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Framework: Non-Combat Talents

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Leo_G
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Framework: Non-Combat Talents

Alright alright, I'm done searching around for past suggestions and what not. I'm sure it was suggested before or elaborated upon. I'll give a framework ideally from my head with little background of what the game will actually end up doing with it.

[h1]Basic Goals[/h1]

I'd like the non-combat talents to not be solely for flavor but to also have some base game functionality, i.e. there's a purpose to have talents beyond rp or fluff but not so much so that it interacts with combat. Also, I'm going on with the idea in a fashion, hopefully, that requires the least amount of programming to incorporate into the game so an entire mini-game type aspect that runs parallel to the combat isn't necessary.

[h1]Super Talents[/h1]

Again, I'm sort of winging this as I type but I have tried putting thought into it as well. But the talents I could think of and will be using for this framework suggestion are:

[h3]Security[/h3]
Security is a talent that incorporates breaking and entering without being detected or setting off alarms. It involves knowledge of if such a system exists, where to search for these systems, what type of anti-theft/burglar measures are in place, shutting them down or setting them up. These systems range from mechanical locks, magical traps, technological systems and so forth. If it's built to keep people out or things in, you can crack it.

[h3]Computer Use[/h3]
Computer use is a useful talent when encountering groups who keep and store data. This talent incorporates things such as hacking technological or organic systems whether they are earth's most advanced or alien in nature. Computer use also grants some advantages to hacking fortified systems used to secure places, allowing you to access places normally locked off by computer-controlled locks. This also gives strong talents in analyzing recovered data.

[h3]Scene Investigation[/h3]
Scene Investigation has many varied aspect. With scene investigation, you can find things 'hidden in plain sight', interpret past happenings at a location, determine if a location has security systems that have yet to be triggered, recover objects that seem destroyed due to tampering/triggering security measures and so forth. The strength of this talent is the later, able to recover information despite it being seemingly destroyed by tampering.

[h3]Bio Investigation[/h3]
Bio investigation is primarily knowledge of living organisms, healthy or injured, mutant or alien, other-worldy or mundane. Knowledge of how forms and bodies function, one can revive and resuscitate criminals/victims and get information from them. Even if you are unable to revive someone, it's still possible to get answers from their bodies. Using this talent also gives mild insight on the happenings of a scene if a body/victim still remains.

[h3]Mech. Investigation[/h3]
Similar to Bio Investigation, but with machines, robots, technological system, etc. It's a specialized type of talent that gives insight on the happenings of a location, the systems within a scene and able to pull information from machines at said scene so long as such exists. One can also restart downed technological systems for further investigation.

[h3]Mystic Sense[/h3]
Similar to Bio Investigation and/or Mech Investigation but with magical/clairvoyant methods. What hinges on the success of your Mystic Sense talent is the nature of the place and and the nature of the happenings. If mutant or magical happenings occurred with magical/mutant creatures, Mystic Sense can interpret what would seem nonsense under most Bio or Scene investigations.

[h3]Interrogation[/h3]
Involves gathering information from living, conscious individuals. You can get more information than normal from willing speakers, some information from those unwilling or clues when a person isn't telling you everything as well as who's involved. Like Computer use, Interrogation talent gets capabilities to interpret data recovered.

[h3]Charisma[/h3]
The wildcard talent. There's no telling exactly what you'll get out of Charisma. You might get anonymous hints/clues, you might get hunches about certain people/things, you might get dialog from the villain/hero you end up facing that reveals things, press coverage of yourself or inside knowledge/equipment from beneficiaries that like your work. You tend to be more popular, however, in many different ways...just watch your back.

[h3]Bribery[/h3]
An interesting and rather wildcard of a talent. This involves giving and accepting bribes. It does, however, rely mostly on cash (only used for bribary) that you have a limit of. You can bribe certain targets for information, services, items, cash and such or accept bribes of the same type. It's a wildcard because it can vary greatly. And it's not always about cash, you can bribe someone with a knuckle sandwich sometimes too.

[h3]Appraising[/h3]
Appraising, or 'Appraising', is fun for your cleptos that like to collect 'souvenirs'. There's a lot you can tell from appraising things you find on a site, from who someone had dealings with, where the dealings may have originated from, the level of influence someone's dealing with, and so on. You can also take these items as 'souvenirs' to have analyzed for later or use as bargaining chips to get other information. Appraising also comes with the side advantage of speaking with certain shady characters to get more information on the item, often for a price.

[h1]Using Super Talents[/h1]

Every character will have the option of taking 2 talents very early in the game. With each talent, you get a 'log' or 'journal' that keeps track of all the new stuff you do with the respective talent. Given the option, you could gain a 3rd talent after reaching high/max level but even then, each talent would have a skill tier that is kept track of in their respective log.

For the skill tier, I'm thinking either 3 or 5, but the basics would be, you could only get 1 talent to the maximum tier while the 2nd can be somewhere in the middle along with the 3rd. If you wanted to respec talents, this would erase everything in that talent's log and you'd start anew. To increase skill tier, you simply use the talent more and more.

The actual mechanical use of talents would occur in the open world or on missions. You'd enter a building and you'll encounter various things: a smuggling operation, an office with papers and computers, scared/injured hostages, an alarm system outside, boxes full of smuggled goods, etc. If you have the proper talent, you can investigate these things by clicking on them. Some of the talents have cross-over so you can investigate some of the same things.

As the mission is executed, you'll defeat enemies, some of which will not disappear but will lie injured/unconscious/offline on the ground (non-hostile) to which skills like bribery, interrogation, bio/mech investigation, etc can be put into play.

Outside of missions, similar things will appear to investigate if you have that skill and certain missions are set/available to take. Sometimes, your talents might reward you with missions, these missions could be tailored specifically for your talent...you can call them Talent Missions or something...but they might be missions with no combat at all, just you bringing foes to justice or causing mayhem using only your Super Talent. Most of this, however, is kind of wishful thinking.

[h1]Rewards[/h1]

Probably the most important part. Using talents and discovering things would primarily get you flavor text. IMO, this is a *HUGE* deal, especially for those lore writers that might want to explain intricate stuff about missions or encounters but don't want to bog players down with dialog inside of a mission. Make it like the clue/souvenir system in CoX but with the primary goal of going into higher detail, give information on groups, characters, places, items, ect and keep it all conveniently inside of your [Insert Talent] Log, organized for you to read later.

Second type of reward...if a base/lair system will be incorporated in the game, you can lock a % of the optional decorations available behind high tier talents. Players can go out there, investigating stuff or whatever and occasionally get base/lair decorations that they can either use or sell to others. If you want to incentivize the use of talents more than that, you can lock those special decorations behind having a talent (any talent) behind that tier...so a tier 3 special decoration can only be used or seen by players with a tier or higher talent.

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I seem to recall the Devs

I seem to recall the Devs mentioning something about wanting to have some kind of skills system implemented. I can't recall which thread it was in or what exactly was said, but I do remember something being said about it. Perhaps somebody that does remember or a Dev will jump in and remind us what was said or where to find it.

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Tannim222's post is the most

Tannim222's [url=http://cityoftitans.com/comment/76991#comment-76991]post[/url] is the most recent mention I've seen on the subject of a non-combat powers / skills system. As with most things, at this stage the only information we have is that it's on the drawing board.

I do believe that this is the first time someone has made a list of suggested powers / skills.

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Right, I looked around and

Right, I looked around and found some stuff. I figure writing a kind of framework would be better than trying to dig up old threads.

I'm curious what others think about the rewards and if they are too weak or need to be added to. I figure, not everyone does the whole supergroup base thing and just like making characters and playing the game. Having lots of flavor text and extra knowledge about stuff (or even being forced to dig to find out the big picture of a story) would be incentive for many of the story/lore buffs that like that sort of thing. And if you get different angles of the story via different talents, it encourages alts since you can only have 3 talents (2 most of the time) and one of the other talents might give you extra snippets of info. It's sort of like a lore mini-game but kind of like a point-and-click type of deal (the simplest of mini-games).

Also would like feedback on the talents themselves. I'm sure people can come up with others that may fit into a comic book setting, or perhaps rename one that I brought up or add to it or combine some of them into one to streamline it. My favorites are Security and Appraising. Any rogue type would likely combine security or bribery with appraising as you could break in or bribe someone to unlock something for you and 'appraise' the goods they have. Of course, none of what you find will affect combat, but might lead you to new 'click points' that can then give you a chance at cool/rare lair/base items.

Scene investigation would be for those super keen-eyed detective type characters that might see a hidden panel in a wall, dirt that was recently unearth concealing something, a distinctive footprint that you remember seeing somewhere else or a faint fume hanging in the back of a room. That would definitely be my go-to for my Super Reflex type characters.

Also on that, I'm not trying to define how a character accomplishes any of his talents. A mutant or mage type character might simply have technomancy to explain why they have Mech. Investigation or you might use telethapy to pull answers from a person to explain your Interrogation skills.

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Just wanted to explain a kind

Just wanted to explain a kind of scenario mission. Here goes:

You get a mission to thwart some sort of dealings in a warehouse at the docks. Your contact knows that the item you're searching for has gone through the hands of these badguys but since they're trying to pass it off, there's no telling where it might end up. So you head over to the mission door. To someone with Computer Use, Security or Scene Investigation they'll notice the computerized alarm system set up but only Computer Use, Security or Mech. Investigation will be able to disarm it.

You go in and the first group will warn you before attacking. Bribery or Interrogation will get you a 'clue' flavor text before you bust them up. Afterwards, one of the guards will remain as a clickable. Bio Investigation or again, Bribery, can get information from the half/unconscious guard for similar text as the Interrogation could have gotten you earlier.

More badguys to beat up, progress further, you come up to a few laptops hooked into the security system. If you didn't deactivate the security system, the guards wouldn't have warned you and simply attacked and the laptops would have been shorted/destroyed to keep hidden what was on them. Mech. Investigation can get those laptops working again but you may need Scene Investigation, Computer Use or Appraising to get any useful data out of it which would be flavor text about the group the badguys belong to and their immediate supervisor and perhaps who they'll have dealings with here.

You get to the main room at the end with all the smuggled stuff and beat the badguys. Upon reaching there, someone with Mystic Sense or Scene Investigation would realise something's afoot. Scene Investigation will be able to tell a fight (besides your own) recently occurred there and things were stolen. Appraising would tell you about the things currently there being smuggled along with where it probably came from. Mystic Sense will tell you the signature of a certain mutant's energy radiates the place as well as his likely motivation was to take a certain piece of gear the badguys were smuggling. Bio Investigation would revive a badguy and get answers from him that it was such-and-such bad dude with such-and-such color mutant skin. Charisma might get one of the badguys to utter the name of Bad-dude without context but that's a big tip off! Security would be able to unlock the laptops for future investigation while Computer Use will let you know for sure your item was accidentally stolen by someone in search of something else.

That said, you're a lot more likely to run into things your talent can interact with with certain types of enemies and missions. You won't find many machines in a magical lair; you won't find much security in a cave; you won't find many scenes to investigate when you're intercepting the enemy.

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Our noncombat powers at one

Our noncombat powers at one point were not too dissimilar to the OP. Actually we had many, many more of these "skills". Throughout the process they've been culled down to move away from the inflexible nature of designing them around specific attainment basis like knowledge of science, technical know-how, or magical skill. Instead the noncombat powers are exactly that, powers, which can be design per using our power builder system, and utilizing our animation customization can be designated by the player as to how or why their character can do what they do.

One of the goals in the design of the noncombat powers system was to avoid the issue of missions utilizing specific skill sets for progress and gating rewards behind their use. There are multiple reasons why these were guidelines:

It avoids the issue of writers having to write multiple dialogues, mission sequences and more to compensate for one specific or multiple "skill" uses.
It avoids a player from entering a mission and being barred from progress either through the mission as a whole or locked out from side objectives for lacking the appropriate "skill".
Instead a mission can be designed using one system for the level design, and the mission can be navigated multiple ways depending upon the play style used.

In the example given of the security door, it doesn't require specifically a security skill or mechanical skill, the power is just a power skinned how a player wants. It could be an animation where the character fidgets with the locking mechanism, or they use their telekinesis to manipulate the lock, or a magic spell that forces locked barriers to yield to their entry. We don't designate characters be they pcs or npcs by their "origin" even on a technical level for design. A power that senses mutants or nature wouldn't be applicable.

And the entire system is optional, it does not have to be used to progress within the game, and it can be picked up at any time a noncombat power slot is unlocked or wait until any time after one is unlocked to assign it and use it, even after level cap. The system also utilizes a method for improving the npcs separate from combat powers to avoid having to divert augment sockets away from combat powers, allows for improving them at any time, and is compatible with any character rebuilds so that any ncp progress gained is not lost but can be reallocated to a new ncp in the event of a character rebuild.

Once again, I place the disclaimer that the system is not finalized at this point. It may get approved, set aside and never talked about again, or revised any number of times to not work in away way described thus far.

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Tannim222 wrote:
Tannim222 wrote:

Our noncombat powers at one point were not too dissimilar to the OP. Actually we had many, many more of these "skills". Throughout the process they've been culled down to move away from the inflexible nature of designing them around specific attainment basis like knowledge of science, technical know-how, or magical skill. Instead the noncombat powers are exactly that, powers, which can be design per using our power builder system, and utilizing our animation customization can be designated by the player as to how or why their character can do what they do.
One of the goals in the design of the noncombat powers system was to avoid the issue of missions utilizing specific skill sets for progress and gating rewards behind their use. There are multiple reasons why these were guidelines:
It avoids the issue of writers having to write multiple dialogues, mission sequences and more to compensate for one specific or multiple "skill" uses.
It avoids a player from entering a mission and being barred from progress either through the mission as a whole or locked out from side objectives for lacking the appropriate "skill".
Instead a mission can be designed using one system for the level design, and the mission can be navigated multiple ways depending upon the play style used.
In the example given of the security door, it doesn't require specifically a security skill or mechanical skill, the power is just a power skinned how a player wants. It could be an animation where the character fidgets with the locking mechanism, or they use their telekinesis to manipulate the lock, or a magic spell that forces locked barriers to yield to their entry. We don't designate characters be they pcs or npcs by their "origin" even on a technical level for design. A power that senses mutants or nature wouldn't be applicable.
And the entire system is optional, it does not have to be used to progress within the game, and it can be picked up at any time a noncombat power slot is unlocked or wait until any time after one is unlocked to assign it and use it, even after level cap. The system also utilizes a method for improving the npcs separate from combat powers to avoid having to divert augment sockets away from combat powers, allows for improving them at any time, and is compatible with any character rebuilds so that any ncp progress gained is not lost but can be reallocated to a new ncp in the event of a character rebuild.
Once again, I place the disclaimer that the system is not finalized at this point. It may get approved, set aside and never talked about again, or revised any number of times to not work in away way described thus far.

What I love about this post is what it shows about how the dev's are thinking.

Rather than getting too focused on a cool idea--which is easy to do--they are keeping their eye in the big picture of maintaining the freedom, customization, and casual and open feel that made CoH so much FUN. The things that allowed us to tell our story any way we wanted and to simply enjoy actually playing rather than it becoming a Skinner box chore following a fixed teaming/game-play formula to get a carrot.

Very exciting.

EDIT/PS: I just realized that might sound like I'm against the OP's idea. I literally was just commenting on what I liked about what Tannim's post reveals about the Dev's overall thought process--not about this particular idea :).

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Why do you think [strike]the

Why do you think [s]the beard[/s] Doctor Tyche is in charge?

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Tannim222 wrote:
Tannim222 wrote:

Instead the noncombat powers are exactly that, powers, which can be design per using our power builder system, and utilizing our animation customization can be designated by the player as to how or why their character can do what they do.

Is there any chance that this may include making them look like, or at least related to, the combat powers? There are certainly some scenarios when there are more direct approaches available to the character than carrying around gadgets or learning pseudo-latin phrases. E.g. Opening doors when one has super strength, claws, energy blast, etc.

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Darth Fez wrote:
Darth Fez wrote:

Tannim222 wrote:
Instead the noncombat powers are exactly that, powers, which can be design per using our power builder system, and utilizing our animation customization can be designated by the player as to how or why their character can do what they do.
Is there any chance that this may include making them look like, or at least related to, the combat powers? There are certainly some scenarios when there are more direct approaches available to the character than carrying around gadgets or learning pseudo-latin phrases. E.g. Opening doors when one has super strength, claws, energy blast, etc.

The ideally you could just bash / blast the door down too. The idea is to support multiple play styles.

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Hmm, can't say I like the

Hmm, can't say I like the approach. Of course, my approach isn't great either but to me, when it comes to talents like the ones in the comics, the part that makes a hero great isn't always what they can do, but also what they can't do and how they get around despite shortcomings.

Tannim222 wrote:

Our noncombat powers at one point were not too dissimilar to the OP. Actually we had many, many more of these "skills". Throughout the process they've been culled down to move away from the inflexible nature of designing them around specific attainment basis like knowledge of science, technical know-how, or magical skill. Instead the noncombat powers are exactly that, powers, which can be design per using our power builder system, and utilizing our animation customization can be designated by the player as to how or why their character can do what they do.

Well, the thing is, that kind of isn't even the target I was aiming at. I mean, it doesn't completely miss but starts to stray away when you mix in animations to be inclusive. Sure, you can show different means of opening a door: punch it, blast it, unlock it, phase it from existence, etc.

But what about bribing a thug for intel? What if breaking down the door sets off a security measure such as blowing up important data? My aim was more toward "what other things your hero can do" not "other ways your hero uses powers".

Tannim222 wrote:

One of the goals in the design of the noncombat powers system was to avoid the issue of missions utilizing specific skill sets for progress and gating rewards behind their use. There are multiple reasons why these were guidelines:
It avoids the issue of writers having to write multiple dialogues, mission sequences and more to compensate for one specific or multiple "skill" uses.
It avoids a player from entering a mission and being barred from progress either through the mission as a whole or locked out from side objectives for lacking the appropriate "skill".
Instead a mission can be designed using one system for the level design, and the mission can be navigated multiple ways depending upon the play style used.
In the example given of the security door, it doesn't require specifically a security skill or mechanical skill, the power is just a power skinned how a player wants. It could be an animation where the character fidgets with the locking mechanism, or they use their telekinesis to manipulate the lock, or a magic spell that forces locked barriers to yield to their entry. We don't designate characters be they pcs or npcs by their "origin" even on a technical level for design. A power that senses mutants or nature wouldn't be applicable.

I'm not sure how to reply to this but I'll try to address them point by point speaking from the perspective of my idea:

-There wouldn't be multiple dialogues. Unlocking the door would likely give you a 'blip' about the tech company (maybe some background about said company) that designed it, that it may have not been installed properly or something and that's it. If you didn't unlock the door, you just don't get that 'blip'

-Completing certain objectives such as disarming the security would only make other clickables available or not available. It doesn't involve extra dialog, just dialog in general for the stuff you can click. Mission sequence would be the same with the exception of flavor text from clickies appearing or not. It's almost exactly like CoH clickies but with more flare (and more numerous).

-Being 'locked out of' gaining certain clickies helps define what your character is good at, by making it known what the character *can't* do. But again, it's not like the reward is super valuable or completely exclusive. You choose what your character can and can't do similar to choosing an archetype.

-Having multiple ways to complete the mission is beyond the scope of this idea. At most, I'd say my idea might just inform the hero about additional missions or something like that. Different (*meaningful*) ways to finish a mission, I figured, was beyond the scope of the game as a whole.

-Again, I wasn't mentioning animations because they wouldn't really be necessary. Frankly, if all this would take is to use a "custom interact" button to unlock the door, you then ask "why even put locks in at all?" or "why would you need a power for it?" Just have the character click the door, a progress bar happens and then the door is unlocked.

If using this "customer interact" power grants the same positive as my idea (flavor text about the security system, the company that makes it, the interactions of that company with certain groups, etc as a little flavor) then it'll kind feel less 'interesting', at least to me. So my character will figure how to unlock advanced security systems, hack into computers, read/interrogate people, understand the biologies of creatures, have a keen understanding of happenings (even magical or alien happenings) etc with keen insight through various means of using their powers? My character will start to feel like a Mary Sue.

Tannim222 wrote:

And the entire system is optional, it does not have to be used to progress within the game, and it can be picked up at any time a noncombat power slot is unlocked or wait until any time after one is unlocked to assign it and use it, even after level cap. The system also utilizes a method for improving the npcs separate from combat powers to avoid having to divert augment sockets away from combat powers, allows for improving them at any time, and is compatible with any character rebuilds so that any ncp progress gained is not lost but can be reallocated to a new ncp in the event of a character rebuild.
Once again, I place the disclaimer that the system is not finalized at this point. It may get approved, set aside and never talked about again, or revised any number of times to not work in away way described thus far.

Perhaps I'm confused.

You mentioned improving the non-combat powers. What type of improvement are you talking about? You don't have to specify exactly but a ballpark (or intentional foul ball just to understand the aim of scope) would help me 'get' where you're coming from. To me, it looks like your non-combat powers aren't really talents but instead situations and has outcomes like changing the mission sequence.

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Leo_G wrote:
Leo_G wrote:

But what about bribing a thug for intel? What if breaking down the door sets off a security measure such as blowing up important data? My aim was more toward "what other things your hero can do" not "other ways your hero uses powers".

"Bribing a thug" isn't as simple as having the right talent or skill effect. The PC would need be able to approach and enter into a dialogue with the NPC which means having suitable reputation for the NPC to allow the PC to approach it. Then, the NPC would need to be designed with a need. In this case, for cash, and thus suseptable to bribery. Then, writers would need to have written up the mission to include bribery dialogue and account for any info / keys / whathaveyou to be earned this way vs. typical combat means.

This isn't to say we don't want to support the possibility, but it places a greater requirement into multiple systems and thus, multiple teams. Due to the impact this has on time and resources, is one of the reasons why the system has not been officially approved.

But, in just to be clear, there are several noncombat powers that are included in the system to make this a possibility.

Leo_G wrote:

I'm not sure how to reply to this but I'll try to address them point by point speaking from the perspective of my idea:
-There wouldn't be multiple dialogues. Unlocking the door would likely give you a 'blip' about the tech company (maybe some background about said company) that designed it, that it may have not been installed properly or something and that's it. If you didn't unlock the door, you just don't get that 'blip'

This would indeed require additional writing to be done, in which every clickable object must have all this information attached to it, so composition would need to make sure every object has lore dialogue attached to it. Unless is very specific to the story being told, its not a good use of resources to allocate toward this very low hanging fruit.

Leo_G wrote:

-Completing certain objectives such as disarming the security would only make other clickables available or not available. It doesn't involve extra dialog, just dialog in general for the stuff you can click. Mission sequence would be the same with the exception of flavor text from clickies appearing or not. It's almost exactly like CoH clickies but with more flare (and more numerous).
-Being 'locked out of' gaining certain clickies helps define what your character is good at, by making it known what the character *can't* do. But again, it's not like the reward is super valuable or completely exclusive. You choose what your character can and can't do similar to choosing an archetype.
-Having multiple ways to complete the mission is beyond the scope of this idea. At most, I'd say my idea might just inform the hero about additional missions or something like that. Different (*meaningful*) ways to finish a mission, I figured, was beyond the scope of the game as a whole.

There is a difference between multiple ways to negotiate an encounter and creating content for specific use.
If missions have to be written to account for if some one has a specific skill or talen, and a player doesn't have it, then they have a restrictive experience. It also adds more difficulty to writing and designing missions to make sure the various use of talens / skills are represented throughout the game world rather equally. To do otherwise risks developers having made a talent that is of little use to a player because they only experience it 2% of their entire playing career. Its earns no good will from the player who took what amounts to something useless.

In order to make sure these different talents are equally weighted to their possible use throughout the game world would take significant resources to create and maintain.

Instead, the direction was taken to not restrict content behind specific noncombat powers, instead the noncombat power can be used to affect the way a player navigates encounters already designed within the game.

Leo_G wrote:

-Again, I wasn't mentioning animations because they wouldn't really be necessary. Frankly, if all this would take is to use a "custom interact" button to unlock the door, you then ask "why even put locks in at all?" or "why would you need a power for it?" Just have the character click the door, a progress bar happens and then the door is unlocked.
If using this "customer interact" power grants the same positive as my idea (flavor text about the security system, the company that makes it, the interactions of that company with certain groups, etc as a little flavor) then it'll kind feel less 'interesting', at least to me. So my character will figure how to unlock advanced security systems, hack into computers, read/interrogate people, understand the biologies of creatures, have a keen understanding of happenings (even magical or alien happenings) etc with keen insight through various means of using their powers? My character will start to feel like a Mary Sue.

This comes back to the multiple ways to negotiate an obstacle. Example of the locked security door. The idea is that a player can bash it down or find the guy who has the key and beat him senseless and unlock it. If a player has the appropriate interaction noncombat power, they can pick the lock. If they have an appropriate interaction power they can figure out who has the key. If they have an appropriate interaction power they can sneak up on him and pilfer it, or if they can (again with appropriate noncombat powers) be able to approach him and engage in dialogue to convince him to hand it over. These are multiple powers, not one or even two.

And yes, there is no difference between a "magic" ward locking a door, and a computer panel locking a door for one of the interaction powers. If a player wants to RP that their character doesn't know magic, they don't have to use it, but the power will allow for it to be done. Its a trade off from preventing issues about specific content for specific powers and use of resources for design.

It would be like creating an NPC that can only be defeated if a player has a hold and only a hold. If a player enters the mission and only has ranged damage, they can't defeat this NPC and will hopefully be able to ignore it and press on. The same is to be said of the noncombat powers and their use.

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Tannim222 wrote:
Tannim222 wrote:

"Bribing a thug" isn't as simple as having the right talent or skill effect. The PC would need be able to approach and enter into a dialogue with the NPC which means having suitable reputation for the NPC to allow the PC to approach it. Then, the NPC would need to be designed with a need. In this case, for cash, and thus suseptable to bribery. Then, writers would need to have written up the mission to include bribery dialogue and account for any info / keys / whathaveyou to be earned this way vs. typical combat means.
This isn't to say we don't want to support the possibility, but it places a greater requirement into multiple systems and thus, multiple teams. Due to the impact this has on time and resources, is one of the reasons why the system has not been officially approved.
But, in just to be clear, there are several noncombat powers that are included in the system to make this a possibility.

Now I'm sure you're not understanding what I'm saying but it's likely because of me poorly explaining the idea.

There wouldn't be additional dialog, at most a menu if you had multiple applicable talents for a given situational click. In the case of bribery, cash was more a flavor limiter since targets of bribery would still be interactable after the fact. But if you also had interrogation skills or something, those would be options in a menu when you click them. No dialog involved except for the intentionally inserted flavor text you could extract from them.

Tannim222 wrote:

There is a difference between multiple ways to negotiate an encounter and creating content for specific use.
If missions have to be written to account for if some one has a specific skill or talen, and a player doesn't have it, then they have a restrictive experience. It also adds more difficulty to writing and designing missions to make sure the various use of talens / skills are represented throughout the game world rather equally. To do otherwise risks developers having made a talent that is of little use to a player because they only experience it 2% of their entire playing career. Its earns no good will from the player who took what amounts to something useless.
In order to make sure these different talents are equally weighted to their possible use throughout the game world would take significant resources to create and maintain.
Instead, the direction was taken to not restrict content behind specific noncombat powers, instead the noncombat power can be used to affect the way a player navigates encounters already designed within the game.

I can understand the point that it would seem like a restrictive experience, but in any game, rules restrict the player to provide specific rewards for following those rules and keep them within a certain scope of the game's play. The idea isn't really restricting them in a gameplay sense, but primarily there to reward those who chose a certain path. None of this would affect mission sequence or balance since the primary reward is flavor text.

Tannim222 wrote:

This would indeed require additional writing to be done, in which every clickable object must have all this information attached to it, so composition would need to make sure every object has lore dialogue attached to it. Unless is very specific to the story being told, its not a good use of resources to allocate toward this very low hanging fruit.

I suppose this is all you had to say since the majority purpose is to give an avenue to provide additional writing to give the player more information about the game world, its inhabitants, their interactions, etc. Although I'm giving the writers the benefit of the doubt they can write inclusively enough not to need to write special blips of flavor text for every type of way to interact with a clickie. Of course, if there is no desire to write more info in clues like in CoX then the idea has no basis. If there is but keeping the acquisition the same as CoX, I'll say you could do more with it. The idea isn't quite as complicated as you're bloating it to be.

Tannim222 wrote:

This comes back to the multiple ways to negotiate an obstacle. Example of the locked security door. The idea is that a player can bash it down or find the guy who has the key and beat him senseless and unlock it. If a player has the appropriate interaction noncombat power, they can pick the lock. If they have an appropriate interaction power they can figure out who has the key. If they have an appropriate interaction power they can sneak up on him and pilfer it, or if they can (again with appropriate noncombat powers) be able to approach him and engage in dialogue to convince him to hand it over. These are multiple powers, not one or even two.
And yes, there is no difference between a "magic" ward locking a door, and a computer panel locking a door for one of the interaction powers. If a player wants to RP that their character doesn't know magic, they don't have to use it, but the power will allow for it to be done. Its a trade off from preventing issues about specific content for specific powers and use of resources for design.
It would be like creating an NPC that can only be defeated if a player has a hold and only a hold. If a player enters the mission and only has ranged damage, they can't defeat this NPC and will hopefully be able to ignore it and press on. The same is to be said of the noncombat powers and their use.

I'm actually curious what other types of interaction these powers would have. Unlocking a door is rather mundane though. Like you say, you can simply kick down a door.

My suggestion wasn't about unlocking doors though (disarming a security system without alerting the people inside is tougher), it's completely different. It's not really meant to negotiate obstacles, it's assessing situations through non-combat means. Not overcoming a situation, not changing a situation, not traversing a situation. Just assessing it. Like the difference between Batman busting up a warehouse for clues and Booster Gold busting up the same warehouse with possible press coverage entail.

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Leo_G wrote:
Leo_G wrote:

Now I'm sure you're not understanding what I'm saying but it's likely because of me poorly explaining the idea.
There wouldn't be additional dialog, at most a menu if you had multiple applicable talents for a given situational click. In the case of bribery, cash was more a flavor limiter since targets of bribery would still be interactable after the fact. But if you also had interrogation skills or something, those would be options in a menu when you click them. No dialog involved except for the intentionally inserted flavor text you could extract from them.

The main point being in order to bribe / interrogate an NPC, the PC needs to be able to approach this NPC without triggering combat because the reputation system is involved here. Its a matter of how our AI is driven and the other systems involved.

One of the eventual possibilities this system would need to support is for a PC to talk, bribe, or trick their way through a mission.

Leo_G wrote:

I can understand the point that it would seem like a restrictive experience, but in any game, rules restrict the player to provide specific rewards for following those rules and keep them within a certain scope of the game's play. The idea isn't really restricting them in a gameplay sense, but primarily there to reward those who chose a certain path. None of this would affect mission sequence or balance since the primary reward is flavor text.

The primary goal for the system isn't just flavor text and if it were, it would not be a very good use of resources to design and implement. A bit further down you discuss the possibility of disabling a security system, which is an alternative method defeating a mission. Useful for the stealth type of playstyle vs the beat'em up play style.

Our mission rewards and achievement systems will take both types of play into account and reward players accordingly. So the player who stealthed a mission will receive a stealth mission bonus for example. Its much more than only flavor text.

Leo_G wrote:

I suppose this is all you had to say since the majority purpose is to give an avenue to provide additional writing to give the player more information about the game world, its inhabitants, their interactions, etc. Although I'm giving the writers the benefit of the doubt they can write inclusively enough not to need to write special blips of flavor text for every type of way to interact with a clickie. Of course, if there is no desire to write more info in clues like in CoX then the idea has no basis. If there is but keeping the acquisition the same as CoX, I'll say you could do more with it. The idea isn't quite as complicated as you're bloating it to be.

Our clues system is a bit more involved that it was in CoX as its part of our player agency system. It may eventually lead to something a bit more robust to where players will eventually be able to 'craft' a mission by piecing clues together. Some of our noncombat powers take this into consideration.

Leo_G wrote:

I'm actually curious what other types of interaction these powers would have. Unlocking a door is rather mundane though. Like you say, you can simply kick down a door.
My suggestion wasn't about unlocking doors though (disarming a security system without alerting the people inside is tougher), it's completely different. It's not really meant to negotiate obstacles, it's assessing situations through non-combat means. Not overcoming a situation, not changing a situation, not traversing a situation. Just assessing it. Like the difference between Batman busting up a warehouse for clues and Booster Gold busting up the same warehouse with possible press coverage entail.

Anything that can be assessed is an obstacle for the purposses of designing a mission. If there is a security system in a building, then there it posses additional risk for those entering the building in some way. Players can either fight their way through dealing with the whatever additional threat the security system poses, or with noncombat powers, disable security thus overcoming the obstacle it poses. Take this a step further and instead of just disabling it, the player can take it over and use it to their advantage. For this reason we've stated in the past that the noncombat system may tacticfully indirectly influence combat, whether it is by avoiding combat, or turning what could have been a disadvantage into an advantage.

I can't get into all the noncombat powers we want to implement, other than the categories currently include interaction powers, super senses, and travel powers. Some of the interaction powers are interactions with specific types of NPCs - not the typical "glowie" but instead a specific interactive object utilizing our pawn system these can consist of security (anything from a locked door to a camera or gun turret) or more, others for how players can interact with NPCs like thugs.

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Well that's a lot of

Well that's a lot of information I didn't know about. Also didn't realize the scope the system was aiming for. I half thought you guys had just considered a non-combat system but were saving delving into it until the meat and potatoes of the other systems was done.

The goal of my idea was to not be intrusive on combat, require little else than a menu set-up, dialog, a dialog tracker and setting up clickies around. If the scope is to have layered or pathed missions to be influenced by these powers, I just hope you don't bite off more than you can chew. And I can't stress enough how important 'limits' are when it comes to extra stuff like this. Choosing to do extra stuff like this should require sacrifices, just like choosing a travel power (or more than one) should require some sort of sacrifice in a pool of limited choices. You don't want a character who can do everything by themselves. In response, people are likely more prone to rolling more alts if there is that limit and yet many choices.

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Indeed there are limits. I've

Indeed there are limits. I've described the 3 categories of noncombat powers previously, those being Interaction Powers, Travel Powers, and Super Senses. There are only so many noncombat power slots that will be available.

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Hmmm I actually like that

Hmmm I actually like that dynamic. I was not a stranger to skipping travel powers on characters it didn't make sense on in CoX, so the option for choosing multiple interact powers or sense powers instead gives other types of builds rather than feel punished most of the time. But won't these type of powers feel mandatory if the can change the course of a mission?

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Leo_G wrote:
Leo_G wrote:

But won't these type of powers feel mandatory if the can change the course of a mission?

Not at all, or at least that isn't the intent since they aren't necessary to complete a mission either they offer an alternative methods other than combat and if the system as it currently intended is used, these power picks do not count toward the primary / secondary / tertiary power picks. They are in addition to, and have their limited selection.

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It would be very helpful if

It would be very helpful if everything Tannim222 covered in this thread could be summarized into a single post, locked against replies, and then stickied. Better yet, perhaps the time has come for a thorough update explaining what kind of non-combat powers will be in the game at launch, what will be delayed, and how the non-combat powers interact with combat powers.

I see great potential here for innovation. More information on where the development team is taking this idea would be very helpful.

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I'm sure there will be an

I'm sure there will be an update once we have the noncombat powers system settled. Right now it is on the back burner as we are working on many of the game design systems we need and making sure combat works first. As I've stated, the system that I worked on is only one such proposal and it may not go through at all or a different direction is taken.

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Tannim222 wrote:
Tannim222 wrote:

I'm sure there will be an update once we have the noncombat powers system settled. Right now it is on the back burner as we are working on many of the game design systems we need and making sure combat works first. As I've stated, the system that I worked on is only one such proposal and it may not go through at all or a different direction is taken.

Thanks for the update! Combat systems first, definitely.

Non-combat skills sound very exciting, though. I hope there is time to work on them.

And whatever tools are being built for UGC.

In all honesty, the non-combat skills and UGC tools excite me far more than combat skills, but I also realize I am in the minority on that point.

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