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Leadership Auras

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Redlynne
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Leadership Auras

City of Heroes had a [url=http://paragonwiki.com/wiki/Leadership]Leadership Pool[/url].

Those Powers are [b]NOT[/b] what I want to talk about, nor am I attempting to replicate their effects with what I am about to explain.

City of Heroes Masterminds also had Powers, specifically the Tier 4 (at Level 6) and Tier 9 (at Level 32) that are closer to what I have in mind here, since they were Pet Upgrades ... but again, not quite an exact fit.

So, with that amount of preamble out of the way ... here's something that I've been thinking about.

[b][i]WHAT IF ...[/i][/b]

What if ... Underlings, Minions, Lieutenants, Bosses, Elite Bosses, Heroes/Archvillains, Monsters, Giant Monsters ... ie. all of the NPC types ... what if ALL OF THEM ... had "leadership auras" around them that would affect aligned Foe types of other ranks?

Specifically ... what if ... a Minion in proximity to a Lieutenant [i]gained a new Power to use BECAUSE that Minion was in close proximity to that Lieutenant[/i] ...?

And what if ... in the presence of "enough" Minions, a Lieutenant was granted access to a new Power [i]because they had enough Minions[/i] in close proximity to them?

I'm talking about what amounts to "Leadership Bonuses" where Foes of differing Ranks can synergistically "add" new Powers to each other when in proximity via use of an Aura.

Game mechanically, the way I'd want to run this is that the Powers to be gained are "coded" on the recipients of those Powers, with a Flag that says "when in the presence of Aura {insert ID here} enable Power" and key it such that a certain number of such Auras must be affecting the Pawn in order for the extra Power to become "active" and thus available. This would then give a common structure for allowing Power Enabling to flow both UP and DOWN the scale of Foe Ranks, and allow for a variety of different enabling structures.

So, for instance, a Minion could be "empowered" in the presence of as little as a single Lieutenant ... but a Lieutenant would need to be in the presence of 2-4 Minions in order to be "empowered" by their subordinates. Same thing with Bosses, but using different Powers and "gearing ratios" for the value of what their Leadership Aura provides.

So what would these Leadership Auras "do" exactly? Well, an incredibly wide variety of effects could be created this way, leading to a diversity of combat situations and a dizzying array of battle tactics as a result. For simplicity, I'm thinking that NONE of these "power up" auras would have any sort of visual animation or FX cue to them, nor would they have a sound FX of any kind. Instead, the key to tell whether or not they're taking effect would be the [i]behavioral changes[/i] observed in the Foes.

An example of this kind of thing would be something simple ... like having Minion NPCs that can only fire their tommy guns Full Auto in the presence of a Lieutenant. If there is no Lieutenant around, then they just simply don't have access to the Full Auto Power and never fire their guns on Full Auto. Similarly, in the presence of a Boss, those same Minion NPCs have their Global Recharge Speed increased by +20%, so they cycle their heavier attacks faster ... and so on.

All of this would add up to be a wide range of OPTIONS for the Foe NPC Creation Team to have at their disposal which would make combat against a variety of Foe Groups a decidedly disparate challenge, and one in which the optimal tactics for taking on different spawn group compositions can vary widely. Depending on the "linkages" between different Ranks of Foes, sometimes it will be advantageous to "stomp all the pawns" first before going after the leadership ... while with other groups the better option is to "cut off the head of the snake" and then mop up all the stragglers.

Doing this would give each and every Foe Group its own cast and "character" to how they are "led" within their spawn groups, and which would give meaning to the notion of Divide & Conquer as opposed to merely rewarding only Herd & Burn.

Anyway, just one of those fanciful little notions of mine. ^_^

Fun part is extending the mechanic to include Mastermind Pets ... and all of the interesting inter(re)actions that would then be possible there too ...

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so, effectively, the baddies

so, effectively, the baddies get a form of Leadership Aura that aids them in fighting the good guys? sure...I can see that, adds a level of difficulty that we as players have to be wary of...especially if say an AV grants some mean ability to LTs, Elites and Minions around them.

In regards to the leadership pool in CoH, I actually liked it and a good number of my characters utilized it to one degree or another, especially if they were more of a support style character.

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I can tell you now that if

I can tell you now that if that is the case, people will immediately gang up on the Leadership Aura'd NPC and annihilate them as fast as possible, much like people did with the Healers in Cimerora. Not saying it's a bad idea, just that it might not be as effective as you'd hope it to be.

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oOStaticOo wrote:
oOStaticOo wrote:

I can tell you now that if that is the case, people will immediately gang up on the Leadership Aura'd NPC and annihilate them as fast as possible, much like people did with the Healers in Cimerora. Not saying it's a bad idea, just that it might not be as effective as you'd hope it to be.

oh, I agree completely, but it is another thing for the players to think about before engaging the enemy. :)

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CoH had NPCs with leadership

CoH had NPCs with leadership powers. Nemesis has it too. Vengeance came from the lietunents. Quite a few NPCs had them.

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I like the idea, but it would

I like the idea, but it would require there to be different spawn types scattered throughout mission maps and in the open world

The other thing you have to think about is that "beat the turds out of the highest level enemy" was the standard combat tactic of most of the people I ever teamed with. "Stop attacking my anchor!" went the way of the dodo shortly after I started playing CoH/V

Take that into consideration

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I always anchored the EB or

I always anchored the EB or AV. I never anchored anything else. Everything else just died too quickly to be anchored.

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oOStaticOo wrote:
oOStaticOo wrote:

I can tell you now that if that is the case, people will immediately gang up on the Leadership Aura'd NPC and annihilate them as fast as possible, much like people did with the Healers in Cimerora. Not saying it's a bad idea, just that it might not be as effective as you'd hope it to be.

How "effective" this idea is in actual practice is a debate about Combat Tactics. As I said, the structure doesn't have to be built to operate in one direction only (top down) and could be structured to work in a variety of ways (including bottom up). Furthermore, you don't have to reuse the exact same structure for each and every single Foe NPC grouping. Circle of Thorns could draw aura power from Minions to fuel Lieutenants and Bosses, while Malta would have aura power flowing in both directions and the Devouring Earth could have Bosses and Lieutenants fueling their Minions ... for example. Rikti could have a "leadership structure" that is radically different from The Lost (even though The Lost are in the process of becoming Rikti-fied). And so on and so forth.

The key point is that this sort of thing would build VARIETY into the behavior sets of what Foe NPCs are [i]capable of doing[/i], thereby adding that extra dimension to decided how to peel the onion and what is most needing of a quick beatdown.

Also note that another variable that can be brought into play is the Radius on the Leadership Auras that I'm proposing. So a Fake Nemesis could perhaps have a "huge" volume of effect, while a Freakshow Tank might only have a very small radius ... and so on. Point being that not every Foe NPC group will exhibit the same [i]leadership behaviors[/i] as each other, and it can become an additional point of variation for Players to take into account and be aware of.

Or they could just steamroller everything and continue to not be all that concerned. Who can say?

AlienMafia wrote:

CoH had NPCs with leadership powers. Nemesis has it too. Vengeance came from the lietunents. Quite a few NPCs had them.

And yet the very first statement of my Original Post was that I wasn't talking about Maneuvers, Assault, Tactics, Vengeance or Victory Rush. I even provided a [url=http://paragonwiki.com/wiki/Leadership]link[/url] spelling out exactly what I WASN'T talking about.

The Powers found in the City of Heroes Leadership Pool were a part of the "basic use" Powers that those NPCs had available to them. Their availability was not [b]conditional[/b] based on the relative positioning of other Foe NPCs of their faction. There weren't any "if within 20 yards of NPC {insert type} then permit {insert Power} to be available for use" logic or clauses in play.

There were a few Foe NPCs that would Buff other Foe NPCs, but there weren't any "conditionals" based on proximity (ie. auras). They could "cast" to affect others, but they didn't "gain new stuff" simply by virtue of being in close proximity to others.

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oOStaticOo wrote:
oOStaticOo wrote:

I always anchored the EB or AV. I never anchored anything else. Everything else just died too quickly to be anchored.

And if you ever teamed with me your anchor died quickly as well =)

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At first blush, I really like

At first blush, I really like this idea. This could make every enemy group and every spawn a unique challenge. Players who know their enemy could change tactics to gain an advantage. In practice, I suspect that most players would still do what they do regardless of enemy behavior, but a big enough threat might cause a lot of players to wise up. This also makes herding much more dangerous which can add value to multiple tanks on a team (to split mobs) and possibly foster more engaging gameplay versus mindlessly steamrolling everything.

However, this could become too intense such that the wrong move causes a team wipe. I like tactics, but I wouldn't want to spend most of my time deliberating. Overdoing it has the potential to slow down combat and make the game unfriendly to newcomers and to players who simply can't grasp the complexity of every situation. There would need to be a balance between strategy and action that keeps encounters somewhere far between the extremes of City of Zergfests and City of Chess.

Anyways, this idea also works thematically---leadership is the key to success. Any punk with a baseball bat can take a swing at a hero, but without leadership, they're just a wannabe thug. Only under the guidance of a cunning leader could they fully realize their potential and work with the gang to bring down the good guys.

I'd also like to add an idea: vengeance. Not quite like the leadership power, but for instance, imagine that a lieutenant could gain a buff or access to a more powerful attack after X number of nearby allies are defeated. Like, maybe some brawler that normally just throws punches becomes enraged after 3 of their comrades bite the dust, and they suddenly gain mez resistance and start dealing knockback, for example. Just thinking out loud here.

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I like this idea a lot. Sure

I like this idea a lot. Sure it will require balancing, but honestly, everything in an MMO requires balancing. If done right it can give the fights a little extra spice and that will keep things interesting and challenging.

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Interesting idea, I like it.

Interesting idea, I like it.

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I think this sounds more like

I think this sounds more like a part of the AI than the power sets. for example you could just give all the minions and Lts all the powers they can possibly ever activate, then use the AI to decide when and if they use each power based somewhat on the presence or absence of other mob types nearby. You could give the Lt a certain PBAoE power like "Embolden Minions" that they toggle on when there are enough minions around that does whatever, and you could, on the flip side, give the minions a power that their AI only thinks to use when near a Lt, like "Buff Lt" etc.

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Plexius wrote:
Plexius wrote:

At first blush, I really like this idea. This could make every enemy group and every spawn a unique challenge. Players who know their enemy could change tactics to gain an advantage. In practice, I suspect that most players would still do what they do regardless of enemy behavior, but a big enough threat might cause a lot of players to wise up. This also makes herding much more dangerous which can add value to multiple tanks on a team (to split mobs) and possibly foster more engaging gameplay versus mindlessly steamrolling everything.

In other words, emergent behaviors in spawn groups due to composition of Ranks could in turn produce emergent behaviors [i]in Players[/i] in response to those spawn groups. In a sense this really is nothing "new" per se. Against Malta, the primary targets were the Sappers, everything else was secondary. Against Devouring Earth, it was the Emanators that the Lieutenants would drop (particularly Quartz if playing a Defense based protection set). And so on. I'm just trying to tweak the possible combinations required for such Powers to come into play ... that way Players can feel like they have [i]the opportunity[/i] to influence how battles play themselves out, even if they don't always avail themselves of those opportunities.

And although multi-Tanking wasn't exactly something I explicitly had in mind, it is something that makes perfect sense, should this proposal wind up in the toolbox for City of Titans. Indeed, I would personally consider it something of a goldilocks point challenge to tune things to a point where a single Tank can find themselves in trouble, but a pair of Tanks can divide the aggro load in such a way as to be able to "soak" individually what would be too much for either of them solo.

Plexius wrote:

However, this could become too intense such that the wrong move causes a team wipe. I like tactics, but I wouldn't want to spend most of my time deliberating. Overdoing it has the potential to slow down combat and make the game unfriendly to newcomers and to players who simply can't grasp the complexity of every situation. There would need to be a balance between strategy and action that keeps encounters somewhere far between the extremes of City of Zergfests and City of Chess.

That's primarily just a matter of TUNING so that you don't wind up with overpowered nonsense that no one can get through. And depending on what Powers and Effects are enabled by Leadership Auras, there's all kinds of possibilities. Could be anything as simple as Global Accuracy Bonuses to getting whole new Powers (up to and including Toggle type Powers such as Maneuvers, Assault and/or Tactics). Perhaps Lieutenants only have access to Vengeance while in the presence of a Boss ... that sort of thing. Heck, even the "cockroach" Powers of the Freakshow could have been programmed in this way, such that being in the presence of different Ranks of Freakshow gave other Freakshow access to Rez Powers of various sorts (ie. not all the same).

And who wouldn't lave loved to make [b]MINUTES OF GLORY[/b] only conditionally accessible on Paragon Protectors, rather than letting it be a native birthright? And that's not even delving into the realm of Tier 9 "Nuke" Powers and other bits of fun.

Plexius wrote:

I'd also like to add an idea: vengeance. Not quite like the leadership power, but for instance, imagine that a lieutenant could gain a buff or access to a more powerful attack after X number of nearby allies are defeated. Like, maybe some brawler that normally just throws punches becomes enraged after 3 of their comrades bite the dust, and they suddenly gain mez resistance and start dealing knockback, for example. Just thinking out loud here.

You're essentially angling for [url=http://tvtropes.org/pmwiki/pmwiki.php/Main/ConservationOfNinjutsu]Conservation of Ninjitsu[/url]. But yes, the principle could be applied, by having Defeated Foes "cast" an Aura Effect upon Defeat, and that when the surviving Foes of that Group are standing in a dense enough overlapping group of those Auras, the surviving Foes "unlock" a retribution Power of some sort or another. That way the requirement isn't merely limited to ENDurance and Recharge, but also upon battlefield circumstances and conditions.

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Hmm, so basically adding a

Hmm, so basically adding a couple attributes to mobs. First, the aura attribute "Generates MAG [i]strength aura-name[/i] aura, radius [i]r[/i] m" gets added to the producers, then the attribute "With MAG [i]strength aura-name[/i] aura: [i]effect[/i]" gets added to the recipients.

There's no reason this has to be limited to master/servant relationships. Consider a schooling-fish type of minion, with the following attributes:

[list][*]Generates MAG 1 schooling aura, radius 6 m
[*]With MAG 3 schooling aura: +10% defense
[*]With MAG 6 schooling aura: +10% defense[/list]

This means it's harder to hit any of them if there are three or more of them because they team up to evade your attack, reflexively. Note that this is with just minions.

And yes, you damn well better put these effects on pets, too.

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Leadership auras linked to

Leadership auras linked to both High Level and Low Level enemy group members?

My name is HornetsNest, and I approve this idea

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I'm against any thing that

I'm against any thing that provides a boost to only certain people without the sacrifice of choice.

It's against parity. If leadership is a powerset of buffs yoy should spend those points to use them.

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JayBezz wrote:
JayBezz wrote:

I'm against any thing that provides a boost to only certain people without the sacrifice of choice.
It's against parity. If leadership is a powerset of buffs yoy should spend those points to use them.

This is aimed at NPCs and pets, to give them more depth. Since their stats are entirely set by the devs for game balance reasons, I don't think parity will be a problem.

Again, this is not the CoH leadership pool.

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I'm not sure whether this is

I'm not sure whether this is more trouble than it's worth after balancing. If, say, the number of minions scales up to the party, that's adding difficulty, add a lieutenant, more difficulty, now add an additional power to the minions, then an additional power to the lieutenant, it's start to look like an upward cascade of difficulty, and if you balance it back down so that you haven't changed the total difficulty quotient what was the point?

Now, I like the idea of bosses and sub-bosses changing the flavor of the fight. Anything that can add variety to missions and battles would be great. And if it encourages a shift in tactics from fight to fight, even better. But I'd be more inclined to simply change their behaviors. It makes more sense to me anyway. Why wouldn't minions use whatever abilities were available to them at any time? Why wait until a lieutenant showed up to break out the big gun? However, I can certainly see a group having their courage bolstered by the bosses presence and being more aggressive. Or making better use of cover because they have someone with some tactical know-how commanding them. That kind of thing. Isn't this what was supposed to be represented by added DEF and RES in CoH with the leadership power set? With the new engine, can't these things manifest as actual, noticeable changes in how the NPCs behave?

This has given me a little tiny idea that I will post to another thread so as not to derail this one. . .

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It's an interesting idea and

It's an interesting idea and mechanic. However, I think the Devs have said that they have improved upon the AI so this may not really be a needed mechanic. It may be a lot more difficult to take down the bad guys than it was in CoH, which may have required such a mechanic to make it more difficult because the AI wasn't as smart. I think if the AI just uses all the powers available to it in a more smarter way than CoH's AI did, we'd have plenty of difficulty to work off of. Now attaching something like this to an AV or EB might be something worth looking into. That might make things quite a bit interesting for TF's, Raids, or whatever the Devs name them.

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As Lin Chiao Feng points out,

As Lin Chiao Feng points out, what I'm talking about could enable "swarming" in which the Sum is greater than the Parts.

And Warbird, to address your concerns ... I'm not talking about MANDATING that this sort of thing be done up/down/sideways on EVERYTHING in EVERY combination. I'm talking about creating a [b]TOOL[/b] that can be used to differentiate Foe NPC Groups. Some will have Structure A while others will have Structure B (and Structure C, and so on) such that no two Foe NPC Groups are exactly alike.

Essentially what I'm talking about is [b][i]stacking effects[/i][/b] where putting together multiple NPCs of the same Foe Group CAN HAVE additional effects "activated" by the presence of others. Perhaps it would be better to think of them as [b]Teamwork Auras[/b] if that helps cut down on the confusion.

And yes, the types of effects that you cite (Defense, Resistance, etc.) would be [i]possible[/i] among the menu of choices that this particular mechanic would make available. But it would just be another means/method for achieving those goals ... another tool in the content creation toolbox ... leading to greater variety and a larger wealth of possibilities.

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Redlynne wrote:
Redlynne wrote:

As Lin Chiao Feng points out, what I'm talking about could enable "swarming" in which the Sum is greater than the Parts.
And Warbird, to address your concerns ... I'm not talking about MANDATING that this sort of thing be done up/down/sideways on EVERYTHING in EVERY combination. I'm talking about creating a TOOL that can be used to differentiate Foe NPC Groups. Some will have Structure A while others will have Structure B (and Structure C, and so on) such that no two Foe NPC Groups are exactly alike.
Essentially what I'm talking about is stacking effects where putting together multiple NPCs of the same Foe Group CAN HAVE additional effects "activated" by the presence of others. Perhaps it would be better to think of them as Teamwork Auras if that helps cut down on the confusion.
And yes, the types of effects that you cite (Defense, Resistance, etc.) would be possible among the menu of choices that this particular mechanic would make available. But it would just be another means/method for achieving those goals ... another tool in the content creation toolbox ... leading to greater variety and a larger wealth of possibilities.

Red, I think I understood you in the first place, as far as how it WORKED. And I only cited my RES/DEF example to point out that CoH used the tool available to artificially represent something that can actually be DONE with current tech.

But I better understand now that you're saying "Here's an additional way to add a level of difficulty." Rather than using it as a default mechanic. At least I think that's what you're saying.

So a street gang, say the Skulls, might just keep pouring more fodder into a battle, with a few tougher guys in the mix. But their tactics and weapons remain essentially the same. "Everybody take out a knife and jump 'em."

Whereas a trained group like Malta wouldn't add more guys, but would call in a "Specialist" that could issue specific commands and weapons.

Or the Circle of Thorns might summon a Demon whose own attacks are limited but, because of the added fervor of the priests, their spell cool down is reduced and damage increased.

Something like that? If so, I'm fer it. Like I said, more variety is good, requiring a bit of tactical thinking, even better.

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Yeah ... something like that.

Yeah ... something like that. Essentially building relationships between all of the moving parts such that when they come together (properly) you get something more out of the mix.

Or to fall back on an entirely different cliche (that's just too funny to pass up right now) ...

[b][i]AND I'LL FORM ... THE HEAD![/i][/b]

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Redlynne wrote:
Redlynne wrote:

As Lin Chiao Feng points out, what I'm talking about could enable "swarming" in which the Sum is greater than the Parts.

It also enables Clown Car, where the sum can be [i]less[/i] than the parts. You can do all kinds of things with a mechanic like this, and without spawning invisible pets or equivalent.

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Indeed. If the effects are

Indeed. If the effects are defined as being Debuffs rather than as Buffs, you can easily develop [url=http://tvtropes.org/pmwiki/pmwiki.php/Main/ConservationOfNinjutsu]Conservation Of Ninjitsu[/url] without needing to rely on Vengance style "buff using corpses" type workarounds.

[img]http://static.tvtropes.org/pmwiki/pub/images/motivator867335ey5.JPG[/img]

Of course, that just means that as the herd thins, the remainder INCREASE in strength, rather than becoming weaker ...

[center][img=44x100]https://i.imgur.com/sMUQ928.gif[/img]
[i]Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.[/i][/center]

Tannim222
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Joined: 01/16/2013 - 12:47
I had similar ideas set aside

I had similar ideas set aside for later planning depending on several factors. First is Is sort of dependent upon AI behaviors by type (dumb, selfish, tactful etc...) which could affect certain aspects of this type of tool. Another is that Momentum already can be used to apply a change in what an NPC can do providing a layer of complexity as is. Combine that with emergent AI and you could have tactful NPCs change routine / actions based on what their fellows are doing due to increased. Momentum. Due to the possible combinations of AI types, emergent behaviors, and Momentum changes we already have a multiple layers of complexity to contend with. The 'auras effects on behavior or capability' becomes more of a back up plan if we end up with a more traditional AI design.

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