Announcements

Join the ongoing conversation on Discord: https://discord.gg/w6Tpkp2

Please read the current update for instructions on downloading the latest update. Players with Mac versions of the game will not be affected, but you will have a slightly longer wait for your version of the new maps. Please make a copy of your character folder before running the new update, just to make sure you don't lose any of your custom work.

It looks like we can give everyone a list of minimum specs for running City of Titans. Please keep in mind that this is 'for now' until we are able to add more graphics and other system refinements. Currently you will need :
Windows 10 or later required; no Intel integrated graphics like UHD, must have AMD or NVIDIA card or discrete chipset with 4Gb or more of VRAM
At least 16GB of main DRAM.
These stats may change as we continue to test.

To purchase your copy of the City of Titans Launcher, visit our store at https://store.missingworldsmedia.com/ A purchase of $50 or more will give you a link to download the Launcher for Windows or Mac based machines.

Death and Insurance

17 posts / 0 new
Last post
jessejame
Offline
Last seen: 10 years 4 months ago
Joined: 10/04/2013 - 07:42
Death and Insurance

Ok so we all know that dying is just a rumor the government created to scare people from uprising when in actuality they just go to sleep.

But has it been decided what will happen to our characters when they run out of hit points? Will we get to go to a special farm?

Also in a city full of violence you think there would be some form of insurance, I mean the hospital isn't reviving you out of the kindness in their hearts.

Keep Low. Move Fast. Kill First. Die Last. One Shot. One Kill. No Luck. Pure Skill.

Guardian333
Guardian333's picture
Offline
Last seen: 8 years 3 months ago
kickstarter
Joined: 10/10/2013 - 16:05
Lol. I think you are on to

Lol. I think you are on to something. That would be a good idea to implement a concept of "insurance" in the game. It would be ridiculous in a fantasy setting, but in the setting of a superhero metropolis in the modern age, yes... I like the idea. Maybe it could be something implemented in the game economy, or related to rezzing, or healers of science origin or something..

"Hell hath no fury like a wife's agro. God help me when CoT comes out"

Clave Dark 5
Clave Dark 5's picture
Offline
Last seen: 5 years 11 months ago
Developerkickstarter11th Anniversary Badge
Joined: 12/06/2012 - 19:18
Rest assured that the Lore

Rest assured that the Lore folks have kicked this topic around and we came up with a couple of different ideas, but I'm not sure which one we'll be going with... so I can't say anything at this time.

Ask the dead! :>

___
"What you say is rather profound, and probably erroneous." - Joseph Conrad
“The universe is made up of stories, not of atoms” - Muriel Rukeyser
[color=#ff0000]Composition Team[/color]

[img]http://missingworldsmedia.com/images/favicon.ico[/img]

GH
GH's picture
Offline
Last seen: 3 years 7 months ago
Joined: 10/13/2013 - 08:49
Well you could buy insurance

Well you could buy insurance but really the city should pay as it needs you to protect it from crime and villains and aliens and giant robots with giant rockets, zombies, supernatural entities from other realms etc... more than you need it.

Plus it would be really inconvenient in a team setting to suddenly realise you didn't have any dps because that guy "wasn't paying to play lol"....

Normally you rez at a rez station a (hopefully) short distance away with some debt as a penalty.
Altho I know many people who didn't see debt as a penalty but as a challenge.

If people won't pay enough to finance its creation, it is not worth creating.
/Segev

jessejame
Offline
Last seen: 10 years 4 months ago
Joined: 10/04/2013 - 07:42
The city is only going to pay

The city is only going to pay for so much of that crap, they're a business too and they got to run. Eventually the supers are made to give in, even if it's with that "Dirty" money. There would be an underground market. I promise you the only mess up the city is paying for it's villains is repairs and taxes to keep them locked up.

Keep Low. Move Fast. Kill First. Die Last. One Shot. One Kill. No Luck. Pure Skill.

Dark Ether
Dark Ether's picture
Offline
Last seen: 4 years 4 months ago
kickstarter
Joined: 10/03/2013 - 16:26
Death is only a state of mind

Death is only a state of mind....

(insert pithy comment here)

syntaxerror37
syntaxerror37's picture
Offline
Last seen: 4 years 6 months ago
Joined: 08/24/2013 - 11:01
I don't think the city is

I don't think the city is going to want to pay for the medical treatment of Dr. Barron von Evilsatan after the national guard puts a stop to his evil plans.

Although working in insurance, medical bills, bail, ransom as part of the "death penalty" is an interesting one.

-----------------------------------------
I never set anything on fire accidentally!

The Titan Legacy - Defender of the Inner Flame

Guardian333
Guardian333's picture
Offline
Last seen: 8 years 3 months ago
kickstarter
Joined: 10/10/2013 - 16:05
I was thinking of insurance

I was thinking of insurance in terms of restoring damage ... you go and do superhero work, and what if you have a supersuit that has a lot of electronics like iron man or Guardian from Alpha Flight, then it's going to need repairs at some point. Your "super suit" gets all "jacked up" from doing a few missions and it is less effective. Not to worry. It's covered, because.... you have insurance on your supersuit. LOL!!!

OR.....

You get "incapacitated" (die or sleep after a beat down). Instead of debt, it is waved because... you're covered!!

Instead of resurrection scrolls in fantasy MMO's, you have "Insurance Policies" that covers Death & Injury in a superhero MMO. Just an idea.

"Hell hath no fury like a wife's agro. God help me when CoT comes out"

chase
chase's picture
Offline
Last seen: 4 years 6 months ago
kickstarter11th Anniversary Badge
Joined: 10/23/2013 - 11:11
I hated medical teleporters.

I hated medical teleporters. I really did. From a lore point of view to the way it (didn't) fit well in the story to so many more ways.

Some of the things I'd consider if I had the budget to spare:

1) No "defeat" until your whole team is defeated. Give even non-healing teammates the ability to lend a hand to a fallen comrade (interruptable power). Unless the team is completely defeated, you recover when your teammates are able to help you recover (beyond self-rezes)
On "full defeat" one of a few different events can be triggered:
captured in a villain's cell or improvised containment... as we'd occasionally see with the predecessor.
the foe's significantly spooked ("who else knows we're here?") and takes the opportunity to book out. You've now got to track down their new hideout (new instance, new location)
an NPC hero/team gets there, unaware of you. While they draw enough attention off of you so you can recover and regroup, they also fall into peril and need you to then rescue them.
when the whole team falls, it triggers a siren (and perhaps colors flashing on the windows) as your police backup moves, startling the foe and giving you a chance to pull back, recover, and do some more butt-kicking.)

the level of penalty (how easy to escape, how much of a debuff do you have, and for how long, how substantial is the backup, etc) could even be based on a purchased item, depending on user's preferences.

Khaos
Khaos's picture
Offline
Last seen: 3 years 5 months ago
kickstarter
Joined: 10/07/2013 - 14:58
chase wrote:
chase wrote:

I hated medical teleporters. I really did. From a lore point of view to the way it (didn't) fit well in the story to so many more ways.
Some of the things I'd consider if I had the budget to spare:
1) No "defeat" until your whole team is defeated. Give even non-healing teammates the ability to lend a hand to a fallen comrade (interruptable power). Unless the team is completely defeated, you recover when your teammates are able to help you recover (beyond self-rezes)
On "full defeat" one of a few different events can be triggered:captured in a villain's cell or improvised containment... as we'd occasionally see with the predecessor.
the foe's significantly spooked ("who else knows we're here?") and takes the opportunity to book out. You've now got to track down their new hideout (new instance, new location)
an NPC hero/team gets there, unaware of you. While they draw enough attention off of you so you can recover and regroup, they also fall into peril and need you to then rescue them.
when the whole team falls, it triggers a siren (and perhaps colors flashing on the windows) as your police backup moves, startling the foe and giving you a chance to pull back, recover, and do some more butt-kicking.)

the level of penalty (how easy to escape, how much of a debuff do you have, and for how long, how substantial is the backup, etc) could even be based on a purchased item, depending on user's preferences.

I like the idea of being defeated means you are captured by your adversary. You could have villains once captured have to break out of prison and heroes need to escape from the villains hideout. Do you take the time to explore the hideout or just seek escape.

Lothic
Lothic's picture
Offline
Last seen: 3 months 2 weeks ago
kickstarter11th Anniversary Badge
Joined: 10/02/2013 - 00:27
chase wrote:
chase wrote:

I hated medical teleporters. I really did. From a lore point of view to the way it (didn't) fit well in the story to so many more ways.
Some of the things I'd consider if I had the budget to spare:
1) No "defeat" until your whole team is defeated. Give even non-healing teammates the ability to lend a hand to a fallen comrade (interruptable power). Unless the team is completely defeated, you recover when your teammates are able to help you recover (beyond self-rezes)
On "full defeat" one of a few different events can be triggered:captured in a villain's cell or improvised containment... as we'd occasionally see with the predecessor.
the foe's significantly spooked ("who else knows we're here?") and takes the opportunity to book out. You've now got to track down their new hideout (new instance, new location)
an NPC hero/team gets there, unaware of you. While they draw enough attention off of you so you can recover and regroup, they also fall into peril and need you to then rescue them.
when the whole team falls, it triggers a siren (and perhaps colors flashing on the windows) as your police backup moves, startling the foe and giving you a chance to pull back, recover, and do some more butt-kicking.)

the level of penalty (how easy to escape, how much of a debuff do you have, and for how long, how substantial is the backup, etc) could even be based on a purchased item, depending on user's preferences.

I like these ideas too. Perhaps depending on the situation or level of difficultly players could choose how they wanted to handle the "death recovery" from among several menu choices. At lower levels or easier zones they would be more likely to get police/ally backup but in particularly hard zones or challenging trials you might be forced to have to escape capture. The chances of these things happening could be affected by purchased items and/or other random factors.

CoH player from April 25, 2004 to November 30, 2012
[IMG=400x225]https://i.imgur.com/NHUthWM.jpeg[/IMG]

Grouchybeast
Grouchybeast's picture
Offline
Last seen: 3 years 10 months ago
kickstarter
Joined: 09/02/2013 - 02:57
I just want to be able to use

I just want to be able to use some equivalent of Rise of the Phoenix. That was my favourite power in the game, by a million miles.

Ah, but a man's reach should exceed his grasp, Or what's a heaven for? - Robert Browning

Comicsluvr
Comicsluvr's picture
Offline
Last seen: 4 years 4 months ago
kickstarter11th Anniversary Badge
Joined: 09/07/2013 - 03:39
I like Chase's idea with a

I like Chase's idea with a few changes:

Penalty for defeat: You don't get to finish the mission. This means no end bonus. For missions required to unlock something they could be repeatable but you have to start over. This is mostly for soloists.

Whole team defeated: 50/50 bad guy locks you up or puts you in a death trap or just bails. A lot of this would be based on the enemy though. If the Flesh Tearers (really ultra-viloent street gang) captures you, 90% chance of a cell or death trap. If it's the TechnoThieves, more like 30% cell or death trap. This will rekindle those old 'Holy crap it's Dr DeathMonger!' moments where the team might just play more conservatively knowing a certain death trap awaits.

If the bad guy bails, you awaken outside the building, revived by some paramedic instead of at the hospital. If there is even one teammate still standing, the mission continues. This represents the whole JLA getting teamwiped but Batman evades capture, sneaks around drawing everyone off and then returning to revive the team.

I like the idea of anyone can help a fallen comrade with an interruptable power. It's called 'gently slapping them awake'...something CoH lacked. Actual rez powers would bring the patient back to better condition. Waking them would barely bring them back.

Seriously though...I really think a simple 'You failed? Nuts...no end bonus for you. Oh, your Reputation went down a notch too. Something about t.v. cameras recording your prostrate form carried out on a gurney' is enough for many missions but I like the death trap idea. Minigames anyone?

I remember when Star Wars was cool...a long, long time ago...

chase
chase's picture
Offline
Last seen: 4 years 6 months ago
kickstarter11th Anniversary Badge
Joined: 10/23/2013 - 11:11
Comicsluvr wrote:
Comicsluvr wrote:

I like Chase's idea with a few changes:
Penalty for defeat: You don't get to finish the mission. This means no end bonus. For missions required to unlock something they could be repeatable but you have to start over. This is mostly for soloists.
Whole team defeated: 50/50 bad guy locks you up or puts you in a death trap or just bails. A lot of this would be based on the enemy though. If the Flesh Tearers (really ultra-viloent street gang) captures you, 90% chance of a cell or death trap. If it's the TechnoThieves, more like 30% cell or death trap. This will rekindle those old 'Holy crap it's Dr DeathMonger!' moments where the team might just play more conservatively knowing a certain death trap awaits.
If the bad guy bails, you awaken outside the building, revived by some paramedic instead of at the hospital. If there is even one teammate still standing, the mission continues. This represents the whole JLA getting teamwiped but Batman evades capture, sneaks around drawing everyone off and then returning to revive the team.
I like the idea of anyone can help a fallen comrade with an interruptable power. It's called 'gently slapping them awake'...something CoH lacked. Actual rez powers would bring the patient back to better condition. Waking them would barely bring them back.
Seriously though...I really think a simple 'You failed? Nuts...no end bonus for you. Oh, your Reputation went down a notch too. Something about t.v. cameras recording your prostrate form carried out on a gurney' is enough for many missions but I like the death trap idea. Minigames anyone?

Yes, death trap minigames would be awesome.

I was always one of those players that took defeat very personally- it demonstrated a tactical error on my part. One thing I really DO like in the Kickstarter post on missions is the idea of encountering an enemy, getting defeated (as part of the intentionally-designed story) and then brushing yourself off and chasing down the foe for a rematch, with a few lessons learned, perhaps. This shows that they're thinking of combat and narrative and how defeat fits in differently, and makes for some promising opportunities if they get the resources to flesh them out

jessejame
Offline
Last seen: 10 years 4 months ago
Joined: 10/04/2013 - 07:42
You could have something like

You could have something like an advance defibrillator chip that you earn through the tutorial (Or granted instant access to by skipping) and it jumps you back to 1 hit-point. But there'd be a longer cool down.

This does make it interesting, because how is someone going to know when you're on a top secret mission deep in the heart of the jungle? This is a game with heroes, what if the hospital employed someone to teleport your corpse back whenever they see your pulse stop, and then you awaken on an operating table. Not a whole lot better than the medical teleporters but it would make some more sense.

But honestly, not all the time can you be rescued, sometimes it just wouldn't make sense by the environment your in unless it's by your own team, because who else is going to run 5 miles into the sewers through endless horrors just to rescue you?

Keep Low. Move Fast. Kill First. Die Last. One Shot. One Kill. No Luck. Pure Skill.

Mendicant
Mendicant's picture
Offline
Last seen: 3 years 6 months ago
kickstarter11th Anniversary Badge
Joined: 09/26/2013 - 11:27
chase wrote:
chase wrote:

Comicsluvr wrote:
I like Chase's idea with a few changes:
Penalty for defeat: You don't get to finish the mission. This means no end bonus. For missions required to unlock something they could be repeatable but you have to start over. This is mostly for soloists.
Whole team defeated: 50/50 bad guy locks you up or puts you in a death trap or just bails. A lot of this would be based on the enemy though. If the Flesh Tearers (really ultra-viloent street gang) captures you, 90% chance of a cell or death trap. If it's the TechnoThieves, more like 30% cell or death trap. This will rekindle those old 'Holy crap it's Dr DeathMonger!' moments where the team might just play more conservatively knowing a certain death trap awaits.
If the bad guy bails, you awaken outside the building, revived by some paramedic instead of at the hospital. If there is even one teammate still standing, the mission continues. This represents the whole JLA getting teamwiped but Batman evades capture, sneaks around drawing everyone off and then returning to revive the team.
I like the idea of anyone can help a fallen comrade with an interruptable power. It's called 'gently slapping them awake'...something CoH lacked. Actual rez powers would bring the patient back to better condition. Waking them would barely bring them back.
Seriously though...I really think a simple 'You failed? Nuts...no end bonus for you. Oh, your Reputation went down a notch too. Something about t.v. cameras recording your prostrate form carried out on a gurney' is enough for many missions but I like the death trap idea. Minigames anyone?

Yes, death trap minigames would be awesome.
I was always one of those players that took defeat very personally- it demonstrated a tactical error on my part. One thing I really DO like in the Kickstarter post on missions is the idea of encountering an enemy, getting defeated (as part of the intentionally-designed story) and then brushing yourself off and chasing down the foe for a rematch, with a few lessons learned, perhaps. This shows that they're thinking of combat and narrative and how defeat fits in differently, and makes for some promising opportunities if they get the resources to flesh them out

I always liked the missions where, if defeated, you'd revive in a holding cell.

Grouchybeast
Grouchybeast's picture
Offline
Last seen: 3 years 10 months ago
kickstarter
Joined: 09/02/2013 - 02:57
Comicsluvr wrote:
Comicsluvr wrote:

Seriously though...I really think a simple 'You failed? Nuts...no end bonus for you. Oh, your Reputation went down a notch too.

Significant (as in, reward-affecting) penalties for character defeat can be pretty annoying in an MMO, where defeat can often be the result not of player error, but of lag, interruptions of net connection, server issues or the actions of other players.

You rubberbanded into a group of enemies -- no reward for you!
Mapservered mid-fight - no reward for you!
Someone griefed you by pulling a spawn onto you - no reward for you!

And then, there's the reverse issue of internet hiccups accidentally causing the defeat of other players. Lag means the tank can't tank, the team wipes and the mission fails, and the tank's player gets one-starred by the rest of the team. That could happen even if they knew the tank wasn't griefing -- why risk losing rewards because one of the team has flaky internet?

It's the kind of thing that can really turn people off a game. I think the whole area needs to be handled very carefully.

Ah, but a man's reach should exceed his grasp, Or what's a heaven for? - Robert Browning