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Custom Temporary Powers

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desviper
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Custom Temporary Powers

I remember the missions in CoH that had some unique temp powers, vaguely. But this could be a tool of great use for player-generated missions.
A simple menu is created to hold info like # of uses, name, description, etc.. A pool of effects are available, as well as dummy effects, and a pool of all animations of other powers is also available, maybe plus a few more.

Dummy effects could be things like "Self: antidote", "Ranged killswitch", "Melee: Kryptonite Injection", etc. And dummy recipients could be made similarly.
-On a critter, a dummy power "Kryptonite Weakness" could be made and the dummy effect "Kryptonite Damage" could be slotted under the dummy power.
-Glowies could have a slot to receive dummy effects similarly.

Here's a few examples of how this could turn out:
-In a mission of "Get poison antidote to Rott before it's too late" (timer here), you have to fight through mobs of baddies to get to Rott fighting a super soldier. Rott has already been poisoned but it hasn't taken effect, meanwhile, he's toe-to-toe with the Boss, if the timer runs to, say, 30 min out of a full hour, his resistances decrease and the boss starts to damage him. You or your team either swoop in and try to defeat the Boss with Rott, but the boss won't let up, or you can use the Give Antidote temp power on Rott and he and you (or your team) defeat this boss together.
-Similar, the mayor is poisoned, but it's latent, he's giving a speech in Phoenix Plaza, you have, say, 30 mins to get the antidote to him or [insert bad thing].
-EdenTech creates a monster that rampages through Ironport, it's nearly indestructible due to it's high regen rate (Imagine Moment of Glory auto), but your contact gives you a "Ethyl Chloride Dart" temp power with the dummy effect "EtCl damage". The monster has the dummy auto power "EtCl weakness" which has the effect of lowering his regen rate by 90%, making him far more vincible.
-Doctor Tyche empowers himself with the power of Magnum Magus, an ancient wizard, and can use blasts of negative energy to defeat foes. Lucky for you, Magus's lieutenant has given you the secrets to him amulet which he uses to protect himself from Magus's negative energy attacks, and your tech team has converted it into a shield; however, this shield only has 5 minutes of charge (the temp power has a dummy effect "Neg Damage - 50%) and Tyche's attacks have "Negative Damage..." (unless that becomes a core damage type)). Tyche would be very difficult (or impossible) to defeat without this shield on during his attacks.
...and many more.

Maybe these powers could be kept when the Arc is over, but if it's easier to implement, they disappear upon Arc completion.

I think this would be a great addition to such a mission creating system, and brings us closer to the devs' missions with this tool in our creative arsenal.

That being said, I wouldn't expect such a thing at launch, but infrastructure shouldn't impede something like this.

Thoughts?

"A delayed game is eventually good, but a rushed game is forever bad"

Please have Scaling decals!

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syntaxerror37
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I loved getting the temp

I loved getting the temp powers in missions. "The Wheel of Destruction" arc was pretty much built around it. Even if we just had a drop down of pre-made temp powers it would be cool and open up some more story telling opportunities.

The only problem I could see is someone getting a really cool temp power, then just ignore the mission and street sweep using the power till it was drained restart the mission and repeat. Perhaps this could be eliminated by limiting the Mission creator temp powers to only work inside of the intended missions.

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Gangrel
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syntaxerror37 wrote:
syntaxerror37 wrote:

The only problem I could see is someone getting a really cool temp power, then just ignore the mission and street sweep using the power till it was drained restart the mission and repeat.

I don't see this as a problem though. Give it limited charges, give it so that it *ONLY* works on certain mobs, put a "Time limit" on it.

Or maybe just the player go nuts with it for a *limited* period of time. Eventually, the player will end up at a level where their own abilities are more useful, and the "temp ability" is now just a gimmick.

Hell, I still had the wedding band on my character at the time of closure for the game, with still over 55 minutes of time left on it.

I only had it for 7+ years, and it was still good to go.

Quote:

Perhaps this could be eliminated by limiting the Mission creator temp powers to only work inside of the intended missions.

It is a method of limiting it, and I can see it working for *some* temp abilities, as part of the story line. However, I would rather let them be useable outside of the mission as well.... even if they are limited in duration/number of uses...

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1) I reject your reality.... and substitute my own
2) Not to be used when upset... will void warranty
3) Stoke me a clipper i will be back for dinner
4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.

syntaxerror37
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My main concern was people

My main concern was people making missions for the sole reason of of getting (possibly) over-powered temp powers in the main game world. Limited charges or duration don't matter when you can just keep restarting the mission creator arc and get a new one. I'm fin with official story arcs providing temp items that continue to work till used up, like the wedding ring. But for mission creator arcs I think it's better to keep them in mission only.

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I never set anything on fire accidentally!

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Gangrel
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Or maybe just not have them

Or maybe just not have them present in the first place...

The reason why I say this, is *not* because of the reason that you give here, but to avoid the route of making farming for stuff *too* easy... especially if the CoT version of AE gave out rewards similar to how CoX did it...

Yes, I shall make a farming mission.

I shall *also* give the player an item that can make it even easier to complete..

Yeah, not going to happen... well not without some safeguards (ie mobs defeated by Item X will give NO XP/Loot/Salvage, doesn't matter if it is in the Game World or not...)

Quote:

1) I reject your reality.... and substitute my own
2) Not to be used when upset... will void warranty
3) Stoke me a clipper i will be back for dinner
4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.

desviper
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The Devs have taken no stance

The Devs have taken no stance against farming.

I think farm-intended missions should be tagged as such.

"A delayed game is eventually good, but a rushed game is forever bad"

Please have Scaling decals!

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