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Mind Reading Powers and Info gathering.

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RottenLuck
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Mind Reading Powers and Info gathering.

Okay one staple in comics are the mind readers telepaths. Professor X is a prime example. With the Lead gathering system it dawned on me that there now a reason for Mind Reading Powers in a game. You can read NPCs minds and gain Lead drops. Or story inelegance gathering.

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this could also give other

this could also give other kinds of clues...allow you to "see" opponents behind walls/doors...find objectives...maybe even get identification of a mob telegraphing the upcoming use of a power.

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If only Kontrol could read

If only Kontrol could read minds.. But I Like it! Back in my Tabletop Days I would love rolling "awareness" (which I always spend points in) to pick up on the smallest details.

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Having TP-based powers in CoT

Having TP-based powers in CoT is a fine idea as long as there would be ways for anyone to gain TP ability (even temporarily) to get through whatever content required them.

Obviously that means you could either have actual permanent mental powers (like Professor X) or there would be craftable items/potions that would let people who otherwise had no mental powers have them long enough (or a lessor version) to finish missions that required them. This would be similar to people who had the Fly power versus people who used Jet Packs when some flight was necessary.

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Telepathy, Telekinesis,

Telepathy, Telekinesis, Teleportation. The Three Tees.

One thing that I would recommend for any kind of Psionic "information gathering awareness" effect would be to make it a Non-combat Only Effect, so you don't have a sort of "mode confusion" when engaging in combat. Any kind of "see through walls" and ability to pick your victims for some kind of a Teleport Foe styled abduction/ambush really ought to rely on this sort of "awareness shifting" while not in combat.

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We do plan for non-combat

We do plan for non-combat powers, how and why you are able to glean information from NPCs, or from surroundings (should it come to fuition, standard no promises clause here) will be up to the player to interpret. It is uknown if there will be any necessary animations for many of these powers in order to provide customization for different themes. For example, obtaining a lead during an NPC conversation wouldn't necessarily require an animation.

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Redlynne wrote:
Redlynne wrote:

Telepathy, Telekinesis, Teleportation. The Three Tees.

Four. You forgot 'tea leaves.'

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Tea Leaves are a combination

Tea Leaves are a combination of Telepathy and Telekinesis. You push the muck around at the bottom of your cup without touching it and "read the mind" of dead vegetable matter that's been soaked in boiling water. Everything else is just a matter of Fast Talk Skill.

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Redlynne wrote:
Redlynne wrote:

..."read the mind" of dead vegetable matter that's been soaked in boiling water.

I hope you don't call your clients that to their faces ^_^

Or is that what the Fast talk roll is for: to avoid letting the marks know that they are marks?

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Magic Tea Leaves Say ...

Magic Tea Leaves Say ... 'whachu talkin' 'bout Willis?"

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A Telepathy powers that

A Telepathy powers that allows you to target an enemy and gain +ACC/+DEF against the target! And it's resisted by PSI Resist/DEF and maybe a power that's called Immunity to Mind Reading!

Would be great for RPers to point to and say "SEE!" and it would be great for Telepath concepts to go "I can read the enemies mind!"

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Brand X wrote:
Brand X wrote:

A Telepathy powers that allows you to target an enemy and gain +ACC/+DEF against the target! And it's resisted by PSI Resist/DEF and maybe a power that's called Immunity to Mind Reading!
Would be great for RPers to point to and say "SEE!" and it would be great for Telepath concepts to go "I can read the enemies mind!"

Or at least for a game called City of Jedi Titans. ;)

Again my only concern would be having game content that could ONLY be accomplished via the use of "mind" powers. Things like TP of TK should only be interesting options to have - not be mandatory for anything like finishing certain missions or the like.

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Lothic wrote:
Lothic wrote:

Brand X wrote:
A Telepathy powers that allows you to target an enemy and gain +ACC/+DEF against the target! And it's resisted by PSI Resist/DEF and maybe a power that's called Immunity to Mind Reading!
Would be great for RPers to point to and say "SEE!" and it would be great for Telepath concepts to go "I can read the enemies mind!"

Or at least for a game called City of Jedi Titans. ;)
Again my only concern would be having game content that could ONLY be accomplished via the use of "mind" powers. Things like TP of TK should only be interesting options to have - not be mandatory for anything like finishing certain missions or the like.

Well, I think the suggestion was more along the lines of "If you have this power you can obtain a lead this way in addition to the other ways everyone can" that said, I'd love to have certain skills that you have to have, but may not have, to accomplish something.

Doesn't have to be limited to Telepathy. Maybe an investigation skill/power/what have you, that if you have it reveals a glowie no one would see otherwise.

Mind Reading
Investigation

Not sure of other skill ideas, but I'm sure a couple more could be thought up!

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Brand X wrote:
Brand X wrote:

Doesn't have to be limited to Telepathy. Maybe an investigation skill/power/what have you, that if you have it reveals a glowie no one would see otherwise.
Mind Reading
Investigation
Not sure of other skill ideas, but I'm sure a couple more could be thought up!

Mage Sight
N-Ray vision
Discriminatory Smell
Ultrasonic Hearing
Blind Luck

Possibly some will lead to the adventure along one path, some along another...
And if you don't have any, perhaps an NPC who has such a power, but no others, will bring it to your attention.

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Foradain wrote:
Foradain wrote:

Brand X wrote:
Doesn't have to be limited to Telepathy. Maybe an investigation skill/power/what have you, that if you have it reveals a glowie no one would see otherwise.
Mind Reading
Investigation
Not sure of other skill ideas, but I'm sure a couple more could be thought up!

Mage Sight
N-Ray vision
Discriminatory Smell
Ultrasonic Hearing
Blind Luck
Possibly some will lead to the adventure along one path, some along another...
And if you don't have any, perhaps an NPC who has such a power, but no others, will bring it to your attention.

There you go! Well, not sure on Blind Luck myself, but it's close to something I had envisioned in a superhero mmo, when trying to think of a few skills that you see used, that imo, would make things interesting in an MMO.

Also a reason for say the Batman hero to team with the Zantana hero. Batman hero knows he's missing something, he knows it deals with magic. At the same time, there could be a different lead for the solo player, maybe the mission tells you you need to a hero with the specific skill to continue down the path.

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And shenanigans-senses. See

And [url=http://skin-horse.com/comic/we-dont-have/#comments]shenanigans-senses[/url]. See the first comment on that page. Warning: Archive diving may be hazardous to your sanity and may cause sleep deprivation.

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Brand X wrote:
Brand X wrote:

Lothic wrote:
Brand X wrote:
A Telepathy powers that allows you to target an enemy and gain +ACC/+DEF against the target! And it's resisted by PSI Resist/DEF and maybe a power that's called Immunity to Mind Reading!
Would be great for RPers to point to and say "SEE!" and it would be great for Telepath concepts to go "I can read the enemies mind!"

Or at least for a game called City of Jedi Titans. ;)
Again my only concern would be having game content that could ONLY be accomplished via the use of "mind" powers. Things like TP of TK should only be interesting options to have - not be mandatory for anything like finishing certain missions or the like.

Well, I think the suggestion was more along the lines of "If you have this power you can obtain a lead this way in addition to the other ways everyone can" that said, I'd love to have certain skills that you have to have, but may not have, to accomplish something.
Doesn't have to be limited to Telepathy. Maybe an investigation skill/power/what have you, that if you have it reveals a glowie no one would see otherwise.
Mind Reading
Investigation
Not sure of other skill ideas, but I'm sure a couple more could be thought up!

The only real problem with something like "I'd love to have certain skills that you have to have, but may not have, to accomplish something" is that the idea goes directly against one of the core design tenants the CoH Devs had. They did their very best to make sure you never had to have the exact power X, Y or Z to accomplish any specific task.

Now again I wouldn't mind needing say Telepathy (in general) to be able to finish a mission/trial as long as the game provided a means for ANYONE to have Telepathy, even if that meant via something like temporary boosts, craftable items or Inspirations. This again follows my earlier Fly vs. Jet Pack example.

Thus you can be a full-blown Telepath if you want to be (with permanent and powerful mind powers) or you can get by with some limited/temporary means as needed. For what it's worth there's all sorts of comicbook examples of "mind reading tech gizmos" and/or "magic mental potions" that can serve as the mind power equivalents to Jet Packs.

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Brand X
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Lothic wrote:
Lothic wrote:

Brand X wrote:
Lothic wrote:
Brand X wrote:
A Telepathy powers that allows you to target an enemy and gain +ACC/+DEF against the target! And it's resisted by PSI Resist/DEF and maybe a power that's called Immunity to Mind Reading!
Would be great for RPers to point to and say "SEE!" and it would be great for Telepath concepts to go "I can read the enemies mind!"

Or at least for a game called City of Jedi Titans. ;)
Again my only concern would be having game content that could ONLY be accomplished via the use of "mind" powers. Things like TP of TK should only be interesting options to have - not be mandatory for anything like finishing certain missions or the like.

Well, I think the suggestion was more along the lines of "If you have this power you can obtain a lead this way in addition to the other ways everyone can" that said, I'd love to have certain skills that you have to have, but may not have, to accomplish something.
Doesn't have to be limited to Telepathy. Maybe an investigation skill/power/what have you, that if you have it reveals a glowie no one would see otherwise.
Mind Reading
Investigation
Not sure of other skill ideas, but I'm sure a couple more could be thought up!

The only real problem with something like "I'd love to have certain skills that you have to have, but may not have, to accomplish something" is that the idea goes directly against one of the core design tenants the CoH Devs had. They did their very best to make sure you never had to have the exact power X, Y or Z to accomplish any specific task.
Now again I wouldn't mind needing say Telepathy (in general) to be able to finish a mission/trial as long as the game provided a means for ANYONE to have Telepathy, even if that meant via something like temporary boosts, craftable items or Inspirations. This again follows my earlier Fly vs. Jet Pack example.
Thus you can be a full-blown Telepath if you want to be (with permanent and powerful mind powers) or you can get by with some limited/temporary means as needed. For what it's worth there's all sorts of comicbook examples of "mind reading tech gizmos" and/or "magic mental potions" that can serve as the mind power equivalents to Jet Packs.

I said as how I would do it/love to see it done. The idea as suggested however, was one where you still get the same thing whether you have telepathy or not, the difference only being in the flavor text in how you receive it.

Unless you're saying everyone should also beable to get the same flavor text as everyone else. To which I have to ask, why? My non-telepath doesn't need to get a telepathic lead.

My idea is also based on an idea of being able to solo, but some content that would require one to team or move on in another route.

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Actually ya know something

Actually ya know something that could be interesting...say that a non-combat ability of some of these things is to find hidden lore. For sake of argument lets say that some lore is hidden such that only certain types of non-combat powers can find it, and not every hidden lore is findable by every non-combat power....but as long as someone on the team has a given non-combat power...everyone on the team gets the lore...assuming they are in the same zone/mission/area or whatever.

So maybe one of the missions lore is you get to read the mission Boss's mind and get some insight badge...as long as someone on the team has mindreading, then everyone on the team in the mission when you first encounter the boss, gets that insight badge.

I would further advise that all missions contain various easter eggs of different types to not only encourage teaming, but also to insure that no one mind power is made distinctly better.

Other mind powers could reveal the map, lock or unlock doors (imagine locking mobs in or out of a room), reduce aggro range or other stealth maneuvers.

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Why must people always try to

Why must people always try to make things far more difficult than absolutely necessary?

Here is an example (just about the ONLY example) of allowing different routes to the same results in City of Heroes. The [url=http://paragonwiki.com/wiki/Luke_Larson#Stop_the_Bomb_Plot]Stop the Bomb Plot[/url] Mission in Imperial City. Notice how there are (or should I say, were) alternate routes for Magic and Tech Origins? Changed NOTHING about the outcome, and there was no difference in terms of ticking off the checkboxes of objectives to be achieved, but the different routes allowed for variations in how to accomplish a goal in the mission chain.

Doing something [i]as simple as that[/i] would be all that's required from the Content Team in order to BEGIN to create alternate paths to being able to accomplish things.

The next step, of course, would be Gated Content, where in order to be able to receive a mission where you need to have a Telepath along in order to complete the objectives, you need to be a Telepath in order to pick up the pieces and assemble them into receiving the mission in the first place. So basically you (and your team) get "tested" first to see if you have what is needed in your group in order to complete a specialized Mission before actually getting the "assignment" to go and do a Mission that requires that particular skill or power. So Telepath Objectives Missions first require "proof" that a Telepath is on the Team before you get the Mission (proper) that needs a Telepath in order to complete the Mission. Tab A goes into Slot A kind of stuff. If you don't have a Telepath on your Team, you never get the "tip off" to go do the Mission that requires a Telepath in order to complete it.

Such Gated Content wouldn't have to be all that numerous in order for its presence to be "felt" by the community. Even if as little as 5% of the Content were "gated" in this fashion, it would provide an incentive to form Teams to be able to access that Gated Content that lies outside YOUR area of specialty. Things could get even more interesting if stuff like Task Forces had "secret objectives" in them which were randomized such that you could have alternate victory conditions for any of the Missions along the Task Force chain that could involved use of any of a variety of non-combat skills. Computer hacking, lockpicking/safe cracking, demolitions, industrial espionage, mind reading, [i]photography[/i] ... and on and on and on, could all be used to provide alternative routes to a Mission Complete rather than simply mowing down everything in a Defeat All fashion. The idea is that rather than having a SINGLE path to victory (jump through these hoops, in this order, with this timing, by this many people) you have 2 or 3 possible routes to victory in a particular instanced mission. You could even have which of those alternate routes is made available determined by which of those skills got used in order to piece together the information on where the mission door was ... so if you use Telepathy to gather info while scouring the streets then there might be a Telepathy related secret mission objective inside the mission door that you can use as an alternate way of achieving a Mission Complete than the "standard" victory condition.

The problem with doing this is ... it's extra Content Creation ... which means that the production rate of Content is slower than it would have been with a Single Route structure. At that point it turns into a Quantity vs Quality decision/argument in terms of how to deploy and invest development resources.

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Another option: Mission

Another option: Mission requires a telepath + team doesn't have a telepath = team gets a telepath non-combat NPC who is along just to make the mission work.

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I'd really prefer multiple

I'd really prefer multiple different solutions instead of "you must have x or y to complete this mission". For those who suggest an npc do the cool things, have you played deus ex? Or Deus Ex: Human revolution?

I realized something today(5/8/2014) that many MMORPG players, are not like us who enjoyed CoX. They enjoy repetitiveness and predictability, rather then unpredictability. We on the other hand enjoy unpredictability and variety.

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My idea was just to have a

My idea was just to have a boost in odds. A Telepath can gather more info faster, anyone else can gather said info. Like the idea of the non-combat powers effects so this be just another of those.

Kind of like the idea of the +Acc/+Def buff of mind reading in combat.

I'm also in the No gated and No Need this to finish group I just hate that.

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Lin Chiao Feng wrote:
Lin Chiao Feng wrote:

Another option: Mission requires a telepath + team doesn't have a telepath = team gets a telepath non-combat NPC who is along just to make the mission work.

Make the NPC a non-combatant who follows the group but who can be defeated (so protect them as you escort them to where you need them to do their work).

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Redlynne wrote:
Redlynne wrote:

Lin Chiao Feng wrote:
Another option: Mission requires a telepath + team doesn't have a telepath = team gets a telepath non-combat NPC who is along just to make the mission work.

Make the NPC a non-combatant who follows the group but who can be defeated (so protect them as you escort them to where you need them to do their work).

[b]If and only if they are not suicidal.[/b] Also if the enemy AI happens to be good at killing the NPC (lucky AoEs, pre-targeting, whatever) it will make the mission far more difficult than justified.

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LaughingAlex wrote:
LaughingAlex wrote:

For those who suggest an npc do the cool things, have you played deus ex? Or Deus Ex: Human revolution?

Nope. Why? Bear in mind I said you'd only have the NPC along if you didn't have anyone on team who could do it themselves.

And remember that this situation applies to more than telepathy. I've got a character that builds AIs on weekends; shouldn't she be able to mess with a computer faster than others? Same with lifting heavy objects, demolitions, motorcycle maintenance, whatever.

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Redlynne's origin-based

Redlynne's origin-based example is a good one; having a few flags like that around - things that affect mission text but otherwise don't matter - could be a worthwhile notion. Always bugs me in CO, for example, how everyone seems to think the player character is human, biological, etc., even if you're wandering around as a hyperintelligent bear, or a space alien, or sentient robot, or a clay golem, or...

Having a few tags the player could set for things like "this character is non-biological" could be quite useful, in addition to more powers-based things like "this character can read minds."

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Enemies may have been told

Enemies may have been told the wrong information too! Meaning even Telepaths will follow leads down the wrong path (a path of discovery).

I really think what the OP is asking for is just one of the many types of "non-combat" powers that would help with in-character story-telling.

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