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Games City of titan should reference Freedom Force , for Certain Game Functions

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BigBadWolf
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Games City of titan should reference Freedom Force , for Certain Game Functions

So this Games Could is the best hero game of all time. If they learn from their Predecessor and build on their greatness and what mad those game great. I know this Suppose to build on CoX but they should borrow these concepts and games function
The First Game They Should reference from is the OG [original Gangster] of hero Games Is freedom Force .Freedom Force Had the best hero build System in Any game I have played, it Base of the Actual Champions PNP. So the point was that you had to pay for your hero. If you want super strength you would have to pay for want level of strength you wanted 1- 10 , if want grenades but cost you 250 points but you could put limits on powers on it to make it cost 50 points, limits like you only have 3 in your utility belt , or proximity of 10 feet ,20, 30, how much energy it would cost , which reduce or add to the cost of the power You could also choose way it looked, what type of energy it is fire, Acid, crushing ,ETC and how you moved when using the power. Add this Type of system to power selection would give game a lot of depth.

They Second Thing made Freedom Force did that was great was that it had Invulnerability and vulnerability for it heroes. You could give your hero vulnerability like weakness to fire, fear of Ghost, or more affect by magic and ETC. So if you hero had an ice form of invulnerability it was weaker to certain powers. I feel like all hero games co and dc ignore this and something that work well in Freedom Force

The third thing is that Freedom Force had destroyable environments. Which would make your heroes feel more heroic battling there Villains and causing collateral damage or trying to stop it in a mission. Which Everquest Next I going to have this, so there must be way to put in this game

I know these might be hard to put in to a game especially MMORPG but irritation Games was doing a freedom force online this would be put in to their game. They Should real Reference this Freedom Force.

Dinma
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I think COH can leverage the

I think COH can leverage the some of the destructible environments aspects. However, it would be interesting if a fire tank could increase his/her heat protection but at the same time go negative on their cold protection to represent invulnerability/vulnerability. Point systems are great, but they can cause problems with game balance. I had to use a combat rating system in Champions to keep opponents in the same weight class. And so, it seems character level is the typical power scaling for many online games.

Comicsluvr
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PNP Champions was unplayable

PNP Champions was unplayable without the GM to rein things in. Anyone with 62 points could create a device that could literally destroy a planet if left unchecked. Once you convinced players to stick to a set of 'gentleman's rules' then things were fine. Stepping out of bounds was for rare occasions and always involved consequences.

I would like to see a system of advantages and disadvantages, Hunted characters and so forth if MWM could balance it well.

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

GhostHack
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any sort of point-buy add

any sort of point-buy add/disad system will always be pointless.
within a week, the vast majority of the playerbase will choose the best "bang for your buck" disads to empower their choice abilities with the least amount of actual deficit.

Archetypes have built in systems of advantage vs disadvantage. High DPS vs low HP, for example.

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Dinma
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Yep, but you have the make

Yep Comicsluvr, but you have the make the Hunteds worth it for example...During the team fight with the Arch-villain Ghost Mistress the Rad-Rad Defender gets sucked into the Negative Dimension by his nemesis and ex-wife Mistress Dark for a one-on-one bout/argument about missed alimony payments.

LOL, well maybe that's a little rough.

P.S. along with the combat rating (CR) system my campaign had house rules (much of it tailoring but also a section detailing CR limits and how advantages would stack and add to a characters CR). It was a good way to manage/balance an open power/advantage selection system.

Sailboat
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Dinma wrote:
Dinma wrote:

Yep Comicsluvr, but you have the make the Hunteds worth it

Yeah...the problem with that system is it relies on that "you" in the sentence above. A living, breathing game master who is involved in the campaign of his or her own creation can do great things with Champions/Hero System rules for character design.

But a set of code really can't...and any MMO is too huge in scope and number of players to work like a tabletop campaign, so no human could do it (on this scale) either.

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Lothic
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Comicsluvr wrote:
Comicsluvr wrote:

I would like to see a system of advantages and disadvantages, Hunted characters and so forth if MWM could balance it well.

Your words “if MWM could balance it well” reveal the main problem with this idea in a general MMO setting.

As the others have said I'm convinced that only a human GM (or an artificial game intelligence from say 20 or 30 years from now) could adequately "enforce" or "interpret" a system of disadvantages that would be meaningful and couldn't be "min/maxed" into pointlessness by your average MMO player.

CoH player from April 25, 2004 to November 30, 2012
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duane
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I had to start the old game

I had to start the old game up in Steam again. Wow, 10 years ago.

Fantastic theme, cheesy characters and at that time the best character builder ever.

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