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Vampire Package
Toccata in D Minor (I recommend you open and play in a new window while you read this package)
I started making an Undead package and realized the scope was just too great. So I've abridged it into just a Vampire package and will cover the rest of the undead in another package unless someone else does it first.
Body Morphs
either
Or like "Bram Stoker's Dracula":
Costume items
Out of combat animations
combat animations
Sound Packages
Power effects
What did I forget?
I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.
Another great list. One thing I think you thankfully forgot was the idea of "sparkly vampires" from Twilight:
I think if someone seriously wants to do this they'll probably be able to use the generic auras in the game to simulate it.
Other related blood things that might be cool could probably all be done using the tattoo feature the game will provide. The following pics show the idea that some vamps cry bloody tears and of course we need the "blood on the lips" and "fang marks on the neck" tattoos:
CoH player from April 25, 2004 to November 30, 2012

Thanks. this is fun and I wish others would get in on it.
Your ideas are great. I like the bleeding eyes. It never even occurred to me to consider the victims of vampires for ideas. The bite marks on the neck are so obviously brilliant. Also, I never saw or read twilight so it didn't even occur to me to consider sparkly vampires. Thank you for pre-empting that suggestion.
I was hesitant to include the liquid transfer power effect because of the its potential to depict blood. While I wanted to show the transfer of life force by including it in this package, I can't deny that blood transfer was a reasonably expected implementation as well. According to the ESRB ratings, "minimal blood" is permitted for T rating. I think your suggestions of blood dripping from the lips or from holes in the neck are easily within that "minimal" boundary.
But I also believe that every MMO is equipped with the warning that online interactions are not rated. I think it would be an impossible task for the game designers to prevent players from using whatever powers and effects are at their disposal to simulate blood. Heck, I had a character named "Bloody Mandragora" (sonic-sonic corruptor) in CoV and all her powers looked like blood effects, so I don't think I should be too worried about the liquid transfer power effect being made by a player to look like blood. I think it would be different if the HIT EFFECTS showed splattering liquid, and wounded characters left pools of liquid on the ground. I htink that would exceed "minimal blood," even if the game allowed players to make them any color.
I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.
While I get your concern about keeping things within the bounds of the ESRB ratings I think plenty of "bloody vampire" related things could be made that would be subtle enough to not be gratuitous. As you say players will always figure out things based on the tools available regardless.
I also think with as many debuff powers a game like this will have it doesn't seem unreasonable to have options for visual effects that imply some kind of "life/soul draining" effect. Remember the concept of vampirism doesn't have to be limited to blood transfer - there are many examples of "power draining" in the superhero genre (i.e. Rogue from X-men, Parasite from DC).
Here are a few pics of power effects that might be applicable to CoT life draining debuff powers:
Even Magic The Gathering has dealt with these concepts in ways that might apply to CoT:
CoH player from April 25, 2004 to November 30, 2012

I really like the energy coming out of the eyes and open mouth of the victim in that picture. If the devs can implement that somehow, it would be tremendous. Since those locations may designated as separate emanation points on the default character model, keying the power effect to those emanation points might be a workable solution for it, if possible. There are so many power effects that would be extra impressive if they could be assigned to particular emanation points of the victims instead of just center of mass like every other game has done.
P.S. Your Gwen Tennyson vs. Charmcaster gif apparently didn't show, but that was particularly appropriate to the discussion.
I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.
Yeah that would be cool. Related to this I'd like to see victims of control-based powers react by dropping to their knees and/or writhing in agony. Of course I might be a little too sadistic for my own good. ;)
That's too bad. I don't post things like that which are "broken" from my point of view so I don't offhand know why it wouldn't be visable to anyone else. I grab these things from public google searches (like I'm sure pretty much everyone else does) so there's probably not much I can do about it.
CoH player from April 25, 2004 to November 30, 2012

I was just brainstorming on another theme to put a package around, and ancient Greece or Rome came to mind. I must have had Cimerora on the brain. But then I realized that there aren't really anything other than costume items or props that would be thematic here. Maybe we could come up with a chariot for a fast travel power, with horses or not. But I couldn't think of any animations or power effects that are unique to the era. Can you? We've already got a shields package and similarly swords package or a spear package would be better on their own than trying to group all swords or spears related design elements into a roman package (where would samauri or Zulu warriors fit, for instance).
In the end I realized that a roman or ancient greek theme doesn't fit the package concept except as a category for props and costume items. Don't get me wrong, I think there's quite a bit of fertile ground for them, but they would belong on the props and costume items threads; not the package thread.
So does anyone have a theme idea for a package? I suppose I could do a swords package or a spear package, but I was hoping for something a little more entertaining and thought-provoking. Maybe I should do that Undead package I mentioned earlier... Thriller comes to mind
I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.
Eldritch pack (think a lot of body horror type stuff, like eyes on parts where eyes shouldn't be)
"Bubblegum" (Cute outfits with a very bubblegum pop aesthetic. Not my thing, but it could be someone else's)
Super Heavy (Mostly an animation pack. Various attack animations with a lot of start up, as the character has to swing this large weapon. Some weight lifting animations. But maybe stuff like heavy weights attachments to various parts of the body could be added? Could be hilariously reperpoused as someone super weak, as they have trouble swinging a normal sword.)
Just some ideas
Elements of this could be lumped into a more general "Halloween" pack that could include some witch/wizard items (Harry Potter-ish type things) as well as some undead stuff.
Again a bunch of things could be lumped in here spanning Gothic Lolita, Pastel Goth and even Sailor Moon type anime/manga content.
This could include emotes of bending bars or lifting cars to display "superhuman strength".
A quick idea I just had was for an "80s style" package. There could be clothing styled after Miami Vice and all those music videos from people like Madonna and Cyndi Lauper.
CoH player from April 25, 2004 to November 30, 2012

It’s the Little Things Package
(I thought I'd give this a try. No, it’s not a euphemism. It’s a theme.)
Props: Feather duster. First aid kit. Window wiper. Teddy bears.
Body Morphs: Thoughtful attention to detail might not require this.
Costume Items: Wear your badges on your sleeve (like a boy/girl scout, perhaps limited to certain badges related to acts of kindness)
Travel Animations: Wave to NPCs like a good neighbor as you go along your merry way. Pick up rubbish along the way. Toss rubbish in bins as you pass them by. Pause to donate to beggars. Hand out umbrellas to any NPCs without umbrellas who are walking in the rain.
Out of Combat Animations: Clean walls/windows. Rake leaves. Straighten up anything in disarray. Have a little bird land on your finger, sing a song, then fly away. When opening a mission door, step to the side for a second or two and beckon your team to enter first.
Combat Animations: Apologize when you hurt someone ("Fireball! S-s-s-so-s-so-sorry…"). Call 911 upon defeating a foe. Bandage a defeated foe. Strike your foe with the flat of your blade (bludgeoning damage, if that matters). Shout your catchphrase when you begin to snipe anyone. Summon a little bird to carry something useful to a team-mate.
Power Effects: Piercing visuals switched to budgeoning – arrows bounce off with a loud thud; bullets become beanbags that bounce off with a loud thud.
This is a boy/girl scout package but I don’t want to suggest such behavior is limited to only certain groups. Imagine any random acts of kindness or politeness that impressed you lately and imagine how they might flavor a hero with an "It’s the Little Things" Package. If it's something every hero would try to do then it could be a generic ability but if it means making an extra effort to help in a way that is not your hero's mission, especially if it isn't asked for, then it's a Little Thing.
"The illusion which exalts us is dearer to us than ten thousand truths." - Pushkin
"One piece of flair is all I need." - Sister Silicon
I really like this idea. It would inject so much immersion into the game world.
I love the idea of picking up rubbish, giving to beggars, etc. These are things no game designer would spend time and effort upon as part of a vanilla game. But if we were to put them together in something like this that can potentially earn real world income as a cash shop item, then all of a sudden there's real value to it to the devs, and not just as a nice-to-have for the players.
I know I've said that these package themes weren't MEANT to be cash shop items, but I can't deny the usefulness of using the cash shop potential of something like this to justify its creation.
So far you've only listed positive things. I think it would not only be hilarious but also in keeping with the character of City of Titans to also include evil little things as well. The flip side of the nice little things you've included.
Imagine someone who litters on purpose. Someone who takes from beggars and squashes butterflies. Someone who shoots spitballs at passersby and who performs pixelated obscene gestures instead of waving. All the little things that an evil sunofabatch would do to show us he or she or it is evil.
I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.
"It's the Petty Things." You'd almost want child NPCs in the game just so you could pop their balloons, Benedict.
"The illusion which exalts us is dearer to us than ten thousand truths." - Pushkin
"One piece of flair is all I need." - Sister Silicon
The Strongman Package
Props
Costume Items
and
Turns out biblical scholars and historians claim he braided his hair, which has been misconstrued by others to be dreadlocks; but is most likely 7 cornrows instead. So If the devs want to get totally authentic here, they would make 7 really really long cornrow braids.
Out of Combat Animations
Note that animation is about the motions of the bones in the model, not the size difference between the beginning and ending models, so leave it up to the players whether such an animation fits with their design concept or not.
Combat Animations
can be used for ranged or melee animations
Note that this takes over the target’s character model for the duration of the animation. As a result it may only be appropriate for attacks which have a stun effect or otherwise would restrict the target’s actions for a duration.
Sound Packages
Power Effects
One of the things I noticed off the bat was the absence of any female-specific ideas in this theme. I suppose that’s the nature of the source material, though. Besides she-hulk inspired shirt-tearing, If anyone can think of any costume ideas or props associated with female super strength, feel free to add them.
I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.
I really like this packages idea.
I like the idea but it's too hero focused if we have a package about minor kindnesses we should also have one for minor cruelties. Call it the Bad Attitude pack, which has things like you drink from a soda cup and then throw it on the ground, insulting people when you attack them, feigning falling asleep when you talk to people, start copying them with a dumb voice or take a long draft from a ciggarrete and blow it in their face.
not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM
Undead
Body Morphs. These are changes made to the actual mesh of the character model. (Note: Where I’ve included “stumps” in the descriptions to denote transitions between the default 3d mesh to the 3d mesh of the undead part. This allows the re-use of that part of the full body undead mesh with only a minor change. Besides providing a necessary transition from default to undead, it also prevents gaps in the mesh at the intersection that would allow players to see inside the character model.)
Costume Items
Props
Out of Combat Animations
Combat Animations
Sound Packages
Power Effects
I’m stopping there. My creative juices started drying up. I’m sure everyone else can come up with many more undead concepts, both zany and scary.
I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.
I don't know about replacing the mesh, it would screw up the costume editor since it would screw with the clothes that would go on it. I think it would be better to do it the way champions online does it where it just looks like skeleton parts while keeping the mesh the same. I know it looks weird when you add clothes on it but it's really the only way to do it. The devs need to focus on things other than cosmetics and need to do a balance everything out.
not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM
Magical Girl Package
I watched Sucker Punch last night and some thoughts ended up closer to the front of my brain than others today. This was one of them.
This package encompasses both the iconic teen pop idol archetype and magical girl archetype seen mostly in Japanese manga and anime and even some American media just as W.I.T.C.H. and Jem and Hihipuffyamiyumi.
Costume items
stand alone:
toy-sized:
Props
combat animations would be a whole bunch of poses and pose-like motions:
Out of combat animations
Sound Packages
Power effects
What did I forget?
I must admit my lack of familiarity with the whole magical girl and pop idol genre. So I'm sure I missed out on some very iconic concepts that belong here.
I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.
Next, I'd like to do a package devoted to the zodiac. I can imagine various summons, summonable objects, power effects and even some costume ideas. Let's make the zodiac set a collaborative effort. Put your ideas here and let's see what we can come up with
I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.
Challenge level: Saint Seiya
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Hail Beard!
Support trap clowns for CoT!
I've heard of Saint Seiya, but never read it or seen any of the anime. What about it would you like to incorporate?
I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.
Zodiac package:
Costume Items: Lifejacket. Big bicycle pump. Rapids helmet. Wet look.
Props: Oar. Fishing rod. Camouflage netting. Outboard motor.
Combat Animations: Paddle faster. Ruddering. Bailing water. Capsizing. Righting.
Out of Combat Animations: Fishing.
Power Effects: Inflate! Deflate!
"The illusion which exalts us is dearer to us than ten thousand truths." - Pushkin
"One piece of flair is all I need." - Sister Silicon
It's been a very long time since I've seen any of it. Off the top of my head, nothing. Any uninitiated person looking at the character models would likely never realize that those characters have anything to do with the zodiac.
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Hail Beard!
Support trap clowns for CoT!
Hah!
For honoring the Neal Stephenson novel, add in improvised sabotage devices using tupperware-type containers and simple hardware. ^_^
Foradain, Mage of Phoenix Rising.
Foradain's Character Conclave
Millennium City Refugee.
Avatar courtesy of Satellite9
packs based on different weapons like a sword pack and a shield pack. You get different props of the weapon type, costume pieces inspired by them and really amazing animations based on their use.
not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM
Plants Package
We’ve seen a lot of ideas in this thread and the other idea threads about technology and technological props, but we really haven’t seen much about nature-related concepts. So here’s a package all about the props, animations and costumes centered on the theme of Plants (and fungus).
Costume items
Witch doctor maskwould fit better into a VooDoo set TBDif you can't see the images, just right click and view them in another tab
Props
combat animations would be a whole bunch of poses and pose-like motions:
Out of combat animations
Sound Packages
Power effects
Auras
Did I miss anything? What ideas do you think would fit into this package?
I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.
Magic & Illusions Package
This package encompasses all the stereotypical details associated with stage magic and illusionists.
Costume items
note that a basque can also be used as the attachment point for thigh-high suspenders
Props
combat animations would be a whole bunch of poses and pose-like motions:
Out of combat animations
Power effects
What did I forget?
I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.
Looks pretty complete to me.
For what it's worth I do enjoy the detail/effort you put into these "package" ideas.
I hope we get to a point where the MWM folks can take these ideas and offer packages like these in their in-game store.
CoH player from April 25, 2004 to November 30, 2012

Thanks. This one was kicked off by the thought of creating multiple images of the caster... and then it just sort of morphed into an illusionist, into a magician into a complete package. I enjoy doing it and I hope the devs think of things as packages also. They'd miss SOOOoooo much synergy if the animation guy and the guy making props and the guy making special effects never talked to each other to plan it out like this.
I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.
To be blunt they'd probably miss out on a bunch of money as well. As the story goes the CoH "costume packs" were supposedly so profitable for Paragon Studios that many of the later updates we got for that game were directly "bankrolled" by the extra monies they got from those sales.
CoH player from April 25, 2004 to November 30, 2012

Shiva and Shakti, the Package of Masculine and Feminine traits
To work with the broadest base of character options, I expect the stances, emotes and animations are going to be predominantly unisex. However, there are certain masculine and feminine stereotypes, tropes and clichés that could be appropriate to some character designs and costumes. This package will attempt to collect these under one umbrella so that when the developers get around to making them available they will need only look in one place. Note:All elements of this package should be available for both the male and female character models.
Costume items
Note that if this were chosen as an externally applied "tattoo" it might also be applied to facemasks, spandex, and other facial coverings for a Katana-like aesthetic.
Note that though not depicted here, the Bindi on a bride can extend across the entire brow.
Please also note that some costume items might have some religious significance beyond mere cultural significance. Player interactions regarding these could therefore also have cultural and/or religious implications. I think a cultural mixing pot is in keeping with what America truly is; I also understand that in the dystopian society we find ourselves in today, any sign of cultural representation can be met with hysterics and accusations of appropriation, etc., etc. While I trust the player base to police themselves and to report people behaving badly, this could also turn into a cancel mob. MWM may very well avoid the issue entirely by excluding any and all culturally significant costume items from the AB. But where does that stop? where does it begin?
Props.
combat animations:
Out of combat animations
does not require a hat, as the hand gesture and head dip suffice without one
Sound Packages
Power effects
What did I forget?
Would Fart and Burp be something I should include under Masculine emotes?
Curling the hair with fingers is another one, typically considered feminine, but not sure how to do that with all the various sliders and hairstyles
I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.
You certainly did your homework with this latest package. I liked all the real world examples you managed to dig up and hopefully many (if not all) will eventually make it into the game.
Sadly I think a number of these things are either borderline religious in nature (which is always a touchy subject in a game like this) or call into question the whole "gender identity/stereotype" quandary. Obviously as you said you'd want to make sure any/all of these options are usable regardless of which body model your character is using. But you'd probably want to go one step further by not overtly labeling anything specifically "masculine" or "feminine". Sure have all the options there - just don't label them in "binary" gender categories so you don't over-trigger the "woke" folks out there.
CoH player from April 25, 2004 to November 30, 2012

Angels and Demons Package
It was brought up recently that we’re missing a package that covers elements of devils, so I’m attempting to put together this package that includes elements of both infernal and celestial beings. This package intends to capture the tropes and classically accepted iconography associated with religious and mythological depictions.
Props:- Pitchfork (note: not the same as a trident)

- Hindu Trishul

- Ceremonial Horn (extra credit if players get the option to put an icon on a banner hung from the horn)
- Shepherd’s Crook
- Cat o’nine tails

- An unfurled scroll
- Scepter

- Orb

- Golden Fiddle and a fiddle bow
- Femur (wielded as a cudgel)
- White dove
- Vulture
- Flaming Wheel
- Lotus Flower
- Add a demonic aesthetic to existing props
- Add an angelic aesthetic to existing props
- Imp shoulder pet
- Cherub shoulder pet
Costume items:- Devil horns (not to be confused with animal horns from the beast man package)
- Halo (see auras)
- Spade-tipped tail

- Dilapidated Fallen Angel’s Wings (open image in another tab to see it)

- Tattered Leather Wings

- Head Replacement: Goat Skull

Note: Base skull should be hornless, allowing players to put any selection of horns or other elements with it
- Pentagram for use as an icon and tattoo
- Pentagram Iris for character eyes
- Burning sun iris for character eyes
Auras:- Halo
- Stereotypical ring halo
- Iconographical Byzantine

- Rays of light variation

- Buddhist

- Hindu

- Persian (might be a duplicate of fiery auras that already exist in the game)

- Mandorla



- Hot Breath. A persistent effect that portrays a character’s exhalation as:
- Steam
- Smoke (gentle, wafts away like a smoker’s)
- Smoke (forceful and billows at the end)
- Fire (gentle flames)
- Fire (forceful expulsion)
- Possibility exists to use character’s in combat or out of combat stance to determine gentle or forceful exhalation effects
- A rumbling demonic voice for vocalizations, with male and female versions
- A choir chord voice for vocalizations maybe with male and female versions, or not
Stances:- Angelic Stance: Standing erect with hands together and legs together. If handheld props are equipped, the prop would be pointed vertically up (or down?). If wings are equipped, the wings would be folded and at rest with the implication that the wings would flare during certain combat animations.
- Demonic Stance: Standing erect in something similar to a t-pose with legs together. Chest out, arms at 4:30 and 7:30, wings splayed out. If handheld prop is equipped it is held across legs.
Note also that while some of these seem so obvious as to be included into the base game anyway, now those things have a package to belong to for checking off the box that it has been done rather than just assuming they've been done.
Sound Packages
Power Effects:- Pentagrams
- Ground Targeted, for use with teleport travel power, summoning, emplacements, PBAoE and ranged AoE effects
- In the air, a short distance from the emanation point (image below isn’t a pentagram, but illustrates the concept)

- Large Vertical for use as a shield, and stepping through for certain power effects or travel abilities
- Large, one or several rotating around the character like cake layers. For use with shields, PBAoE powers and around targets of control powers
- Imps and Cherubs as an item for power effects. Some examples:
- Cherubs shooting arrows for single target attacks and control effects
- Imps and Cherubs dancing around target for control effects, AoE and PBAoE
- Imps shooting hellfire for single target attacks
- Imps or Cherubs lift character for flying travel power
- etc.
I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.
Your theme package ideas are always interesting. This latest Angels and Demons package probably has more overall "utility" than some of your other more specialty ideas. I have several alts planned for CoT that would likely use many elements of a package like this.
CoH player from April 25, 2004 to November 30, 2012

I like most, if not all, of these things.
There's a fantastic assortment here, well done.
Honestly the devs should look at this for post-release, bankable content. $1-$3 per package would be a hit and/or bought with the currency you get for subbing.
Compulsively clicking the refresh button until the next update.
Added stances to Angels and Devils package.
I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.
The Steampunk Package
Steampunk is a nebulous enough concept that almost anything can exist in it. So what I'm considering eligible for inclusion in this package is fashion and accessories from the 19th century and any technolgy of this time up to but not including the internal combustion engine. Furthermore, steampunk enhances these ideas by mixing the fashion, art and technology of this period in such a way as to render them almost indistinguishable from each other. I hope this definition proves satisfactory to the customer-base.
(Note #1: in order to prevent rust, much of steampunk technology relies on non-ferrous metals. Bronze is just about the only non-ferrous metal available in the 19th century. But since this is City of Titans, the characters could be expected to use stailess steel, aluminum and titanium and other modern alloys. Consider all entries on this list to be bronze by default as you picture them with your mind's eye.)
(Note #2: The 19th century (and steampunk by extension) possessed two distinct design philosophies. One is the raw invention, unadorned and exposed: utilitarian. The other is a nearly wasteful display of artful decoration with filigree and whimsy: decorative. For the purposes of this package, please consider all ideas to have both a utilitarian and decoratice appearance, so I don't have to list two of everything)
Costume items.
Don't that face and goggles combo look like it could be made with a creative use of clipping?
Props.
Auras.
Out of combat animations
filmed right by my house
combat animations:
Sound Packages
Power effects
What did I forget?
Last and definitely not least, I would like to thank Darth Fez for the steampunk package idea and Niel Gaiman, James Vance and Ted Slampyak for Mr. Hero: The Newmatic Man
Edit: Added Monacle
I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.
As additional out of combat animations:
* Maniacal laugh (with and w/o lightning)
* "It's alive" (probably mimed, with one and/or both arms extended, with and w/o lightning)
That's all I have for now because so much in steampunk tends to be gear dependent. Although inquiring minds want to know if DeathSheepFromHell's backpack will be considered steampunk.
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Hail Beard!
Support trap clowns for CoT!
While I like those, I think they would be more appropriate for a "Mad Science" package, which sounds like its going to be a fun one.
I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.
I figured that as well, but there is a lot of overlap between the two. It's interesting to consider that the difference between 'steampunk' and 'mad science' is really the mechanical vs the biological. Girl Genius simply happily crosses back and forth between the two, with the only distinctions of consequence being are you mad or not and are you mad enough or not?
The more steampunk appropriate version might be:
* Turning nut with giant wrench (steam billowing)
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Hail Beard!
Support trap clowns for CoT!
The Robots Package
This package contains animations and aesthetics associated with robots, cyborgs and robotic armors.
Costume items.Robot costume items should consist of two layers, at least. The first should be actual body-replacement parts for a bare structural look. Other costume layers can add to that for a more fleshed out appearance, culminating in a final external armored layer. Hopefully this will allow mixing and matching with other skins, layers and costume items for the maximum combination flexibility.
Props. Ensure different designs exist to match robotic costume styles, as appropriate.
Combat Animations:
Out of combat animations
Sound Packages
Power effects
Travel Powers
I'm sure I missed some obvious things, so let me know what they are.
I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.
I just realized that there are a lot of default sounds in the game, like grunts and such, when one activates certain abilities or encounters certain procedural effects, like jumping, falling, etc. Even the sound of footsteps is something that can be affected by a character theme. I'm going to go through the existing packages in this thread and populate ideas for sound packages.
I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.
I was just watching this review by MMOByte of the game Tower of Fantasy and the big shield power effects seen here caught my attention:
Notice how the view of the world changes depending on whether the camera is inside or outside the bubble.
Now imagine a bubble effect by a nature-aspected healer type, or the bubble effect of a darkness-based Lich character and how being inside those bubbles could change how the world looks. I think this could really help CoT look even more awesome.
I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.
And I would take a look at these animations. I saw something similar in the movies, but it was rather clumsy
I'd be down for this, with a few caveats:
1. Aesthetic items only. No plopping down cash for a tactical advantage. Not just because it creates unfair competition among players, it inevitably corrupts the developers by tempting them to create bosses, enemies or scenarios which are unreasonably difficult unless you buy the item. "Create a problem, sell the solution." Mobile gaming is super-villain territory.
2. No "limited-time items" unless there's a specific REASON for them to be limited, and even then there should be future opportunities to obtain them. Holiday items are a good example. Santa hats and Jack-O-Lantern helmets that are only available in December or October, but even then they should available EVERY October and December. No preying on people's FOMO.
3. When new content is released, there should ideally be at least a 1:1 ratio of content unlockable via play and content unlockable via cash shop.
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