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Sakura Tenshi

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Posts posted by Sakura Tenshi

  1. Basically a thread for costumes we'd like to see added to the Prismatic Aether Particle. Just realized I don't think I've seen one put up so might as well start once since I got some ideas.

     

    Standard tier costumes:

    • Banished Pantheon Defiler
    • Cimerorans - Imperious Centurion (This would be one of the Imperious Centurions who have unique parts like the toga-skirt and back disc, I figure.)
    • Council Zenith Mech Man
    • Talons of Vengeance Oracle (Shadow)
    • Wyvern Wing Sting Agent (with working jetpack!)

     

    "Vintage" tier Costume: (these wouldn't actually be old models since lost, but this feels like a fitting tier to put MM pet costumes into. As a side note I imagine the costumes would recreate the appearance of a fully upgraded MM pet for the user)

    • Demon Summoning Mastermind - Abyssal Prince
    • Ninjas Mastermind - Oni
    • Zombies Mastermind - Lich
    • Zombies Mastermind - Grave Knight

     

    Premium tier costume:

    • Embiggen! (Figure we have 'mini' so how 'bout one that lets us be +50% or double the maximum size we can make in the editor?)

     

    That's all I can really give off the top of my head since I'm not sure if there's any specific stipulations about the limits of the costume tech. I mean, I didn't think the Nemesis War Hulks or BP Devoured would be able to happen, but we got them. We also have the Freakalok Discjockey, so maybe I should have included Snakes or the lamia of the ToV, but still not sure if there's a limit, so I mostly stuck with 'safe' choices. Not sure if MM pet costumes would be acceptable also, the devs might think it'd cause 'too much confusion', though I also feel like if Riptide and Doc Buzzsaw are on the table, maaaybe MM pets or even other signature NPCs could be too?

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  2. On 3/24/2023 at 3:27 PM, Communistpenguin said:

    I could be wrong, but originally katana and broadsword were identical in everything but model. This as back before weapon customization. Later katana got its own animations, but I dont recall if the numbers were ever really changed. 

     

    Kind of did? A friend from back on live mentioned Katana used to just be broadsword with a different model and did less damage. Later it got faster recharge, unique (and quicker) animations, and lower end cost in compensation for its lower damage. Though the idea of this is sort of a flip where it'd be allowing weapon models and animations (with some tweaks to animation speed) to be used for the other. Sort of a power/animation customization wholesale package in addition to weapon customization itself.

     

    On 3/24/2023 at 4:30 PM, biostem said:

    If you used the existing animation, and placed the character's left hand on a foregrip, (existing or added), of some of the rifle models, it could almost work for archery...

    Are you suggesting a sort of 'alternate animation style' that would turn archery into basically a 'marksman rifle' set? It could work within this idea, it would involve changing the power 'particle effect' like arrows to a bullet.

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  3. 7 hours ago, Mariposa said:

    I wish they would port over costume parts, faces and hairstyles from NPCs. Desdemona, Penny, Mother Mayhem, everything from Going Rogue on, looked amazing.

    They can make all that available for players.

     

    it's unfortunately not that easy. Desdemona and Mother Mayhem's costume pieces are designed explicitly for their bodies and to be used as a whole. I messed around with them in DevIcon and you can see a lot of geometry holes if you don't use each piece. On top of that they don't color very well either. A funny example though of weird NPC modeling tricks is that Reichsman is missing most of the top part of his head due to his cap being so flat at the top, I think it was also done so the brim of the cap would almost completely cover his eyes. But really its funnier to say Marcus Cole needed a lobotomy to join the Column.

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  4. Okay, so I want to preface that I don't even know if this could be called a suggestion, so much as just searching for discussion and feedback. I don't know how feasible it would be from a development standpoint either. The gist of the idea is to basically give some sets, pretty much mostly weapon oriented ones, some 'alt-styles' that roughly change up how the animations would go but not anything mechanically (so not animation mechanics either), some example ideas include:

    • Tactical Archery -> Tactical rifle: for someone who uses AR and even beam rifle, or just wants a more 'weapons' oriented secondary but like the utility munitions concept. This basically would make Tactical Archery blaster secondary attacks be fired from an assault rifle model as various types of grenades.
    • Shield Defense - Shieldless 'Shield Defense': Pretty self-explanatory. Basically a version of shield where you don't have extra costume part and thus could pair it with other powersets*
    • Broadsword -> Two-handed Warsword: Basically the slower, smashier numbers of broadsword with the two-handedness of katana. Customization would be the same, animations would be recycled but timing would be slowed down to match better.
    • Katana -> Fencer's blade: Basically the flipside of the above, broadsword's animation sped up, and its customizations applied to katana's speed for a more 'fencing'-esque feel.

     

    And those are the four major ones that popped into my head. Now some of you might say "if you want the mechanical benefits of the powerset without the visuals then suck it up and accept the visuals!", and, well, really I can't argue completely with that, though I do feel such options could open up some great concepts. Now in-programming terms, I'm not sure if you'd pick these options when you pick those powersets or if it'd basically just end up being a largely copy and paste 'new' powerset entirely that shares mechanics. But there's a lot of uncertainty with this and that's why I'm just throwing it out there to ask what people even think of such an idea.

     

    *Shield might be an issue though since, I don't remember where, but I think the live devs had mentioned that they had partially balanced shield defense itself around being unable to pair it with certain powers like claws and katana, and balanced some later powersets around whether they would be able to be paired with shield or not.

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  5. Not that I disagree with you, especially since Citadel feels like it’d be an easier one to revamp, but I would prefer we start with the Synapse TF. It’s even longer. More repetitive because Clockwork only have so many different attacks, and to make it worse: they are almost all end draining at a low level where end management is difficult.

     

    edit: my own proposal for revamping the Citadel TFs story would probably be something along the lines of tying it into the Praetorian stuff and have him be working making new frames for Nightstar and Siege. That being said, I also know people are tired of praetorian stuff or at least were back on live and so we could just stick with the original plot of using Citadel’s plans.

     

    next, both on a story front and for enemy diversity, we could have the Council having raided groups like Sky Raiders, Crey, and Arachnos for new robotics tech.

     

    Lastly, while we might have difficulty making whole new models for the new mech men prototypes, we could maybe at least give them some new powers.

  6. 1 hour ago, Zect said:

    I want new lores; however, while I'm not against lores of existing mobs, what I would prefer are more generic lore pets, possibly designed using the costume creator, that may suit a variety of concepts, such as the robots, phantoms, polar lights, etc. that we currently have.

     

    I want:

    • Generic costumed supers - Wearing tights (phantoms are close, but they have no faces)
    • Generic aliens - Wearing Biomorph/organic armor costume parts (BP are close, but very specifically ice-themed)
    • Generic magic - Night ward living spells
    • Generic steampunk - various gunslinger/steampunk parts
    • Generic pulp adventurers - retro scifi parts
    • Generic beastpeople - eagle and minotaur heads

    etc.

     

    Not actually a bad idea either. Sort of related is that I thought there should be lore pets based off MM minions likewise. Both generic, and also allows MMs to basically have an army of their pets!

  7. I want black knights myself. Have a Black Warden using Shadow Fall and Twilight Grasp for support powers, and while Dread Warden makes the most sense as the boss attack pet, I really want one that uses TW so I'd prefer a buffed up Black Chevalier.

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  8. Okay, so headcanons and all that aside: if this is meant to just be a 'form shift' travel power like the Panther, Void Skiff, etc. There's really no harm in allowing for it besides, as I mentioned earlier, the trouble with the Sky Skiff exposing the user and not being compatible with player models in that way. If it's only utility is just flying you wouldn't even need to limit it to outdoor maps/areas.

     

    Now if you were talking about flier vehicles? Then we'd run into all kinds of other issues and I'd have to say "maybe let's focus priorities elsewhere first."

  9. I could see the chaser but the issue with the sky skiff is that it’s pretty open and you can see the dude sitting inside (and who hilariously does a quadruple backflip when it explodes). Funny enough, the Longbow chaser is so small average sized characters should not logically fit inside, this is glaringly obvious when you compare a chaser to a skiff. (Also gives me the headcanon longbow chasers are drones)

  10. I guess my biggest ones would be a “small, medium, and large” tiles and mounds with snow, sand, and dirt textures for bases.

     

    edit: some things that might not be so small:

    • all currently available weapons and shields and weapon models (we do have most of the latter, admittedly) added
    • the Midnighter living armor statues and Icon mannequins
    • PPD cars/vans (kind of surprising they’re not already there)
  11. While only tangentially relevant, I've always thought radiation blast should have toxic as a secondary damage type to help distinguish it from electrical and energy blasts a bit more. Also because thematically it's radiation "poisoning". We even do see a bit of the logic being followed in a few radiation assault, melee, and armor powers with some of them dealing toxic secondary damage or even pure toxic.

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  12. @American Valor
    You know, sort of on the note of people playing Godlike beings had been how, with Gaia Redeemer, due to me kiiind of messing up with the sense of scale with how long he's been around, he's actually been in situations where other deities or demons boast about being thousands of years old and there's my guy who is so old his common joke is that "mutation origin to me meant you were born homo sapiens instead of a neanderthal" Which gets funnier since, to my later research, this in of itself undersells it as his earliest life would have put him at Homo Habilis or Erectus.

  13. I kind of am more likely to be on the opposite end. One of my Characters, Gaia Redeemer, has basically been doing his thing for about 1.2 million years, reincarnating and regaining his past memories again and again. I usually try to be very careful not to step on anyone’s toes and usually I have a thing in my description to offer if people want to be part of that history or to have known in passing. Otherwise I gun for his relations being to comparatively obscure figures in history, such as past lives as Ametis of Babylon or Ashur Bhilit of Assyria or being a cousin to Gregori Orelev. (they’re actually pretty major, but tell me you know who they are without googling)

     

    the admittedly big things though I imagine some might protest are: that in his life as an oranbegan he was captain of “the circle of bronze”, basically the head of the army and had been against the use of demonic pacts.

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  14. I'd personally rather just some of the epic/power pool tier 1 and 2s get buffed. Not that they all need it (especially hasten which feels like it's created this god awful balance blackhole around it), but I know it'd be kind of nice for fighting's attacks. And maybe new animations because, honestly, jab and kick are kind of dumb looking (I get they're not meant to show disciplined fighting and more 'brawling' but, c'mon we've got so many better punching and kicking animations)

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  15. 3 hours ago, Psyonico said:

    There isn't a "sniper" class per se, but some power sets have a snipe.

     

    If you want to feel "sniperish" I'd probably recommend a Beam Rifle/Energy blaster.  You get a lot of strong single target attacks, a snipe power, and Energy Manipulation has Boost Range to give yourself increased range on all of your ranged attacks.

     

    Alternative to this is /ninjutsu. You get a 'sneak attack' mechanic. It's what I did for my sniper-blaster Sniper Joe.

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  16. @Rudra
    Because we can only pick so many power pools for one. Two is because it helps create a sense of disparity and AT uniqueness even when using the same powersets. Three is to increase function and utility of a largely unused and oftentimes unselected power and further encourage build variety. Four is that such changes wouldn't necessarily displace powers like shield charge/lightning rod (they're simply stronger and are AoEs) or create a 'tank mage' issue (the ranged attacks would be just not enough to stand as a ranged attack chain on its own). Lastly it could be a chance to fill out some conceptual gaps in powersets, like electric melee pulling in enemies with electro magnetism, katana doing a very anime air cutter slash, or broadsword and claws getting a charging rush attack.

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