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My very high hopes.

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Stormthrasher
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My very high hopes.

Okay, I played CoH from the beginning, and towards the end years I fell out, of the game. The reasons were numerous but CoH has always held a very special place in my heart. I played on the Justice Server, and was a member of the House of Tera when I fell out of play, we were ranked 8th. When I started looking around for private servers to get back into the game after I discovered the servers had been turned off (And fought back the tears that followed), I stumbled across this. Only having found out about the Titan project as of yesterday my mind has been working overtime thinking about what I would like to see in the game to improve my overall experience.
This post will come in multiple installments as time permits.
I realize that I have insanely high hopes, but here we go

Assumptions-
Most of the ideas that I have are based off of an older version of CoH, so some of my information may be outdated, apologies if something I put up has been made invalid by later updates of CoH that I am unfamiliar with.
Some of the things I put up will also be based on the presumption that this "City of Titans" will use a similar system to CoH in reference to Endurance and Classes. Meaning that Endurance (Or some equivalent) will be used to power a characters powers, and each character will have some kind of model for how their character is supposed to run. (Tanker, Defender ect) though I realize the theme may change and be remodeled, a similar system will probably be implemented.

Travel Movement powers-
when I left CoH, there were 5 travel powers. Teleport, Super Jump, Super Speed, Leaping, and Flight. While these were sufficient, and the power trees were fairly useful,(Teleport especially) I always thought this was an under served aspect to character creation. I realize that these five movement powers are actually suited for "all terrain" environments. I just always thought that different variety's of travel powers would be fun and more suited too the Customizable hero aspect that CoH was great for. An example is Champions Online, which (according to it's wiki) has 13 travel powers.

Customizable powers-
We all remember what it was like in CoH when you started a new character. One or two powers, with the same cinematic for the power. One of the most repetitive aspects of the game, that made the game play stale, you had to get new powers too see different character actions. So one thing I would like to see is multiple cinematic sequences for each power. Hundreds of them total. Yes, Hundreds. I know it'll create a lot more work, but it will help keep the game fresher longer. For example, a simple "Punch" or "Strike" power. How many different ways can you throw a punch? A boxer is gong to throw a punch very differently then a Ninja would.

Another aspect to powers that I would like to see, is customizable powers. What I mean when I say that, I'll use the "Strike" as an example.
Say you have a level 1 Scrapper. (Or the equivalent.) His most basic power "Strike" or some similar power. now consider the aspects of an attack power. I think it would look something like this-
Damage
Attack type
Accuracy
Critical percent
Endurance cost

Or something similar, each attack would have some basic parameters too determine 'what' the attack is. More specifically it might look like
Damage 45%
Accuracy 50%
Critical Percent 5%
Attack Type -Bash
Endurance Cost -10

So here you see that you have a bash attack that is 50 percent accurate dealing 45 percent of it's total possible damage with a 5 percent chance to score a critical hit. And this was the same "strike" power for every character, modified only by the characters slotted enhancements. With the same cinematic, in later editions of the game, you could edit the color of the powers, which was a nice feature that I think should stick around. My idea for a more wholistic power system looks something like this.

"Blank Power"
Damage 45%
Accuracy 50%
Critical Percent 5%
Attack Type- Select Type
Variable slot 1-
Variable slot 2-
Endurance Cost- N\A

Using a more complex system, we could in theory completely change the cost, parameter, and effect of each power. Literally building any kind of power from scratch. What if you want your 'Strike' power to add a Stun or a Knock back effect? Assume your a tanker using a Taunt power, wouldn't it be nice to slot a debuff too it in order to weaken those hit by the power?

Put by adding the desired effects in your Variable slot 1 or 2 ect, and allowing the Endurance cost of the power to go up accordingly. The more impressive the slotted abilities, the higher the cost of the power. If a whole bunch of powerful effects are slotted into a power, perhaps the character will be unable to regenerate Endurance for a time. As the character levels up, just like in CoH, the character is given additional slots to put on his powers. What if you want to increase the Damage the power deals to seventy percent? Then you should be able to that, and realize that the accuracy and critical percentage will suffer. Since the values of these must equal 100 percent. Using this model, in addition to different motions for powers to truly create a unique character, with unique powers.
It isn't limited to just attack powers either, using the same model we could in theory create entirely unique and customized power sets.
I realize that this is by no means a complete, or extensive outlook on how powers are calculated, but this is just the most clear way I can provide an example for what I would like to see.

Invention system.
In CoH, the creation of the Auction house and the University, also created the options for players to craft items in an Invention style system. These items included things like Enhancements, costume pieces, ect. I realize the class system is different in CoT, so my example will be a bit off in comparison to the new game, but again, as clear as I can make what's in my head come out. While I am hopeful to see some form of inventing in CoT, I am kind of hopeful that the system is used also for the crafting of temporary powers. If for example you were to play some kind of tech hero, then you could use tech parts acquired and develop your own temporary shield power, or offensive power, or whatever, good for however many charges, or active for so long before breaking down and needing to be remade. If each type of character (Tech, Magic ,Natural, Mutant ect) had recipes for temp powers it would be large pool, that's true, but I don't necessarily think it would be limiting to players. A natural hero could use both Tech and Magic, for example. (I don't think the CoH versions of the Inventing system allowed for the creation of temporary powers, and if it did I'm sorry, it's just something that I'd like to see.)
Thoughts?
(More as they come to me.)

Love is like a Rhino, short-sighted and hasty; If it cannot find it a way, it will make a way.
-Flavor text on Crash of Rhinos.

islandtrevor72
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I love the idea of not only

I love the idea of not only each power having options to choose from at character creation but also each power have variations on the same attack like a one two punch for example. In CoH brawl had various animations depending on certain factors. It would be great to see that expanded upon. Hundreds might be excessive but hell... shoot for the stars.

Stormthrasher
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New note; Powers I'd like to

New note; Powers I'd like to see in the game that weren't in CoH.
Shape shifting. I know the Kheldians had this to an extent, and I liked the Kheld's shifting ability, I am hopeful that it is expanded upon in CoT by some degree. More options for shifting, Animals to start I think would be best. (Complete with travel power Flight: For winged creatures, BB for the win. :) )
Elasticity. This could be a fun power set, though it might be a costume design nightmare trying to stretch out things like that, a character that morphs itself into a ball and launches at the opponent. Or giving the character a HUGE fist to punch with.
To expand on my earlier comment about travel powers, I'd like to specifically see Swinging, realizing that swinging isn't exactly practical outside of a city like environment. and Some kind of flight device, either like a tech glider or some kind of Terra travel on floating boulders.

Love is like a Rhino, short-sighted and hasty; If it cannot find it a way, it will make a way.
-Flavor text on Crash of Rhinos.

malonkey1
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Power customization will have

Power customization will have a framework similar to part of what you're asking, if I recall correctly:

You have the power's effects, which are standard.
Then you choose where it comes from (body part/weapon)
Then you choose the graphic.

So a ranged Fire attack could include any of the following:

  • A Wizard spewing a gout of green flame from his wand.
  • A robot's flamethrower
  • Eye beams
  • An Avatar: The Last Airbender-style firebending move
  • and more!
Stormthrasher
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Not quite the whole idea I

Not quite the whole idea I had, but I suppose I can't have everything!

Love is like a Rhino, short-sighted and hasty; If it cannot find it a way, it will make a way.
-Flavor text on Crash of Rhinos.

Venture
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These may address some of the

These may address some of the questions you're asking mate:

Clicky
Clicky

Stormthrasher
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That's a lot more what I was

That's a lot more what I was talking about, thanks. :)

Love is like a Rhino, short-sighted and hasty; If it cannot find it a way, it will make a way.
-Flavor text on Crash of Rhinos.

Venture
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You're welcome mate, i'd been

You're welcome mate, i'd been looking at them this morning as it happens so it rang a bell when i saw this thread. Let us know what you think, i'm pretty excited about it to be fair!

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It can be good to ask for the

It can be good to ask for the moon at times, and they are sure trying to give it to us, but be careful what you ask for lest you get it.

The game needs to be developed, released, further developed, and maintained by what is currently a mostly volunteer effort. For us to have CoT any time soon and to enjoy it for years to come, it needs to be MANAGEABLE.

There has to be a balance. They should give us all that they can within a manageable enough framework to actually deliver the game any time soon and maintain and further develop it for years.

I love freedom too. Total freedom would be awesome. But the complexity created by too much freedom and not enough controllable structure in the game could make the game unlaunchable or unsustainable.

I don't say any of this by way of argument, just counterpoint.

I really appreciate the amount of freedom the devs are trying to give us, because I understand they pay for it in what they have to deal with on the back end. I don't at all begrudge them holding on to some limitations and structure to keep things sane for them. They need that to have enough control over the game to produce and then manage it long-term.

Just throwing my 2 inf in :)

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)