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Floating/Pet Firing Points

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Cyclops
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Floating/Pet Firing Points

there is early concept art of Pigeon Man using a pet as a firing point.
--I really think this is a great game store item,

Floating pets are items/pets/drones not attached to the character but always stay with him.

[b]Drones[/b] are easy. Very little animation. maybe some blinking lights. but drones also cover floating orbs and eyeballs

[b]Tiny humanoids[/b] are also easy. The model is already there just shrink it down to size. What may be tricky is allowing the player to customize their humanoid. Insect wings make a faerie, bat wings for a homonculus or an imp, a three piece suit and tommy gun make for a summoned mobster spirit. I would like to use the CC to make my own humanoid...it is only one pet after all.

[b]Animals[/b] this is the most difficult as it requires flying or quadruped animation. I'm not a programmer, so I am guessing at difficulty levels.
---------------------------------------------------------------------------------

I'm hoping it is possible to at least get the drone class available at Launch, with the tiny humanoid soon after?

I'm also tossing this out to gauge interest in the idea of floating firing points.
Would you be interested in this concept? Enough to pay for it in the company store?

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blacke4dawn
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I certainly would use it,

I certainly would use it, even have a few character concepts in mind right now. Personally though I would want to go one step further with this and be able to incorporating them in the actual power animations, not just a firing point. One example would be that instead of doing a long range fire they fly close to the target and do a short range or even melee one, of perhaps going so far as being able to make it circle around the target if it's a short term buff or similar.

As with anything in the cash shop, depends on the price. Though considering that I already plan on being a subber then it's more likely just a matter of time before I get them.

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Slight necro here, but this

Slight necro here, but this is a big thing for me. While my character concept is not about birds or even little people, mine involves orbs of light.

For this character concept I have, his energy blasts are magic that first looks almost like balls of white (or other colored) light that spin into existence before shooting beams/lasers and vanishing. The idea is that, the stronger the skill, the more orbs appear to shoot their blasts. Level 1 energy blast, single ball over his head, and then at level 12 a new skill has an orb over the shoulders. But the attack unlocked at 30? Maybe 3 orbs of light. Final "nuke" power? Five! Mixed in would be other skills with more "standard" visuals.

As we've gotten closer and I'm more and more excited, I'm super curious what kind of options we're going to have at launch as far as props to. But I know I have to be patient.

What I envisions very well might not be capable at launch, or even ever during the life of the game. But hey, a guy can dream.

Name: Safehouse
Ranger: Gunner
Primary: Force Blast
Secondary: Atrophic Aura
Tertiary: Kinetic Melee
Travel Power: Parkour
Status: Traveling. Following rumors of a huge city in Massachusetts that is teeming with supers.

Lothic
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Safehouse wrote:
Safehouse wrote:

Slight necro here, but this is a big thing for me. While my character concept is not about birds or even little people, mine involves orbs of light.
For this character concept I have, his energy blasts are magic that first looks almost like balls of white (or other colored) light that spin into existence before shooting beams/lasers and vanishing. The idea is that, the stronger the skill, the more orbs appear to shoot their blasts. Level 1 energy blast, single ball over his head, and then at level 12 a new skill has an orb over the shoulders. But the attack unlocked at 30? Maybe 3 orbs of light. Final "nuke" power? Five! Mixed in would be other skills with more "standard" visuals.
As we've gotten closer and I'm more and more excited, I'm super curious what kind of options we're going to have at launch as far as props to. But I know I have to be patient.
What I envisions very well might not be capable at launch, or even ever during the life of the game. But hey, a guy can dream.

Your "floating orbs of light" idea is an interesting one. I'd probably have a character do something like that if it were an available option. Obviously it's hard to say right now if it'll happen but it seems at least plausible.

I'm not sure if the game could automatically deal with adding orbs based on character level but I would imagine that having the customization option to choose from 1 to 5 orbs would be feasible. That way you could simply "roleplay" your increase in power by just changing the number of orbs you have manually at whatever level thresholds you want.

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I'd be very surprised if they

I'd be very surprised if they can't make multi-point emanation points happen at all so I think it's more a matter of when rather than if.

There a are few more challenges to multi-point emanation points than single-point ones and that is "sequence". By that I mean giving the option to have them all fire simultaneously, in pre-determined sequence or a random sequence.

Lothic
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blacke4dawn wrote:
blacke4dawn wrote:

I'd be very surprised if they can't make multi-point emanation points happen at all so I think it's more a matter of when rather than if.
There a are few more challenges to multi-point emanation points than single-point ones and that is "sequence". By that I mean giving the option to have them all fire simultaneously, in pre-determined sequence or a random sequence.

Yeah the "easiest" way to do it would be randomized. But who knows - maybe the thing would be clever enough to "funnel" the effects of any power simultaneously through all the orbs no matter how many are there. Better yet of course might be to be able to assign them specifically (i.e. Power A always shoots through Orb 1, Power B always shoots through Orb 2, etc.).

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Safehouse
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Lothic wrote:
Lothic wrote:

Safehouse wrote:
Slight necro here, but this is a big thing for me. While my character concept is not about birds or even little people, mine involves orbs of light.
For this character concept I have, his energy blasts are magic that first looks almost like balls of white (or other colored) light that spin into existence before shooting beams/lasers and vanishing. The idea is that, the stronger the skill, the more orbs appear to shoot their blasts. Level 1 energy blast, single ball over his head, and then at level 12 a new skill has an orb over the shoulders. But the attack unlocked at 30? Maybe 3 orbs of light. Final "nuke" power? Five! Mixed in would be other skills with more "standard" visuals.
As we've gotten closer and I'm more and more excited, I'm super curious what kind of options we're going to have at launch as far as props to. But I know I have to be patient.
What I envisions very well might not be capable at launch, or even ever during the life of the game. But hey, a guy can dream.
Your "floating orbs of light" idea is an interesting one. I'd probably have a character do something like that if it were an available option. Obviously it's hard to say right now if it'll happen but it seems at least plausible.
I'm not sure if the game could automatically deal with adding orbs based on character level but I would imagine that having the customization option to choose from 1 to 5 orbs would be feasible. That way you could simply "roleplay" your increase in power by just changing the number of orbs you have manually at whatever level thresholds you want.

Yeah that's kind of what I'm thinking; personally tweaking the number and behavior of orbs at each level of skill to represent how much "magical power" is being used in the attack.

There are so many ways of doing magic that involve hand motions, or symbols in the air, or wand waving, but I love the notion of the sorcerer who does a no frills, no flashy movements, assault style.

Name: Safehouse
Ranger: Gunner
Primary: Force Blast
Secondary: Atrophic Aura
Tertiary: Kinetic Melee
Travel Power: Parkour
Status: Traveling. Following rumors of a huge city in Massachusetts that is teeming with supers.

Safehouse
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blacke4dawn wrote:
blacke4dawn wrote:

I'd be very surprised if they can't make multi-point emanation points happen at all so I think it's more a matter of when rather than if.
There a are few more challenges to multi-point emanation points than single-point ones and that is "sequence". By that I mean giving the option to have them all fire simultaneously, in pre-determined sequence or a random sequence.

See I hadn't even considered sequence, but that's an interesting point that makes me wonder how that theoretically would work. I assume that would add layers to customize, possibly more than one.

Say I want to do "mega ultra five star hyper beam." In that case there would be five floating emanation points - for the sake of this I'll say hip-hip-shoulder-shoulder-above-the-head. In this scenario I want mega ultra to spawn each orb individually one after the other, starting at the left hip and ending at the right. Then, only once all of the orbs have spawned, all the lasers shoot at once.

In this scenario are we talking two layers of additional customization? One for the timing of the orb spawn, and another to determine the shooting order/timing for the lasers? I can't imagine the kind of aggravation the coding for that hypothetical would be, lol.

Name: Safehouse
Ranger: Gunner
Primary: Force Blast
Secondary: Atrophic Aura
Tertiary: Kinetic Melee
Travel Power: Parkour
Status: Traveling. Following rumors of a huge city in Massachusetts that is teeming with supers.

Lothic
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Safehouse wrote:
Safehouse wrote:

blacke4dawn wrote:
I'd be very surprised if they can't make multi-point emanation points happen at all so I think it's more a matter of when rather than if.
There a are few more challenges to multi-point emanation points than single-point ones and that is "sequence". By that I mean giving the option to have them all fire simultaneously, in pre-determined sequence or a random sequence.
See I hadn't even considered sequence, but that's an interesting point that makes me wonder how that theoretically would work. I assume that would add layers to customize, possibly more than one.
Say I want to do "mega ultra five star hyper beam." In that case there would be five floating emanation points - for the sake of this I'll say hip-hip-shoulder-shoulder-above-the-head. In this scenario I want mega ultra to spawn each orb individually one after the other, starting at the left hip and ending at the right. Then, only once all of the orbs have spawned, all the lasers shoot at once.
In this scenario are we talking two layers of additional customization? One for the timing of the orb spawn, and another to determine the shooting order/timing for the lasers? I can't imagine the kind of aggravation the coding for that hypothetical would be, lol.

It would require a lot of "extra" options just for this one basic kind of "floating orb" concept. It would not be impossible to do but I would also suspect the chances that they'd get that super-detailed into one unique kind of scenario like this would be pretty small. They'd likely "Keep It Simple Stupid" and make it work fairly generically. Frankly I'd consider myself lucky if we even get some kind of "floating orb" option of any kind.

CoH player from April 25, 2004 to November 30, 2012
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Safehouse
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Lothic wrote:
Lothic wrote:

Safehouse wrote:
blacke4dawn wrote:
I'd be very surprised if they can't make multi-point emanation points happen at all so I think it's more a matter of when rather than if.
There a are few more challenges to multi-point emanation points than single-point ones and that is "sequence". By that I mean giving the option to have them all fire simultaneously, in pre-determined sequence or a random sequence.
See I hadn't even considered sequence, but that's an interesting point that makes me wonder how that theoretically would work. I assume that would add layers to customize, possibly more than one.
Say I want to do "mega ultra five star hyper beam." In that case there would be five floating emanation points - for the sake of this I'll say hip-hip-shoulder-shoulder-above-the-head. In this scenario I want mega ultra to spawn each orb individually one after the other, starting at the left hip and ending at the right. Then, only once all of the orbs have spawned, all the lasers shoot at once.
In this scenario are we talking two layers of additional customization? One for the timing of the orb spawn, and another to determine the shooting order/timing for the lasers? I can't imagine the kind of aggravation the coding for that hypothetical would be, lol.
It would require a lot of "extra" options just for this one basic kind of "floating orb" concept. It would not be impossible to do but I would also suspect the chances that they'd get that super-detailed into one unique kind of scenario like this would be pretty small. They'd likely "Keep It Simple Stupid" and make it work fairly generically. Frankly I'd consider myself lucky if we even get some kind of "floating orb" option of any kind.

I agree. I don't think it makes sense to get that granular with it. If I get my orbs, i will be more than happy to roll with it :)

Name: Safehouse
Ranger: Gunner
Primary: Force Blast
Secondary: Atrophic Aura
Tertiary: Kinetic Melee
Travel Power: Parkour
Status: Traveling. Following rumors of a huge city in Massachusetts that is teeming with supers.

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[youtube]moX3z2RJAV8[/youtube]

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Always happy to see a good

Always happy to see a good TNG reference XD

Name: Safehouse
Ranger: Gunner
Primary: Force Blast
Secondary: Atrophic Aura
Tertiary: Kinetic Melee
Travel Power: Parkour
Status: Traveling. Following rumors of a huge city in Massachusetts that is teeming with supers.

Lothic
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Safehouse wrote:
Safehouse wrote:

Always happy to see a good TNG reference XD

Yes that was an awesome reference. ;)

The only vaguely related thing that popped into my head while writing these posts were the classic Ioun Stones from D&D:

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Lothic wrote:
Lothic wrote:

Safehouse wrote:
blacke4dawn wrote:
I'd be very surprised if they can't make multi-point emanation points happen at all so I think it's more a matter of when rather than if.
There a are few more challenges to multi-point emanation points than single-point ones and that is "sequence". By that I mean giving the option to have them all fire simultaneously, in pre-determined sequence or a random sequence.
See I hadn't even considered sequence, but that's an interesting point that makes me wonder how that theoretically would work. I assume that would add layers to customize, possibly more than one.
Say I want to do "mega ultra five star hyper beam." In that case there would be five floating emanation points - for the sake of this I'll say hip-hip-shoulder-shoulder-above-the-head. In this scenario I want mega ultra to spawn each orb individually one after the other, starting at the left hip and ending at the right. Then, only once all of the orbs have spawned, all the lasers shoot at once.
In this scenario are we talking two layers of additional customization? One for the timing of the orb spawn, and another to determine the shooting order/timing for the lasers? I can't imagine the kind of aggravation the coding for that hypothetical would be, lol.
It would require a lot of "extra" options just for this one basic kind of "floating orb" concept. It would not be impossible to do but I would also suspect the chances that they'd get that super-detailed into one unique kind of scenario like this would be pretty small. They'd likely "Keep It Simple Stupid" and make it work fairly generically. Frankly I'd consider myself lucky if we even get some kind of "floating orb" option of any kind.

Considering that MWM has used a hovering bird (near shoulder) as an example of "detached" emanation point then I see no problem with just using a geometric shape instead.

As for sequence timing customization I think it's one of those things that would need to be done in steps. Considering that most of these "detached" emanation points would most likely be props then we could set them to spawn/despawn when we enter/exit combat state so the only sequence we would care about then would be the firing one, so one layer would be enough. Even with Safehouse's example the orb "spawning" only on activation could be handled through the firing/projectile animation alone (I'm sure such an animation could be used by other "props") so still only one additional layer of customization would be needed, though it would be a set timing between spawn and fire on each individual orb.

The only scenario where it would need more than two layers would be if you want to have different timings between spawn and fire.

Thinking back to the Shadow Maul thread this form of customization could be useful even if you only fire a single beam/projectile since it would be same basic principle as alternating between left and right hand when punching.

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Lothic wrote:
Lothic wrote:

Safehouse wrote:
Always happy to see a good TNG reference XD
Yes that was an awesome reference. ;)
The only vaguely related thing that popped into my head while writing these posts were the classic Ioun Stones from D&D:

Do you think that's what he sees when he gets hit really hard in the head?

Oooo new idea: hero whose powers only work if he or she is concussed.

Name: Safehouse
Ranger: Gunner
Primary: Force Blast
Secondary: Atrophic Aura
Tertiary: Kinetic Melee
Travel Power: Parkour
Status: Traveling. Following rumors of a huge city in Massachusetts that is teeming with supers.

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Safehouse wrote:
Safehouse wrote:

Oooo new idea: hero whose powers only work if he or she is concussed.

/yell Dain Bramaged, LFT!

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;)

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I wanna float around and hit

I wanna float around and hit people with my balls like Zenyatta

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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Lin Chiao Feng wrote:
Lin Chiao Feng wrote:

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notears wrote:
notears wrote:

I wanna float around and hit people with my balls like Zenyatta

Speaking of Zenyatta:

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Yeah! Now we're talkin!

Yeah! Now we're talkin!

Name: Safehouse
Ranger: Gunner
Primary: Force Blast
Secondary: Atrophic Aura
Tertiary: Kinetic Melee
Travel Power: Parkour
Status: Traveling. Following rumors of a huge city in Massachusetts that is teeming with supers.

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notears wrote:
notears wrote:

I wanna float around and hit people with my balls like Zenyatta

Uhmmm......ohhhhkaaayy.

(insert pithy comment here)

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Dark Ether wrote:
Dark Ether wrote:

notears wrote:
I wanna float around and hit people with my balls like Zenyatta
Uhmmm......ohhhhkaaayy.

I'm quite sure the double entendre was intended. ;)

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He also has a Winter outfit

He also has a Winter outfit skin, where instead of hitting people with his Balls, he hits them with his Nuts. :P

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His nuts ??!! Oo

His nuts ??!! Oo
oh... these nuts... ok

xD

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