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Underwater Zones

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Tranquil Flower
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Underwater Zones

I pulled our (very brief) comments on underwater stuff out of the costume request thread, as it might lead to some discussion which would be rather off topic of costumes.

Following on from a variety of aquatic costume suggestions by me, which don't need repeating here:

Lothic wrote:
Tranquil Flower wrote:

Probably a lot more relevant if we end up having underwater zones, but even without them, scuba, diving gear and aquatic body modifications.

Actually I recall a thread on this forum not too long ago where a Redname more or less admitted that an underwater zone/area is being planned for. At least it was made pretty clear that they want to have underwater areas so it would seem suggesting water-based costume items and props would not be pointless for CoT. ;)

TheInternetJanitor wrote:

Underwater/space/void/whatever content would be cool, but introduces some additional work for artists and content creators. Swimming animations, idle floaty animations, all content in the area has to be designed with three dimensions in mind (though that isn't a huge change in a game where players are able to fly already).

As far as I remember CoH never did anything like that and kept all water as "swim on the surface only".

I would love to see content like that, certainly. They'd have to handwave some reason why everyone can survive the airless crushing depths (or vacuum of space, or whatever). That itself might be an interesting way to introduce some stage hazards to an area and change up gameplay. Fire and falling and explosives and the like are well and good but an environment that is naturally inhospitable and requires you to play around it could be really interesting. You could apply that to more than underwater environments of course. Space, desert, high altitude, the void between worlds, magical scary darkness that does bad things to you if you venture out of the light for too long....

There are lots of opportunities for environmental effects to change up gameplay.

Of course, underwater environments also have a lot of potential from an aesthetic standpoint. Creepy lovecraftian unknowable depths, bright colorful coral reef, kelp forests, huge piles of floating (or sunken) garbage... not to mention the myriad of interesting critters.

Lothic wrote:
TheInternetJanitor wrote:

As far as I remember CoH never did anything like that and kept all water as "swim on the surface only".

CoH actually experimented with "submersible water" in a couple of very specific isolated places. There was a unique mission map in the Cimerora zone that allowed players to swim underwater in a small pool of water and let you swim underneath (while underwater) a bridge that spanned the pool. There was also a tiny spot in Grandville where you could jump down into a small pocket of water that let you swim down under the surface of the water. So it was clearly something they were working on but obviously never fully implemented before the end of the game.

I would love to see CoT manage to eventually provide "alternate environments" that might require extra equipment/tech to live/move in. They might even be able to provide for specialized extra temp or permanent powers geared for those environments (i.e. being able to breathe underwater).

I'd be perfectly happy with a somewhat 'down and dirty' implementation of underwater zones. Basically you have new enemies and aesthetics, but leave the mechanics fundamentally unchanged.

Terror From the Deep, the underwater sequel to the original X-Com Enemy Unknown did it this way. Your characters walk along the bottom in underwater zones, unless they can fly in which case they can move in 3D as normal.

Because of the huge variation in animations and backstory available to characters, trying to implement traditional underwater tropes (like need to have a source of air, can't use fire, blunt weapons are poor) just aren't going to work.

I still think some underwater action would be fabulous even if there aren't the mechanical zone differences you'd see in a game that offers less freedom in character generation. Come on, for any character who wears any kind of 'regular' costume, it provides an excuse to have a Nite-Owl style underwater version, if nothing else.

Lothic
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Well now that you made this

Well now that you made this an official thread somebody's going to have to find that post I mentioned where the Redname was talking about an underwater zone for CoT. Seems like it wasn't too long ago - probably sometime in the last few months or so.

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TheInternetJanitor
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I love that you brought up

I love that you brought up terror from the deep. Imho that implementation made a lot of sense since they handwaved a lot of the stuff from the original by just changing the names and the fluff. Electrical stun weapons became freezing weapons that froze the target and the water around them. Fire based weapons became phosphorous (still fire, but underwater fire!). Smoke bombs became ink bombs. Rocket became torpedo. Jet planes became submarines.

Aesthetic changes, not mechanical, mean you don't have to create a lot of headaches for content creators. Sure, you might want at least some basic handwave explanation as to why everyone is able to operate in the environment, but that doesn't have to fundamentally change the game experience.

On the flipside, underwater (and other harsh environment) areas provide an opportunity to create content that does change up gameplay a bit. Perhaps the water is toxic or you are at a crushing depth or some other scenario that would be dangerous even for superheroes with breathing equipment. There are a variety of ways this can create interesting new challenges that designers can use to change up regular gameplay. The use of light (and lack thereof) alone can have a dramatic impact on both gameplay and tone as one example.

TheInternetJanitor
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Also, lest the world forget,

Also, lest the world forget, I want to take this moment to bring up guavamoment's TFTD LP and this priceless little gem.

[youtube]WziO005uM3g[/youtube]

Tranquil Flower
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TheInternetJanitor wrote:
TheInternetJanitor wrote:

Also, lest the world forget, I want to take this moment to bring up guavamoment's TFTD LP and this priceless little gem.

[youtube]WziO005uM3g[/youtube]

Pah. A decent mind controller and a guy with a vibroblade and you're eating lobster for weeks. Everything's got a weakness. Well, except Tentaculats.

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Or Chryssalids.

Or Chryssalids.

[B]Revenge is motivation enough. At least it's honest...[/B]

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TheInternetJanitor
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TFTD in general was a

TFTD in general was a hilarious brutal piledriver of difficulty compared to the original. I loved every second of it.

I'm not sure if I really want or don't want to see Jake Solomon do a TFTD now. I know he has gotten pressure from fans after the success of his recent games and even Julian Gollop said he loved them. I think I remember him saying in an interview he specifically didn't like TFTD.

He probably got wiped out by a lobsterman mission.

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I recall from one of the

I recall from one of the early twitch streams that the area surrounding the cities, the water anyway, is exceptionally deep. We know this because in that stream they didn't have the water in yet. There is also a decent amount of geometry down there. It's not just a steep drop off and then flat bottom.

It's probably not something on the list for launch, but they have given themselves the opportunity to do that in the future.

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Grimfox wrote:
Grimfox wrote:

It's probably not something on the list for launch, but they have given themselves the opportunity to do that in the future.

We actually have some underwater areas that we plan to include, at least from a writing perspective. We have to wait for tech to say OK before we can actually do anything with them, though.

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ConundrumofFurballs wrote:
ConundrumofFurballs wrote:
Grimfox wrote:

It's probably not something on the list for launch, but they have given themselves the opportunity to do that in the future.

We actually have some underwater areas that we plan to include, at least from a writing perspective. We have to wait for tech to say OK before we can actually do anything with them, though.

Well I stand corrected, it's on some of the teams' list for launch, but not everyone's.

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Grimfox wrote:
Grimfox wrote:
ConundrumofFurballs wrote:
Grimfox wrote:

It's probably not something on the list for launch, but they have given themselves the opportunity to do that in the future.

We actually have some underwater areas that we plan to include, at least from a writing perspective. We have to wait for tech to say OK before we can actually do anything with them, though.

Well I stand corrected, it's on some of the teams' list for launch, but not everyone's.

It's on [i]no one's[/i] list for [i]launch[/i], but it's on the list of things we're planning for. I guess I wasn't clear enough.

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Tranquil Flower
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Great to hear underwater

Great to hear underwater zones are at least planned. Gives legitimacy to a whole host of fun costume items.

I have a secret hope the dev team are warped enough (they seem splendidly warped) to draw a bit of inspiration from the Illuminati trilogy. Not strictly superhero genre, but you've got a super scientist with an impossible submarine, a giant monster more than a mile across and a whole lake full of zombie Nazi stormtroopers so it's got to be in the neighbourhood, surely?

Project_Hero
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Hopefully we can also get

Hopefully we can also get some spaaaace stuff. Maybe even a cosmic hero/villain path.

At least spaceship interiors wouldn't be that hard to do.

"Let the past die. Kill it if you have to."

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Project_Hero wrote:
Project_Hero wrote:

Hopefully we can also get some spaaaace stuff. Maybe even a cosmic hero/villain path.

At launch, not a chance. Down the road, most definitely. We have some bits hinting in that direction at launch, but I won't say which ones; you'll have to play to find out. ;-)

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ConundrumofFurballs wrote:
ConundrumofFurballs wrote:
Project_Hero wrote:

Hopefully we can also get some spaaaace stuff. Maybe even a cosmic hero/villain path.

At launch, not a chance. Down the road, most definitely. We have some bits hinting in that direction at launch, but I won't say which ones; you'll have to play to find out. ;-)

It’s comments like these - the little *hints* if you will - that just keep me perpetually excited about CoT. Personally speaking, I’ll take hints and nods like these all day every day! Thanks Furballs!

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ConundrumofFurballs wrote:
ConundrumofFurballs wrote:
Project_Hero wrote:

Hopefully we can also get some spaaaace stuff. Maybe even a cosmic hero/villain path.

At launch, not a chance. Down the road, most definitely. We have some bits hinting in that direction at launch, but I won't say which ones; you'll have to play to find out. ;-)

Sweet.

I wouldn't have expected anything at launch involving heroes in Spaaaace! But it's nice that you guys have thought about it and have added some hints at cosmic lore.

"Let the past die. Kill it if you have to."

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If I may:

If I may:

[b]Heroes. In. Spaaaaacce![/b]

eh?

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ConundrumofFurballs wrote:
ConundrumofFurballs wrote:
Grimfox wrote:
ConundrumofFurballs wrote:
Grimfox wrote:

It's probably not something on the list for launch, but they have given themselves the opportunity to do that in the future.

We actually have some underwater areas that we plan to include, at least from a writing perspective. We have to wait for tech to say OK before we can actually do anything with them, though.

Well I stand corrected, it's on some of the teams' list for launch, but not everyone's.

It's on [i]no one's[/i] list for [i]launch[/i], but it's on the list of things we're planning for. I guess I wasn't clear enough.

No you were clear, I think I implied more than I meant in my statement.

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That was the reason I kept

That was the reason I kept saying SPAAAACE!

"Let the past die. Kill it if you have to."