That is something I always wanted to do in COH but couldn't. It is a quality of life issue I would love to be able to do in Titan city.
I could run and jump faster than cars/trucks but I could never hop on one and ride. (sad face, single tear rolling down cheek)
I would love to cross a zone riding on top of a truck. Even with low bridges that might knock me off...this is a thing that must be available for players or, like, we'll all be sad....and you don't want that devs, do you? (puppy dog eyes)
Sound off if you want to go truck surfing!
[img]https://s15.postimg.cc/z9bk1znkb/Black_Falcon_Sig_in_Progess.jpg[/img]
Man, I vehicle surf on all sorts of games. GTA, Saints row, crack down, just cause...
"Let the past die. Kill it if you have to."
Yeah it was always annoying that you COULDN'T do that in CoH. I personally always wanted to sit on top of the blimp in AP. ;)
So I'll put in a vote for being able to "truck surf" in CoT.
CoH player from April 25, 2004 to November 30, 2012
[IMG=400x225]https://i.imgur.com/NHUthWM.jpeg[/IMG]
+1
[img]http://ic.pics.livejournal.com/whiteperegrine/84183/69278/69278_original.gif[/img]
Count me in for that vote. I hated not being able to just sit on a car, or yeah the blimp! lol
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[color=#FF0000]Graphic Designer[/color]
Sign me up for Blimp Cruises.
Be Well!
Firehart
I too would love this. Even if the cars/trains/blimps/etc aren't interactive just being able to jump on them and ride would be amusing.
How hard is this to do from a developer perspective?
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[color=#FF0000]Graphic Designer[/color]
It probably wouldn't be "hard" to do but it might be more of a question of how the game maintains all the "objects" moving around in the zone environments. It's likely the only reason CoH made things like cars/trucks "non-interactable" was to make it easier on the game servers. To make them something we could actually ride on they'd likely have to use more environment database resources and/or maybe even have to worry about whether they are "destructible" or not.
Hopefully the limitations of running a big MMO on game servers back in 2004 will be overcome by CoT's newer server hardware.
CoH player from April 25, 2004 to November 30, 2012
[IMG=400x225]https://i.imgur.com/NHUthWM.jpeg[/IMG]
Vehicles would be changing our character locations without any effort on our part... And not like KB would move us. Tops of vehicles would have to be 'sticky'...
Be Well!
Fireheart
Yay friction! :)
The design rule for City of Heroes was that anything that was stationary was "terrain" that you could stand on. Anything that MOVED could not be (stably) stood upon, such that you were intended to slide/fall off to some side.
[center][img=44x100]https://i.imgur.com/sMUQ928.gif[/img]
[i]Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.[/i][/center]
If you believe strongly enough Tinkerbell can be saved! and Unreal 4 can make truck surfing REAL for us...
"I do believe! I do! I do! I do!"
[img]https://s15.postimg.cc/z9bk1znkb/Black_Falcon_Sig_in_Progess.jpg[/img]
Forget truck surfing. Bug surfing:
[youtube=400x240]-zarjldaNgM[/youtube]
But yeah, vehicle surfing is good. Some stealthy person hiding on top of a large vehicle is an old standard.
The real question is, could you use attacks and not fall off the vehicle?
Fighting while standing on a moving vehicle is an old and yet increasing trend in action movies, so it'd be fun to try.
That said, MMO, so... all resources must be conserved as much as possible. ¯\_(ツ)_/¯
If MWM has a system for moving platforms that are primarily moving on the horizontal plane then I think 99% of the job is done by treating the vehicles as such moving platforms. I don't think it needs to be more complicated than that.
Regardless of how they solve it I am fully in favor of vehicle surfing. Hmm wonder if I can turn them into mobile weapons platforms by strategically placing MM pets along the edges?
Piker.
A "Devices" Villain would deploy a(n immobile) [b]Turret[/b] on top of a moving vehicle driving down the street to let it strafe/shoot up all the Foe NPCs within the Turret's aggro range along the sides of the street as the Turret gets driven along.
A "Terrorist" Villain would deploy a [b]TIME BOMB[/b] on a moving vehicle before making their escape and letting the combination of driving path and countdown timer cover their tracks. Now you've got random vehicles carrying "payloads" around the city, and the drivers don't even know they're being used to make "deliveries" ...including plenty that don't reach the right destination (because NPCs hardly ever go where you want them to!), so you'll need to TIME BOMB a LOT of vehicles before you'll manage to make a "hit" on the place you want a vehicle to randomly go. But since you're a Villain, all of those "random wrong turns" blowing up in the wrong places is [i]Somebody Else's Problem[/i] to worry about.
I could pontificate more, but I think that people can already begin to see various hazards with being able to deploy stuff onto moving vehicles that the Player does not control. Remember, Players are clever little [i]bah-stids[/i] and they will "weaponize" pretty much any (and every!) advantage that you give them (especially if you didn't intend for them to have it!).
[center][img=44x100]https://i.imgur.com/sMUQ928.gif[/img]
[i]Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.[/i][/center]
That said ... I totally want to "pull an Elastigirl" and stealthily ride a pod into the Villain's base/headquarters as it's driving along the monorail ...
[center][img=44x100]https://i.imgur.com/sMUQ928.gif[/img]
[i]Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.[/i][/center]
Just have it so you can't deploy anything on moving platforms.
But also being able to be Spiderman like and stick to the side of a buss that's going your way would be great.
"Let the past die. Kill it if you have to."
It was hinted [i] WAY BACK [/i] that our devs were vexed by the inability to ride the blimp and that they were addressing that situation in CoT. How far they take it though . . .
*coughDEVcough*
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[color=#FF0000]Graphic Designer[/color]
Nooooooooooooooooooooooooo!
Do not wreck a real world simulation! More unexpected serendipitous wonders!
"Oh, that is cool but we can't let you do that!" Just say no to that impulse!
Listen people -- If you can stand on a boulder and strong guys can hurl boulders, presto! A hurled mini-base with turrets and people on it
Fire people who say no to that emergent fun!
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[IMG]http://i284.photobucket.com/albums/ll38/Gnurl/a72b7fba-8da2-4ac8-8e18-0f8453f7d3ee_zpscc5b27b5.jpg[/IMG]
The very existence of the taunting tank irritates, for it requires idiotic AI that obeys the taunt.
This is why its easier for Devs to just say no. Because people want more. Standing on a moving platform is good enough. Would it be great to then use TK to lift yourself and the truck and slam into a villain? Sure, but lets be realistic!
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[color=#FF0000]Graphic Designer[/color]
I am not a fan of people being apologists (pre-apologists at that) pooh pooh-ing ideas on behalf of devs.
There'a a book called The Inmates are Running the Asylum that studies how adding a computer to things (car, phone, plane, camera) turns that functional thing into a thing with computer problems.
The punch line is to keep programmers away from feature design because they have a fool's tendency to throw wrappers around APIs rather than design new products with features.
Have non-programmers design features, then order the programmers to implement it.
Here's a feature: stand on moving objects, regardless of how they move (roll, fly, thrown, orientation).
Here's another: objects can have gravitational pull such that a neutron ball 50 feet in diameter one could walk all the way around, even to standing upside down as it floats over Earth (i.e. its gravity if greater wins).
Now, programmers, go implement it. "If you can't, there's the door."
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[IMG]http://i284.photobucket.com/albums/ll38/Gnurl/a72b7fba-8da2-4ac8-8e18-0f8453f7d3ee_zpscc5b27b5.jpg[/IMG]
The very existence of the taunting tank irritates, for it requires idiotic AI that obeys the taunt.
I don't think you'd be able to stand on thrown objects, as likely any thrown objects are just part of an animation effect and wouldn't have any kind of actual solidness to them.
Also being able to stand on held objects would have people being huge stacks of people holding objects.
Though tangentially related to the subject I would like to be able to carry another player when flying. Or any travel power, really. It's a thing you see often enough in comics.
"Let the past die. Kill it if you have to."
Group travel options would be really sweet. That is the sort of thing that could be easily worked into side benefits for supergroups and/or bases as a significant draw. Build a hangar in your base, unlock a group flight power. It doesn't have to be a superjet, even if you literally carry other people with your mind or super strength you can decorate the "hangar" room to be a workout gym or mental training facility.
Since everyone gets travel powers for free at character creation it would be entirely optional, but a cool feature. The perfect sort of optional but cool thing that would work well as a purchase or guild/base option.
[img]http://4.bp.blogspot.com/-nXgglaIGJPo/U0ioSmIbsTI/AAAAAAACT-E/ibgtSQK2SwY/s1600/p46_7.jpg[/img]
Relevant panel at the bottom.
"Let the past die. Kill it if you have to."
I’d like if someone with super strength could throw someone a la the “Fastball Special”. How cool would it be if the Stalwart could toss the Enforcers into melee range of the enemies?
[img]http://gifimage.net/wp-content/uploads/2017/10/hear-hear-gif-3.gif[/img]
[hr]I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.
So then the enforcer can get ripped to shreds while the stalwart laughs?
Tanks go in first.
Could be useful to get them near some pesky ranged attackers, or get them out of an AOE if they're too dumb/distracted/mezzed to do it themselves.
"Let the past die. Kill it if you have to."
I was thinking more along the lines of tossing the Enforcer at the mooks before charging the Big Bad yourself. Kind of like how melee DPS takes care of adds in standard boss fights.
CoX had group fly towards the end.
Waaaayy back it was suggested that we [i] might [/i] be able to combine powers and skills. When someone said Fastball Special! the good Dr. just smiled and walked away.
Any interaction between two players is inherently tricky. If it presents any potential for danger, that cranks up how difficult it is to implement effectively. Remember group teleport from CoH? How many times did people get teleported into a pack of enemies or off of a roof? Eventually they added a "do you trust this person are you sure you want to be teleported?" dialogue to it.
Eventually.
If the interaction is something that happens in a split second in the middle of combat? That is going to be really hard to do. Take the fastball special as an example. It doesn't really do anything that a single person's powers couldn't do just fine (movement and damage) but it requires a significant amount of coordination. Do the players have to agree to it before it can be completed? If not, you can chuck people off a roof or straight into a group of bad guys. If it does, good luck making use of that in the middle of a fight when every second counts.
Then there is the matter of having team up attacks require unique animations with multiple models.
Team up attacks are very cool but tricky to implement. Team movement is a bit easier but even that needs some thought put into it to mitigate people ending up dropped out of the air or teleported into a hole they can't get out of or other silly things. This isn't even getting into balancing team up attacks vs not using team up attacks and if creating them is worth the development time vs making more normal powers and animations. Those are whole new discussions.
That's why I would think the closest they can get to in team up attacks would be something sort of like what Marvel Ultimate Alliance did where it was all based on timing.
If player A and player B hit these certain attacks at the same time it would set off a certain bonus attack damage.
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[color=#FF0000]Graphic Designer[/color]
While well intentioned I feel like it wouldn't be such a good idea since it has way too high a factor of others using it to impose their will and/or play style on other. By that I mean that for higher end content (and for some any content) they will require that you use a specific build and rotation so that they can maximize the number of these bonus damage combos.
Group Fly was available for a loooong time in the game. That's how a lot of the pre-i9 revamp PA teams for old school Hami Raids used to hang above the jello to drop Phantom Army to hold aggro. The majority of players just never took it because it was fairly endurance heavy and slow with limited uses for a game that had a ton of interior maps with baddos that all have some form of ranged attack where flight didn't provide all that much advantage.
Group fly just made people float around near you, not the same as picking someone else up. I'd like the ability to pick up other characters, anyway. That could open some doors with certain missions. Saving people from a burning building and having to carry some of them out, for example.
But I'd like to be able to pick up other players. This would of course ask the other for permission. And before folks say that it'd be hard to implement in an MMO
[img]http://origin.webcdn.theblackdesertonline.net/forum/service_live/monthly_02_2016/giant_carries_humans.thumb.jpg.521207008118bc34331cabc9e73d6153.jpg[/img]
Other MMOs have done this. Mabinogi specifically had a giant race that could carry human race players.
"Let the past die. Kill it if you have to."
In a game where players can be all sorts of shapes and sizes that are in no way linked to the character's abilities the animation and clipping issues would be something else if we're specifically talking about holding, riding, and carrying other players.
The difficulty of implementing that and making it look good vs "float nearby the other player" for the same result doesn't make a lot of sense unless there is a significant desire for it from people eager to pay for it.
The idea is cool, just being practical.
That’s is a pretty cool look for it. I can see it for helping a character with no travel power to hitch a ride with you. However travel powers are coming early on in the game do not sure it would be all that valuable.
I imagine the hardest part would be the animations. There were powers in COX that required the target to agree with before it took effect; teleport friend comes to mind.
And yeah group fly did more to aggravate the other players than most people got out of it in positive gameplay. I took it on exactly one character and though it did help on a few missions generally people didn’t like its use, even when only used out of combat. Either way group fly was a long way from a hands on assist, launch, carry etc.
All this said I don’t see a power that lets you pick up other players being of great utility in this game except perhaps in combat. I can see some awesome animations for it in combat! More for throwing enemies than teammates but both could be cool. Like when Mr Incredible throws his wife to catch their baby type of interaction. And all the throw your target around stuff you can imagine would be cool.
"A sad spectacle. If they be inhabited, what a scope for misery and folly. If they be not inhabited, what a waste of space." ~ Thomas Carlyle
Not only early but i believe at the end of the bank-heist tutorial at the very latest.
Add in that travel powers will be a separate system so you won't have to "sacrifice" a combat power to get a travel power, nor will there be pre-reqs to them (especially not like in the beginning of CoH where you had to take a combat-movement power before taking the actual travel power).
Had some great fun with Group Fly on a Merc/Dark MasterMind. Mostly in PvP where a MM without pets was a dead MM. Group Fly also had the biggest self debuff in the game with -25% to ACC. Fortunately my Mercs tossed out -DEF like crazy and it balanced fairly quickly. And yeah it had a big end drain but that was what you wanted to slot for anyway as your "passengers" couldn't get any extra speed from a fly enhancement.
It was also fun in Mercy to show new players how Fly powers worked before they could even earn hover. (Same character also had Team Teleport.)
Anytime I went into Sirens Call with my dom and spotted an mm with group fly or group tp and all his pets, I knew It was a good idea to follow him for protection lol. And they never failed to include me in their rotation of buffs lol.
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[color=#FF0000]Graphic Designer[/color]
This brings up a related point. I know masterminds won't be in at launch but hopefully any pet powers will inherently be able to keep up with the player. Even as far back as diablo 2 (after the expansion) devs realized that there was a need for pets to automatically teleport or otherwise catch up their leaders. Hopefully that will be considered, since requiring group travel powers just to effectively play a certain class would be a tax on fun. Perhaps similar to the previous discussions on minion scaling any travel powers a player picks would also give those powers to their pets. Then they could always keep up.
The old game had auto-teleport for a MM's pets if s/he got too far ahead, so hopefully CoT will as well.
Spurn all ye kindle.
Yeah, and they all got super leap I think? The only time they really struggled was the situation that was previously mentioned. If you were flying most minions couldn't do that, so leaping and teleporting was not enough there since they would just fall again.
Auto-teleport is good and important but not enough if the player can stay airborne. That situation requires flight. I guess the simplest solution is auto-teleport if they get really far away, leaps for normal travel, and flight that only turns on if the leader turns on flight.
Personally I would prefer if they could use the exact same travel power as the player (and by default using the same aesthetics as the player but of course changeable) or even freely choseable but if MWM can't make that happen then I guess super jump and flight would the best compromise. Catch-up teleport should be in regardless of other factors as to what travel powers/methods pets can use.
Yeah, this was my original thought too. I just meant that if we assume they get auto-teleport then the only thing they can't catch up to is flight, so auto-flight if the player is flying fixes that.
Basically I was trying to eliminate the last edge case: if the player doesn't get flight, but is flying because of a temp power or group power.
You are right that having them copy the player's aesthetic and power would be ideal.