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The_Warpact

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Posts posted by The_Warpact

  1. 22 minutes ago, Tyrannical said:

    Perhaps instead of unlocking the paths at a set level (like VEATs), they instead unlock them as part of the alignment missions throughout the story?

     

    Maybe the two PEATs are instead just one, with the starting Loyalist and Resistance 'paths' being available from the start. That way each time you swap alignment you also swap your powersets from Loyalist to Resistance and vice versa (and also during respecs once you leave praetoria).

     

    Oh yeah thats a fantastic idea and realistically very easy to do.

    • Like 2
    • Thanks 1
  2. 1 hour ago, Tyrannical said:

    I've pondered a few ideas for this before, but ultimately I decided to use the content over in my other thread (Eco-Friendly Powerset Recycling) to create the Force, Pain, Power, Artillery and Arsenal powersets from various NPC factions seen throughout the Praetorian content.


    With those in mind, I figured one of the easiest ways to go would be to create Loyalist and Resistance themed EATs and making use of the various NPC only powers they have access to.

    RESISTANCE COMMANDO

      Reveal hidden contents

     

    Resistance Commando - Starting Path

    100px-ResistanceFighter1.jpg
    The Resistance Commando is the generic Resistance fighter, using a makeshift rifle jury-rigged to pierce PPD armor, as well as exo-armor to help them toughen up. They begin as part of the Resistance alignment, and report to whichever faction they choose (Wardens and Crusaders). They are locked to Resistance alignment until they make it to Primal Earth, or if they go 'undercover', unlocking their second costume slot either way.

    Your starting appearance will be that of a normal Resistance member (as above), but with as many bits of the armor as you please. Faces and hairstyles can be anything you want just like VEATs. Color choices are entirely up to you, so you could even go gold or purple if you wanted that Runesoldier aesthetic! 


    Primary - Power Rifle

    The Power Rifle powerset uses the unique rifle based attacks utilised by many of the Resistance NPCs, a simple lethal weapon that has multiple fire modes.

     

    Example Powers:

    Burst

    Heavy Burst

    Single Shot

    Covering Fire

     

    Secondary - Survival

    The Survival powerset is a self buff powerset that displays the Resistance's tenacity and endurance. Powers in this powerset are a mixture of willpower-style resistance buffs as well as a few minor gadgets to help them in the field such as the power-punching exo skeleton each of them possess.

     

    Example Powers:

    Survivor

    Exo Rig

    Power Punch

    Resistance Heavy - Tanky Path

    170px-ResistanceHeavyBarrel1.jpg

    The Resistance Heavy is inspired by two different NPC types; The 'Heavy Hands' and the "Heavy Barrel", combining their skills into a formidable tanky style of play.

     

    Primary - Heavy Cannon

    The Heavy Cannon is a weapon used by the Heavy Barrel NPCs, and focuses on delivering heavy shots that can decimate multiple foes. There aren't many attacks, but that can change with a few more additions.

     

    Example Powers:

    Snap Shot

    HE Shot

    AP Round

     

    Secondary - Exo Rig

    The Exo Rig powerset brings more melee and protection to the player, using all the 'Heavy Hands' melee attacks, as well as greater protective gear.

     

    Example Powers:

    Heavy Rig

    Bone Smasher

     

     

    Resistance Officer - Stealthy Path

    100px-ResistanceVeteran1.jpg

    The Resistance Officer trades raw power for subtlety and style. This path rewards being more discreet and tactical.

     

    Primary - Auto Pistols

    Using the unique dual pistols that many Resistance officers and named NPCs have, we can create a good powerset that has a little more flair than the typical resistance rifle.

     

    Example Powers:

    Snap Shots

    Fusillade

    Aimed Shot

    Overcharged Shots

     

    Secondary - Gadgets

    Some resistance members even use gadgets similar to the Devices powerset, so including some of those into this archetype path seems very fitting.

     

    Example Powers:

    Cloaking Field

    Targeting Drone

    Trip Mine

     


    LOYALIST TROOPER

      Reveal hidden contents

     

    Loyalist Trooper - Starting Path

    100px-AssaultTrooper2.jpg

    Loyalists Troopers are the archetypical soldier of the Loyalist forces, whether they are PPD, TEST or IDF. They begin as part of the loyalist alignment, and report to whichever faction they choose (Responsibility and Power). They are locked to Loyalist alignment until they make it to Primal Earth, or if they go 'undercover', unlocking their second costume slot either way.

     

    Your standard appearance will be an IDF ranger as pictured above, but with access to some of the unique armor choices as seen on the Heavy Troopers and Commanders too, so you have a little more variety to play with. Color options, face and hair styles are all up to you!

     

    Primary - Power Gauntlets

    The primary powerset of this archetype is the power gauntlets. Firing off blasts of force energy and delivering powerful punches.

     

    Example Powers:

    Force Bolts

    Force Burst

    Force Brawl

    Force Maul

     

    Secondary - Force Shields

    The secondary powerset for Loyalist Troopers is their force shields. A little more sturdy than that of the generic NPCs, they have good defensive capabilities and utility.

     

    Example Powers:

    Kinetic Shield

    Force Armor

     

    Loyalist Heavy Trooper - Damage Path

    100px-IDFHeavyTrooper2.jpg

    You know those guys with the huge missile pods on their back? Those guys. Similar to Crab Spiders, you have a weaponised rig on your back that allows for delivery of most of your attacks.

     

    Primary - Missile Rig

    The missile rig fires a multitude of different projectiles at your foes, from focused volleys to area salvos. Very similar to blast sets, but with a little more area focus.


    Example Powers:
    Missile Barrage

    Missile Volley

    EMP Rockets

    Nerve Gas Rockets

     

    Secondary - Heavy Shields

    Supplementing this path with heavier shields is going to help them out more, focusing purely on self buffs.

     

    Example Powers:

    Heavy Shield

    Advanced Force Armor

     

    Loyalist Commander - Support Path

    100px-IDFCommander2.jpg

    The commander path is similar to Crabs in a different regard. They get the ability to summon drones into combat, including blast and shield drones.

     

    Primary - Enhanced Gauntlets

    Enhanced Gauntlets function a little like Night Widow training, having few powers of their own, intended to be supplemental to the primary instead of outright replacing it.

     

    Example Powers:

    Force Netting

    Force Cage

    Force Shockwave

    Impact Bomb

     

    Secondary - Field Command

    Field Command focuses away from self buffs, and instead provides several steam buffs and the ability to summon drones.

     

    Example Powers:

    Summon Battle Orb

    Summon Shield Orb

    Summon Augmentation Orb

    Leadership

     

     

    Sources Used:

    https://hcwiki.cityofheroes.dev/wiki/The_Resistance

    https://hcwiki.cityofheroes.dev/wiki/Imperial_Defense_Force
    https://hcwiki.cityofheroes.dev/wiki/Praetorian_Police_Department
    https://hcwiki.cityofheroes.dev/wiki/UPA
     

    While they are cool, to me its just a rehash of the VEATs but just the Gold version.

    I'd prefer the PEATS to be something entirely new, HEATs and VEATS are so different that they have nothing to do with each other. Instead let's bring something new to the table instead of more "soldier " type ATs.

     

    I like the idea of a DE/Hybrid AT, its way different than any of the other EATs.

    Besides, the Praetorian Hamidon is a huge untapped resource, which could finally be introduced through a PEATS arc and what is exactly going on and what has occurred since Hami's "defeat ".

    • Like 4
  3. 2 minutes ago, InvaderStych said:

     

     

    Really liking the DE/Hami based ideas, but how would that even be written as a player character.  DE are all about devouring, and Hami just wants to see the world figuratively burn.  Thoughts on *why* a powered being linked to Hami and the DE would end up, effectively, switching sides?


     

    Well this can go 2 ways, perhaps its a Tellurian infected citizen who "wakes up" and fights back or stays a part of the hivemind.

     

    Or its a DE who rebels or fights to take down Cole.

     

    We have whip attacks, so I wonder how hard it would be to convert that to "tentacle " attacks.

    I do believe that Praetoria Hamidon, was supposed to be all tentacles, claws, etc. So this would fit.

    Alot of possibilities, but, Gold side is all about choosing sides.

     

    • Like 1
  4. 1 minute ago, Darmian said:

    I like this.  I'm just arguing that non PEATS be accorded the same work so that they too can stay via FW and NW and follow that path. Resistance members that fight on against DUST and so on without fleeing to Primal to "aid the cause", because frankly they never aid the cause until they get to 50 and do an iTrial.  I don't even know why some Loyalists leave in the first place! The third option is always missing for both. Be Loyal to your Emperor and stay or be avowedly against Cole and stay.  

     

    Right this is semi wandering off piste but is adjacent plot-content-wise i feel to the discussion.

     

    I return you to your regular broadcasting!

    Yeah, its sort of a pain to actually continue on to 1st Ward, you have to go to primal to go back?!?

    There should just be a way to get shipped there like the DUST rangers or underground for the resistance. Unless, I missed something major.

  5. 3 minutes ago, Darmian said:

    I have a question here: Simply put, if you're not going to be in Praetoria as a full Praetorian, then what is the point of this entire thread?  What VEATs and HEATs we have really come into their own after 20, and presumably a variety of Gold EAT will do the same. So I doubt the 1 to 20 arc from Nova to Neutropolis is going to radically change, so the majority of Gold origin toons will leave at 20ish for Primal earth and that then ties them tenuously into the arc for the New Praetorians or the Rogue Isles equivalent.  And from then on they are, effectively, Primal toons apart from what badges they earn.  That's it. 

    But it doesn't have to be like that.

     

    We, know and it is done, that characters can continue on as Praetorians after 20 via First Ward and into Night Ward. Setting PEAT storyline here would I think be far more interesting, and lead on further than just trying to slot them into parallel arcs that exist for Rift crossers at level 20. Indeed a secondary option to cross to Primal WITHOUT naturalizing as such around level 40 would provide a lot of interesting content. (Why should they not naturalize? Well, Primals can wander in and out of Praetoria at will without ever being required to lose their contacts or background from Level 1, asking that a Praetorian be accorded at least that at level 40(!) is hardly unreasonable I feel.)

     

    And yes, I do have a vested interest in this since a majority of my toons are Gold, if you're going to go that route post 20 with PEATS you have to offer the same incentives to those who follow that route who are not PEATS.

     

    Again, It really boils down to the 20s.  If you're going to end up leaving, and no work is done to allow for not, I really don't see the point of this.

     

     

    This is what me and my VG are currently doing, going through the entire praetorian realms. I think the PEATs should have their own "break free" or "hive mind" arcs just as there is a Loyalist and Resistance arcs. 

    Ultimately, at lvl 20 its break off to go to 1st Ward and then on to Night Ward, and finally a new zone based entirely around Praetoria Hamidon that takes you to 50 if you go the break free route, but, if you choose to stay loyal to Hami then through the regular arcs to defeat Tyrant and his cohorts.

     

    • Like 1
  6. Well if we go with the lore of Praetoria there are several ways a new AT could come about.

     

    Tellurian Plague; a mix of a dominator/defender with DE like attacks, debuffs, holds, especially with "plant" based attacks.

    Seed pods, spore burst, a spirit tree like power that is a aoe debuff, ranged plant attacks and melee attacks with a DoT "infection" debuff. With an inherent called Infection that reduces resist that stacks the longer a fight goes on.

     

    Midnighter; a mix of blaster/controller with magic themed powers based through an item ie; a wand or staff with different choices in CC. Powers could be designed after in game attacks ie; fire, lightning, force, or psi.

    "Darkened Path" would be a travel power just for this AT, a TP like power like the paths in 1st Ward it could do cross zone travel and to mission door. 

    Inherent would be called Magick it would dependent upon origin so if you are science, technology, or mutant enemies you get a bonus vs those origins that stacks.

    Natural, and magic would get a bonus that doesn't stack.

     

    Soldier/Seer a branching AT just like Veats, that branches into two vastly different choices. 

    Seer would be a blaster/MM type with ranged psi attacks and MM pets. Inherent would be Precognative a higher base defense and recovery.

    Soldier would be a melee/blaster with attacks centered around their rifle, with blasts but also bayonet and rifle butt attacks, with armor that is S/L and psi resist. Inherent would be Strengthened, has higher base resists and regen.

     

    Was also thing thinking about an AT called the Created, which centered around the Ghouls.

    Would be melee all the way with a higher base regen and resist armor. Inherent would be Survive a stacking regen based on team size and if a team member dies it would be a Vengeance like bonus to the Created, just like when ghouls die they give heal/buff to other ghouls.

     

    Just my ideas, our VG has been doing missions in Praetoria and we are in 1st Ward now. My controller is based on a Tellurian plague infected person, and I have obviously been thinking about Praetoria. In all seriousness, like @Piecemealis the dev for Villains, I wish I was the dev for Praetoria lol.

    I'd love to created a zone for Hamidon, missions, arcs, etc all related to it. But, I have zero programming skills, just ideas, .....sigh lol.

    • Like 2
  7. 1 hour ago, oedipus_tex said:

    Either Earth for Damage or Psi for mezz protection/Psi defense and a resist armor are good options for Plant/Kin.

    Never tried Psi, I'll look at it on Mids..ty Tex.

  8. 21 minutes ago, Coyote said:

    You mean, epic? I like Earth for this combination. You're in melee range anyhow to take advantage of the healing and Fulcrum Shift, so may as well use Fissure and Seismic Smash. And you do get a solid armor that you can improve with set bonuses and get soft-capped against smash/lethal damage.

    Yeah should have clarified....on my fire kin on live I used Earth it is pretty solid.

  9. 1 hour ago, srmalloy said:

    Villain side being "redside" was also a bit of a joke early on after the release of CoV, because it seemed as if every other villain character had a black and red outfit theme; it was a bit of a jab at the people who couldn't come up with any way to convey 'villainy' without being all dark and gloomy and brooding.

    Very true, it was black and red or black and white. I always thought the ones wearing suits to me were more sinister.

  10. 34 minutes ago, Shred Monkey said:

    The Heather Townsand arc (Dark Astoria Part 1) rewards 2 Emp merits which you can convert to reward merits.  If I recall correctly it's 1 to 10 conversion.  So it comes out to 20 merits every 10-15 minutes.  I think this comes out about the same as the twilight son TF mentioned earlier.

    Ok well that something i didn't know about conversation from emp to merits...I have like 3k so...

    • Like 1
  11. The heroes are called "Blue" because they are sad and pathetic, imagine standing underneath a statue talking about your catgurl, RP'n that your Billy badass superman wannabe, repeating some lame ass missions from some cardboard contacts and picking your nose. Blah...

     

    "Red" is passion and spirit! Fun times do whatever you want and ultimately if we are so bad then why do we permanently get rid of the villains while "blue side" wastes tax payer dollars putting them in a prison that has more holes than a piece of Swiss cheese. Yeah we rob banks but hey the Rogue Isles economy sucks.

     

    "Gold" side yeah "F" Cole freaking pervo incest ass. Just cause its shiny doesn't means its great, you ever heard you can't polish a turd?

     

    😜😚

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