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.

Destructible Environment?

39 posts / 0 new
Last post
Truvidien
Truvidien's picture
Offline
Last seen: 7 years 2 months ago
11th Anniversary Badge
Joined: 01/04/2015 - 23:12
Destructible Environment?

Greetings,

I was wondering will we able to blow stuff up through the world, or say if we have flight will we be able to pick car's up and fly up and throw them at people? Or if we make like a Hulk type will we be able to jump really far and have the ground before us crush as we land?

Not sure if this has been answered or not. But I've been really curious.
Thanks!

islandtrevor72
Offline
Last seen: 5 years 1 month ago
11th Anniversary Badge
Joined: 04/28/2014 - 11:24
Not sure about the

Not sure about the destructible world....its been asked before but never definitively answered by the devs.

As for super leap, one would assume with the animation choices up to the player there will be one that simulates the cracking of pavement when you land....even if its not in at launch it will be later.

Garrilon
Garrilon's picture
Offline
Last seen: 5 years 7 months ago
Joined: 02/05/2015 - 21:45
Hmm, an interesting topic...

Hmm, an interesting topic... And probably a later development... On a side note, personal destructability, i.e. battle damage to cyber/robot parts (and a mini robot animation fixing it for a healing type power), and wounds to flesh with various healing animations, according to an origin / powers source type would be a fun thing to add later on if there is enough call to implement it, and the coding not too excessive...
Of course, if the coding is too hard, but there is enough demand, a fund could be started by donations to outsource the mod. Not saying to do it immediately, however...

islandtrevor72
Offline
Last seen: 5 years 1 month ago
11th Anniversary Badge
Joined: 04/28/2014 - 11:24
That's been discussed too.

That's been discussed too. Let me give you a quick summary. The issue for most is not that its cost is too high its that its likely to interfere with individual players concepts. If it was optional and had many differing animations to choose from it would be more useful of course....but when alternate costume slots can duplicate this to limited effect it makes such a feature even harder to justify.

The end result of that discussion was that no one is really against it (providing its optional) but there wasn't a strong demand for it either.

islandtrevor72
Offline
Last seen: 5 years 1 month ago
11th Anniversary Badge
Joined: 04/28/2014 - 11:24
I did forget to mention to

I did forget to mention to the OP....the devs do want to include destructible things in the game (its part of the kickstarter) just as far as I know it hasn't been confirmed as an actual feature yet.

Redlynne
Redlynne's picture
Offline
Last seen: 1 day 19 hours ago
kickstarter11th Anniversary Badge
Joined: 10/28/2013 - 21:15
A safe bet is that instances

A safe bet is that instances are more likely to have destructible environmental components than shared world.


Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.
islandtrevor72
Offline
Last seen: 5 years 1 month ago
11th Anniversary Badge
Joined: 04/28/2014 - 11:24
Probably...but the

Probably...but the kickstarter does say they would like to include throwing cars.

Truvidien
Truvidien's picture
Offline
Last seen: 7 years 2 months ago
11th Anniversary Badge
Joined: 01/04/2015 - 23:12
islandtrevor72 wrote:
islandtrevor72 wrote:

Probably...but the kickstarter does say they would like to include throwing cars.

Does it now? I must have overlooked this. Let me go take another scroll.

islandtrevor72
Offline
Last seen: 5 years 1 month ago
11th Anniversary Badge
Joined: 04/28/2014 - 11:24
Its in the Faq section under

Its in the Faq section under the heading '

Will there be an interactive environment (eg, pick up cars and throw them)?

to which the reply was

That is the plan.

To find it just go to the kickstarter page under the 'Campaign' tab and scroll down to the bottom. There are a lot of interesting tidbits there.....check it out.

Darth Fez
Darth Fez's picture
Offline
Last seen: 8 months 2 weeks ago
kickstarter11th Anniversary Badge
Joined: 09/20/2013 - 07:53
Perhaps one of the first

Perhaps one of the first places we'll see destructible or movable environment is in minigames. Rather than a traditional, direct PvP match the players may have to destroy or move objects to achieve victory. For example, something as banal as moving a ball through a maze. This could open up such scenarios as a scrapper or blaster type trying to move a wall out of the way while an opposing controller type attempts to keep it locked down.

- - - - -
Hail Beard!

Support trap clowns for CoT!

Izzy
Izzy's picture
Offline
Last seen: 6 years 5 months ago
kickstarter11th Anniversary Badge
Joined: 10/09/2013 - 11:09
islandtrevor72 wrote:
islandtrevor72 wrote:

Probably...but the kickstarter does say they would like to include throwing cars.

As long as the car isn't blocking my view, of my PC's splendid face, as I'm carrying the car above my head/shoulder(s). :{
And no.. making the car Semi-translucent really kills the immersion for me. :P

If I can also Kick, Punch, Gust of Wind, etc.. the Car towards the foes, it's all good. ;)

islandtrevor72
Offline
Last seen: 5 years 1 month ago
11th Anniversary Badge
Joined: 04/28/2014 - 11:24
Darth Fez wrote:
Darth Fez wrote:

Perhaps one of the first places we'll see destructible or movable environment is in minigames..

Possibly. I think Red is probably right though and it will be found in instances more.....similar to the mayhem missions of CoV.

Izzy wrote:

If I can also Kick, Punch, Gust of Wind, etc.. the Car towards the foes, it's all good. ;).

This could be a reason why there is no definitive word yet. With all the animations possible for powers it could be time consuming to make them all fit into the idea of car tossing.

Truvidien
Truvidien's picture
Offline
Last seen: 7 years 2 months ago
11th Anniversary Badge
Joined: 01/04/2015 - 23:12
Hopefully we'll be able to

Hopefully we'll be able to like super jump really high and smash the ground as we land. :)

Redlynne
Redlynne's picture
Offline
Last seen: 1 day 19 hours ago
kickstarter11th Anniversary Badge
Joined: 10/28/2013 - 21:15
Heh ... destruction of the

Heh ... destruction of the environment as IGC sink. ^_-

Hey, somebody's going to have to pay for all those repairs. You break it, you bought it.


Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.
Fireheart
Fireheart's picture
Offline
Last seen: 2 months 2 weeks ago
11th Anniversary Badge
Joined: 10/05/2013 - 13:45
Who gets the bill for a

Who gets the bill for a Zombie Apocalypse? Do the Rikti have Disaster Insurance?

"I'm sorry, sir but your insurance doesn't cover that." "What?? I paid for all the extra coverage!" "Yes, sir, but we still don't cover Acts of God, or 'Hulk SMASH!'"

Be Well!
Fireheart

TheMightyPaladin
TheMightyPaladin's picture
Offline
Last seen: 2 years 11 months ago
Joined: 08/27/2014 - 18:25
I prefer super jumping and

I prefer super jumping and landing lightly. I don't want to leave a trail of destruction.
That's the kind of thing that starts people thinking about banning or licensing and monitoring superheroes.
And when people do that it always destroys the genre, and leaves something far less fun it's wake.

Gorgon
Gorgon's picture
Offline
Last seen: 4 years 4 months ago
11th Anniversary Badge
Joined: 05/15/2014 - 11:46
I am surprised these modern

I am surprised these modern world builder systems don't include destructible environment specifications already.

There are several and you'd think they would be falling all over themselves to offer it.

Of course destructible walls means people plow through predesigned "levels" or "missions" with a puzzle or planed out series of encounters.

__________________

The very existence of the taunting tank irritates, for it requires idiotic AI that obeys the taunt.

Truvidien
Truvidien's picture
Offline
Last seen: 7 years 2 months ago
11th Anniversary Badge
Joined: 01/04/2015 - 23:12
TheMightyPaladin wrote: I
TheMightyPaladin wrote:

I prefer super jumping and landing lightly. I don't want to leave a trail of destruction.
That's the kind of thing that starts people thinking about banning or licensing and monitoring superheroes.
And when people do that it always destroys the genre, and leaves something far less fun it's wake.

I personally love how Disney Infinity did with the Hulk. Wish other games would do the same with that sort of movement power. Not making it to the point where they'll think about banning certain IP's but having a small bit of destruction as you land from a certain height. DCUO pulled this off as well.

Nyxz
Nyxz's picture
Offline
Last seen: 4 years 5 months ago
Joined: 10/09/2015 - 03:37
Then the magic Cogs appear

Then the magic Cogs appear from everywhere and initiate repairs. Cogs have been underemployed since 2012 and are all for destructible environments. The more destructible the better.

Fireheart
Fireheart's picture
Offline
Last seen: 2 months 2 weeks ago
11th Anniversary Badge
Joined: 10/05/2013 - 13:45
Don't the Cogs work for Pale

Don't the Cogs work for Pale Ride?

Be Well!
Fireheart

Beamrider
Beamrider's picture
Offline
Last seen: 1 year 5 months ago
Developerkickstarter11th Anniversary Badge
Joined: 12/05/2012 - 21:41
Special contracts with

Special contracts with Intercontinental Salvage. They take out all the rubble and rebuild everything out of the finest cardboard and particle board. Pay no attention to the rumors that the fumes from the glue in the particleboard attracts giant lizard monsters. We know they do a good job, they're highly recommended in Tokyo.

Composition Team

Redlynne
Redlynne's picture
Offline
Last seen: 1 day 19 hours ago
kickstarter11th Anniversary Badge
Joined: 10/28/2013 - 21:15
They may be the finest

They may be the finest builders in Asia, but fortunately we are in the Americas.


Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.
blacke4dawn
blacke4dawn's picture
Offline
Last seen: 1 year 2 weeks ago
Joined: 03/28/2015 - 03:02
The big thing with having

The big thing with having destructible environment is that you have to make it actually feel part of the world as whole. Being able to destroy a house that magically spring back to fully repaired after a mostly set time doesn't really add to the world as a whole. It doesn't add anything outside of the mechanic itself imo, and thus doesn't have any real point of being included.

Not sure how they'll implement it but VO is touting a "living world". If this is actually based on destructible environment or just standard events I don't know but if they can actually tie those two together it might be a winning concept.

Truvidien
Truvidien's picture
Offline
Last seen: 7 years 2 months ago
11th Anniversary Badge
Joined: 01/04/2015 - 23:12
blacke4dawn wrote: The big
blacke4dawn wrote:

The big thing with having destructible environment is that you have to make it actually feel part of the world as whole. Being able to destroy a house that magically spring back to fully repaired after a mostly set time doesn't really add to the world as a whole. It doesn't add anything outside of the mechanic itself imo, and thus doesn't have any real point of being included.Not sure how they'll implement it but VO is touting a "living world". If this is actually based on destructible environment or just standard events I don't know but if they can actually tie those two together it might be a winning concept.

Yeah, I read that. Thought that was really interesting so wondering how they'll bring that into game with numerous of people traveling around the map itself.

TheMightyPaladin
TheMightyPaladin's picture
Offline
Last seen: 2 years 11 months ago
Joined: 08/27/2014 - 18:25
I don't see much point in a

I don't see much point in a destructible environment unless we can pick up the pieces and use them as weapons.
They go together like a horse and carriage
This I tell you Brother
You can't have one without the Other

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

They go together like a horse and carriage
This I tell you Brother
You can't have one without the Other

Great... With that song reference you now forced me to have to come up with a superhero version of the Bundys:
Let's see... Al Bundy would have to be some kind of Invulnerable Tank based on his high school football days and his ability to fall off the roof, get electrocuted and so on without dying.
Peggy would be some kind of Mind Controller since she can always manipulate Al into doing what she wants.
Not sure about Kelly... maybe she could be some kind of dizty/sexy Poison Ivy clone that gets everyone to fall in love with her and do her bidding.
And Bud I see as some kind of sneaky Mastermind villain. Just seems like if Bud lived in a superhero-based world he would get a bunch of minions together to protect himself (because he's too wimpy to fight for himself) and carry out his nefarious schemes.

CoH player from April 25, 2004 to November 30, 2012

islandtrevor72
Offline
Last seen: 5 years 1 month ago
11th Anniversary Badge
Joined: 04/28/2014 - 11:24
Destructible environment does

Destructible environment does not have to be just houses. It can be trash cans, lamps, boxes and so on. I personally like destructibles to be used in areas where you will see a lot of fighting so everything is just blowing up all around you.
It would be nice if some (not all) missions had stuff all around that broke apart as you fought.... It would be even more cool if the breakable items in missions had a chance to break from any attack and not just AoE's....this way no matter what you do stuff is exploding.
I wouldn't bother with open world destruction for the most part....the constant respawning aspect would be boring, unless it was accompanied by workerbots or something to account for it... Otherwise just say everything outside is made of 'reasons'anium and forget it. I mean...how many times can a single building catch on fire?

Redlynne
Redlynne's picture
Offline
Last seen: 1 day 19 hours ago
kickstarter11th Anniversary Badge
Joined: 10/28/2013 - 21:15
In other words ... Mayhem

In other words ... Mayhem Mission content.


Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.
blacke4dawn
blacke4dawn's picture
Offline
Last seen: 1 year 2 weeks ago
Joined: 03/28/2015 - 03:02
islandtrevor72 wrote: It
islandtrevor72 wrote:

It would be nice if some (not all) missions had stuff all around that broke apart as you fought.... It would be even more cool if the breakable items in missions had a chance to break from any attack and not just AoE's....this way no matter what you do stuff is exploding.

As long as it only considers items that are in the "path" of an ability then I wouldn't mind.

islandtrevor72
Offline
Last seen: 5 years 1 month ago
11th Anniversary Badge
Joined: 04/28/2014 - 11:24
Quote: In other words ...
Quote:

In other words ... Mayhem Mission content.

Nope....if I meant mayhem I woulda said mayhem. Meyhems had the breakable stuff spread apart as part of its design....forcing a player to continually search for more stuff to break as that was an objective. Each destructible needed to be a target. I am talking about an environment that has many items all around that can either be destroyed or just thrown about in the midst of combat with some specific targetable objects that can cause chain reactions to occur.
Kinda like this.

You notice how some objects are set up to be used as combat tools and others are just there to add to the explosive element of the combat. Boxes blow up, awnings are knocked over on foes, buckets get kicked around, tables are over turned.
This kind of environment works well in a twitch game style but has less application in a tab target system which is why I say it would be nice if most of these things were not targetable and just had a chance to happen with any attack made while the specific chain reaction objects be targetable.
I'm not demanding or even really suggesting this.....just saying it would be cool is all.

Redlynne
Redlynne's picture
Offline
Last seen: 1 day 19 hours ago
kickstarter11th Anniversary Badge
Joined: 10/28/2013 - 21:15
Hmmm. Destructible by VoE,

Hmmm. Destructible by VoE, but not by Single Target? That way it is *literally* collateral damage?


Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.
Gorgon
Gorgon's picture
Offline
Last seen: 4 years 4 months ago
11th Anniversary Badge
Joined: 05/15/2014 - 11:46
blacke4dawn wrote: The big
blacke4dawn wrote:

The big thing with having destructible environment is that you have to make it actually feel part of the world as whole. Being able to destroy a house that magically spring back to fully repaired after a mostly set time doesn't really add to the world as a whole. It doesn't add anything outside of the mechanic itself imo, and thus doesn't have any real point of being included.Not sure how they'll implement it but VO is touting a "living world". If this is actually based on destructible environment or just standard events I don't know but if they can actually tie those two together it might be a winning concept.

This sounds like a partial step to a true, persistent world. Current MMOs are not persistent worlds. You have persistent player characters, but their interactions with the world are temporary and quickly reset.

Every time something "respawns" at its "location", that is the opposite of a persistent world. The "persistent" means consequences to the world from player activities stick.

Still waiting for the brave MMO to shrug off the spawn point/theme park model and give a living, breathing world with factions that spread according to behaviors of their members, both PC and NPC.

To the gazelle on the grass plains somewhere spreading and reproducing, held in check by lions, that kind of thing. This part is not computationally difficult at all.

By modeling this behavior by differential equations, it shows that predator/prey ratios are inherently unstable, and predators will grow until they kill down the prey and start starving themselves. Then the prey rebound and then some, and the predators then start rebounding.

The point though, was that even an "optimum" ratio quickly destabilizes and the ratios start oscillating up and down. Oscillation is the normal state.

Also, as long as the predators and prey have non-trivial numbers and range (and are not free from starvation if prey gets low, as humans in general are free from) it is impossible for the predators to make the prey go extinct. They starve themselves down before they can find the last of the prey.

__________________

The very existence of the taunting tank irritates, for it requires idiotic AI that obeys the taunt.

islandtrevor72
Offline
Last seen: 5 years 1 month ago
11th Anniversary Badge
Joined: 04/28/2014 - 11:24
Quote: Still waiting for the
Quote:

Still waiting for the brave MMO to shrug off the spawn point/theme park model and give a living, breathing world with factions that spread according to behaviors of their members, both PC and NPC.

Multiplayer Minecraft does this but its not exactly an MMO (or rather not a traditional one). Until there is a procedurally generated world in an MMO that's the best we got. It would be an interesting social experiment at the very least if a fully fleshed out MMO existed.

WarBird
WarBird's picture
Offline
Last seen: 5 years 9 months ago
kickstarter11th Anniversary Badge
Joined: 10/17/2013 - 19:11
This conversation feels a

This conversation feels a little familiar. . .but what the heck.

I'd love to see a couple of heavyweight bruisers picking up cars/trains/lampposts/etc. and trashing the place with them. Would be fun. And, more importantly, superbly reflecting the genre. If the majority of missions are instanced...well, then. You've got quite a bit of freedom there. It would be great if boss fights could crash through walls into different rooms, or a super strong villain could rip up a piece of heavy machinery and throw it at you. All perfectly possible in a one-off instance mission. Especially if it's essentially 'in-doors' where the population at large never would see it.

However, it's pretty clear that truly destructible environments in an open MMO world would be...problematic. Obviously, the city would be leveled in short order with this many supers around unless the buildings magically heal themselves somehow. On the other hand, maybe that's an avenue to explore. What would city planners and engineers do if they were designing buildings in a city crowded with meta-humans? Like in Los Angeles with earthquake ordinances, you build to withstand. And what if a technology was developed that DID let certain building materials essentially 'heal' minor damage? So you construct the buildings out of extra robust materials, and use variations of 'Plasma-Krete(TM)" on the outside to mitigate more minor damage.

So, I'd propose a sort of compromise.

In instances, let there be significant (but limited) damage. Short of actually destroying sky-scrapers, but having a sort of scale of 'Light Damage' to 'Complete Destruction' possible for objects based on Character Strength vs. Object Structural Integrity.

In the open world, damage to buildings/roads/environmental features is limited to a graphic that gets overlaid on impact. Like a small dust/rubble cloud and spider-web of cracks that heal slowly and eventually disappear. Kind of what you'd expect.

No idea what to do about vehicles in the open world. It's one of those immersion breaking things that are difficult to compromise on. Even if, say, you were only allowed to pick up 'parked' cars. (so as not to injure drivers) What happens to the destroyed hulk after you've flung it? We'd have the streets impassable with junk heaps in no time. Clogging the space between all the rubble that used to be buildings. :) So you're still faced with watching the car just sort of fade out of existence. OR perhaps every car you smash/throw burns for a minute then literally vaporizes in an explosion! Hooray for Hollywood.

And just as an aside, it always drove me crazy when my unstoppable juggernaut of a Tank couldn't kick a trashcan out of his way. Just sayin.

Lothic
Lothic's picture
Offline
Last seen: 2 months 3 weeks ago
kickstarter11th Anniversary Badge
Joined: 10/02/2013 - 00:27
Not sure if CoT would be able

Not sure if CoT would be able to pull off what I'm about to suggest but it would seem like eventually the open world zones of MMOs could be made destructible to some degree and then be allowed to "auto heal" once the game has determined that there are no player characters within a certain distance of any given damaged point.
When you think about it most places in most zones (even the busy ones) often have times when there's simply no one hanging around to see anything. At those moments the game could simply "automagically" repair any environmental damage back to the defaults. Basically the idea is that the illusion of environmental destruction will last only as long as there's anyone around to see it - when no one's looking the game resets and the next new person to enter the area will never know the difference.
Now of course this could mean a few incredibly busy places might remain "destroyed" for a long time because they may rarely if ever be 100% devoid of players. In those extreme cases the game might be forced to simply reset everything arbitrarily (like once an hour) even if there are people there to see things fly back together all by themselves (like the 'Deju Vu' moment from the first Matrix movie). It's possible though that the need for that would be so relatively rare that it might be worth the trade-off with having to deal with that on occasion. Maybe the game could sort of cover for that by spawning a bunch of "repair drones" that swarm around and are made to look like they are the agents doing the repairs - once the repairs automatically happen the drones quickly fly away and disappear.

CoH player from April 25, 2004 to November 30, 2012

islandtrevor72
Offline
Last seen: 5 years 1 month ago
11th Anniversary Badge
Joined: 04/28/2014 - 11:24
WarBird wrote: I'd love to
WarBird wrote:

I'd love to see a couple of heavyweight bruisers picking up cars/trains/lampposts/etc. and trashing the place with them. Would be fun. And, more importantly, superbly reflecting the genre. If the majority of missions are instanced...well, then. You've got quite a bit of freedom there. It would be great if boss fights could crash through walls into different rooms, or a super strong villain could rip up a piece of heavy machinery and throw it at you. All perfectly possible in a one-off instance mission. Especially if it's essentially 'in-doors' where the population at large never would see it.

I completely agree that property damage is a big staple of the genre and would love to see it represented in CoT. I can suspend my disbelief easily when it comes to seeing open worlds self repair as its a kind of necessity.
What I have trouble with is the various forms of 'limited' destruction games employ. Those obvious sections of wall that break, that one pipe out of dozens you can rip out, the time you can break a chair but not the desk and so on. Instead of those things making the world seem like you can interact with it...it just directs you to those few points deemed ok to be broken and it ruins the effect for me. Consistency in concept and volume of susceptibility are very important to me. What I mean is....if you can break of part of the wall, you can break it all. If you can rip one pipe you can rip them all. And there should be a lot of things that can be interacted with in this manner. Tons of smaller objects to go along with the bigger ones is a must for me too, chairs, desks, trashcans, file cabinets, boxes, crates ect ect ect. To me this is a go big or don't go situation.

Lothic wrote:

Not sure if CoT would be able to pull off what I'm about to suggest but it would seem like eventually the open world zones of MMOs could be made destructible to some degree and then be allowed to "auto heal" once the game has determined that there are no player characters within a certain distance of any given damaged point.

This is probably one of the better ways to uphold the illusion that's been suggested. I know this kind of thing can be done if the environment was designed with that in mind to begin with. In L4D 'VS' you can take the role of special undead and can choose your spawn location but are required to be completely out of line of sight of the human players. That same mechanic could be used to re-spawn buildings, cars and whatever else. If the game is going to have destructible open world elements this would be the way I would hope they dealt with the re-spawns.

Interdictor
Interdictor's picture
Offline
Last seen: 4 years 5 months ago
11th Anniversary Badge
Joined: 08/22/2013 - 05:26
WarBird wrote: However, it's
WarBird wrote:

However, it's pretty clear that truly destructible environments in an open MMO world would be...problematic. Obviously, the city would be leveled in short order with this many supers around unless the buildings magically heal themselves somehow.

Indeed - it would be an avenue of griefing - bored trolls just going around knocking over buildings.

So unless we want our new city to have a permanent resemblance to Boomtown or pre-reno Faultline, fully destructible environments in the open world are probably a bad idea. Limited destructibility in instances? Sure - go to town.

Elios Valoryn
Elios Valoryn's picture
Offline
Last seen: 4 years 5 months ago
Joined: 02/27/2016 - 06:59
In essence of the super leap

In essence of the super leap and big villains smashing you through walls,

I think a possible integration with the limited destruction could be, essentially certain events take place such as where you(the player) can be in a way knocked back/launched into different objects causing the destruction(of course the same goes for villains). This could limit the griefing/trolling aspect, as the destruction system would be used after a certain event takes place.

Remember: This is a single aspect of how this could be integrated.

However this type of destruction may not be satisfactory to many players, hoping to use their super powers to kinda beat/blast down a building.

As foolish as this seems,

Gotem.

From ya boy, Elios.

Redlynne
Redlynne's picture
Offline
Last seen: 1 day 19 hours ago
kickstarter11th Anniversary Badge
Joined: 10/28/2013 - 21:15
(No subject)


Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.