh) finish them as fast as possible, any time you tell your escorted NPCs to stop moving essentially is a command issued by the Player to make the mission take longer to complete ... but that's fine, because the Player is acting as "security" for these NPCs and having to coordinate movements in a "wait" versus "gogogogo!" fashion then makes for an interesting mini-game to add a Player Controlled dimension to an otherwise boring "follow along" where the NPCs "Lead" the Player around by the leash (and the NPCs have No Survival Instincts).

Doing this in a Infrastructure Repair context, you could wind up with being given a "crew" of say 5 NPCs who need to be "escorted" to various points (think classic "Pizza Run" missions of clicking on phone boxes) to do their work. At each Work Point, there are multiple interactables there that the NPCs will need to interact with (ie. Progress Bars) to complete their work. The more NPCs you have with you when you reach these points, the faster they complete their work (because 5 people doing the work of 5 people is faster than 1 person doing the work of 5 people). Mission Complete Reward is determined by how many NPCs survive the "tour" of the worksites, with an extra bonus for completing the mission with all of your NPCs to escort still being alive. There could even be a special Badge that counts up how many "Full Complete" escorts you have done where all the NPCs survived the trip ... like 100 Escort missions where all of your NPCs survived the mission.

Now ... for extra bonus points ... imagine doing the "inverse" of that sort of Escort Mission, where instead of being the Costumed Super who is providing the security for the escorted NPCs ... instead, you're playing in your Secret Identity, and you're "one of the escorted" people, and it's an NPC Costumed Super (or few) who is providing the security for you as you go on tour through the instance/zone. However, in addition to the usual "work sites" where the Repair Crew needs to do their work, there's also, along the way, various additional Optional Mission Objectives (think glowies) that can be collected, which then function as Clues or Leads or Hints which can unlock OTHER potential missions, contacts, etc. while you "make your rounds" in your Secret Identity. Note that such Secret Identity missions need not be limited to doing civil engineering, such as repairing sewers and the electrical grid or fixing potholes in the street or whatever ... they could also involve doing detective work, white collar crime in an office setting, internal investigations/affairs to uncover white collar crime, industrial espionage (whether that be theft or sabotage), computer hacking and cracking, reporting "man on the street" stories, and so on and so forth. Heck, for some of the latter, that I mentioned there, they wouldn't even need to necessarily be done as Escort type missions at all.

In other words, there is plenty of potential for doing a lot of things that City of Heroes never tried, here. Consider that City of Heroes ran its Escort missions as either the Brain Dead Gung-ho NPC Desperate To Die™ (*cough* Lady Jane *cough*) or as a Civilian who wanted to do nothing more than "cuddle up" to you and follow you around like a lost puppy (which annoyed Stalkers no end). Why not build an Escort mission framework where the NPCs behave more like Mastermind Pets (in that you can issue commands to them) and less like Fools Who Deserve To Die NOW?

Now imagine if such a Recovery/Rescue/Repair Team mission type had been available for places like ... Faultline ... or Boomtown ... or the Rikti War Zone(!) ... or Fire Base Zulu in the Shadow Shard ... or the "ruins" of Grandville ... or (of course) The Sewers of Paragon City.


Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.