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Ender Shadowborne

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Posts posted by Ender Shadowborne

  1. Good, but a lot of the techniques used have been deprecated (Or is it depreciated?) or... in other words... are now obsolete, the guides are pretty much incomplete based on research I've done, and are otherwise unclear on these things...

    ADDENDUM: So COH runs on the SEGS engine and is actually OPEN-SOURCE! How convenient, though I'd imagine that the skills required is pretty high up there...

     

    ADDENDUM 2: Looking further into it, I don't see how the engine is even usable, being as the 7z file and the folder, even the "client" is missing executables, could be SEGS, could be something totally proprietary, I don't know anymore

  2. 36 minutes ago, Maris said:

    I don't mean the Nictus, I mean the specific 5th Column sub-group that appears in the wiki article, please click and read it. It's as they appear in the Hard Mode ITF/Aeon TF, with additional Nictus powers on their regular troops and some extra tech abilities for their robots.

    *shrugs* I mean... I *DID* read it... but I'd imagine that you'd need to read their given powers, plus, it sounds like they're available at level 50-54, so...

  3. 4 hours ago, Darmian said:

    Trouble is all mission maps need pathing and beacons and tested spawn points otherwise they won't work. Bases don't have these. For example try getting your Mastermind's minions to properly follow you in a base. It's not good. So while it looks initially viable it instantly falls down. 

    Ahh true, also hey, been a while

  4. 42 minutes ago, Krimson said:

    You know how there's that one mission in Dark Astoria where you are fighting Knives, because of course you are fighting Knives, and the mission is in this maze like place, but the map is really just an office building with different textures and maybe some placeables?

     

    I'd like to see something like changing the texture of the map. So if I want to make an Oranbegan office building or city block, without a single cave, I can. 

    Y'know, my dad (Korde) had the same idea, the ability to get REALLY in-depth with maps, to the point of being able to make custom maps! But I guess that would require access to the game's engine (I'd imagine it's an in-house made engine by Cryptic back in Live), and even if that wasn't a problem, it'd probably be too painful to even make a reality

  5. 16 hours ago, Cybersbe said:

     

    ... Oh.

     

    And here we have the story of how a guy (me) reveals he hasn't actually really touched the Mission Architect yet without explicitly saying as such.

     

    To be fair though, I already knew there were SOME maps that took place in space. I recall another thread saying that the Moon Map from the Who Will Die arc is usable in the Architect. I just asked if there could be more. (Is Earth visible from the Shiva Fragment? If yes, I'd like an "uncharted space" map that you can imagine being outside of Earth's orbit.)

     

    Although honestly, I care more about being able to recolor the powers used by custom NPCs. My first time trying out the Architect was very recently, and it was me attempting to make a custom NPC, who was connected to the Lore of one of my PCs, and attempting to give an identical color scheme to their powers only to be disappointed when I learned that you can't recolor their powers,

    Yes, it's visible from the fragment, last I checked, that is...

  6. 9 hours ago, Clave Dark 5 said:

    I haven't kept up with this thread, so this may be already mentioned, but I'd like the chance if it could be done to take the visual template for an existing NPC/foe and then assign custom power sets to them as a "newly created custom character" for missions.  Imagine how fun it would be to run into a cave of Snakes and then see them all pull out Beam Rifles, for instance.

    Noodles from Praetoria, I like your thinking, and I want this, too! XD Just so terrifying! XD There's "Oh yes, I'm going to fight sneks" and then you get in there *pulls out a beam rifle* "Oh shit!" XD

    • Like 1
  7. 11 hours ago, Cybersbe said:

    A few map types I'd like:

     

    Some "generic city" maps, with no indicating posters, for players who want to have missions set outside Paragon City or the Rogue Isles.

     

    Some more maps set in space, for players who want to do space adventures. 

     

    While we're on the subject of space, perhaps some more maps with a distinctly Alien look? (So that you can imagine being on another planet?)

     

     

    Aside from maps, I mostly just want to be able to recolor the powers used by custom NPCS. 

    There's already a map that takes place in space; the Shiva fragment

  8. 4 hours ago, Cancrusher said:

    Maybe it could be done.  I'm not against it being done.  However, I would rather see that development time and effort focused on shoring up existing content (of which there is much) that needs some TLC, and adding new challenging mission content for high lvl players.

     

    New AT's and powersets should be considered after attending to the other stuff.*

     

     

     

    *As with all my posts, this is just my opinion.  I'm not trying to be dogmatic, here.

    Another well-structured point, lots of things to take care of, and typically need to be sorted from highest-priority downward, and because my idea's more of a concept/theoretical, kinda puts its own priority pretty down low

  9. 2 hours ago, Rudra said:

    Not really. The Rikti wiped out magic in their home dimension. All Rikti are psychic (at least in their ability to communicate with each other). Rikti use Rikti weapons, though they could use other weapons as well if they didn't find them inferior to their own technology. Rikti actively control their racial genetics. (They start out human even in their own dimension, and are Riktified. Unwanted genetic anomalies are removed, so all adult Rikti fall into the set Rikti categories.) It is in Primal Earth with the converted Lost that you see non-Rikti abilities. Specifically the Rikti Magus who was a Lost with latent magical ability. That is why the Rikti in 2 different arcs (1 red side and 1 blue side) try to erase magic from Primal Earth. They have no defense against it (until the advent of the Magus) and they disdain magic's existence because they cannot use it. (Again, only Lost with strong latent Mu bloodlines can become Magi.)

     

    So no. Rikti are not as diverse or varied as humans. Even among the male-female line, differences are heavily attenuated. You ever see a human-like female Rikti? Because there are female Rikti, they just have no dimorphism to speak of. (Edit: They do possess sexual dimorphism to some extent, they do have males and females. Their dimorphism is just heavily attenuated.)

     

    Rikti are all about the sameness.

     

    Edit: Now for red side-blue side? Yeah. Traditionalists are typically portrayed as blue siders and Restructurists are portrayed as red siders. So sure, they can be on and even start on either side as far as I'm concerned.

    *shrugs* Kinda why this is more of a "concept" more than a real "suggestion"... kinda worked in my mind, wanted to see what others thought... X_X

  10. 18 minutes ago, TheZag said:

    I havent played every arc so im not sure where they exist outside of AE,  but there are rikti that have transformation power of some kind to look like normal humans.  The first costume slot could have rikti options and the rest could be normal costumes and it would still fit with those disguised rikti that exist ingame.  And across all the different rikti,  there is a fairly decent variety of powers to fill the majority of an epic archtype.  There are plenty of powers that can fill the gaps and with just 1 or 2 new powers it could probably have a very unique feel in gameplay.

     

    Shoot a guy and then slash him with your blade-axe-blaster.  Then open a portal for reinforcements while dropping some radiation emission style support.  Drop some holds with mind control powers and then that stalagmites foot stomp and teleport in an A-bomb to finish the job.

    Oh yeah, like the Kheldians with their shapeshifting abilities?

  11. 3 minutes ago, Rudra said:

    Eh. If I'm going to play a Rikti, I'd rather play a Rikti. Not a character cosplaying a Rikti while wielding their non-Rikti power sets. Making an epic AT out of them shouldn't be that difficult. All their powers already exist. All the animations for said powers already exist. The only real hard part I can see is: populating the power sets, branching the AT into its possible shredouts, and testing it to make sure it is competitive with the other ATs without overshadowing them. I'm not a dev though. The only other difficulty I can see would be establishing Rikti contacts for the Rikti players to explain their story/journey through the game via Rikti player story arcs like the Kheldians and Arachnos get.

     

    Hells, you could start the player off as a Lost like someone said, then at trigger level, they become Rikti and follow their chosen path. Though that would make the player character a Restructurist. Or just start as a Rikti as I described, and you start off as a Homeworld Rikti that progresses through the Rikti contacts. If you are a blue sider, you are a Traditionalist. If you are a red sider, you are a Restructurist. Plot could be you are a Rikti scout surveying Earth factions for the Rikti until late game. You could even start off with a normal character look as the Rikti gene plan your appearance to not alarm the populace until level 24 or whatever, where you unlock full access to Rikti powers and weapons, and pick up your restored Rikti appearance.

    You do pose a valid point, though, because I like unusual things, a Rikti with different powersets would be pretty interesting to me, but then again, that's just my opinion...

  12. 43 minutes ago, Teirusu said:

    The most I'd imagine we'd get, in the foreseeable future, could be access to the various toggle-able costume models that you can pickup during the Halloween event.  It's a pretty common request so I could see that happening eventually.  I'd imagine they'd need to come up with some system for us to get them though.  Maybe as random recipe drops or what-not?  Unfortunately, those toggles are not customizable but it's a start.  The problem with making anything Rikti related customizable is that they don't have any original development assets, just the stuff that's in the game archive.  So, trying to make that stuff cusomizable is working backwards, in many cases.

     

    Beyond that, more of the random Rikti weapon models they have for things like AR and Beam rifle would be fantastic.  The NPC models and the weapons could cover most of what is needed to make a player Rikti.

    Easy, just use the same assets that makes the Rikti customizable in AE as a starting foundation, and if the devs decide to get more extravagant, they can build from that

  13. 2 hours ago, krj12 said:

    I would really like to play a Rikti.  It would probably be less work just to add a new Rikti body type, and use existing assets for armor pieces/faces.

    New AT would be interesting, but heck of a lot of work on the devs.

     

    Someone here suggested that before, can't remember who or when though...

  14. 3 hours ago, Lazarillo said:

    The lore says players don't discover "the Malta group" even exists until near the end of an arc you've been fighting them all along, only for Roy Cooling to come along 20 levels earlier and be like "you know, the Malta group, everyone's heard of the Malta group". 

     

    Or how they are just randomly outed in the newspaper all the time in Grandville.  Maybe that's the trick.  Rikti are fine to play as long as you're on Redside.

    Which kinda defeats the purpose of the Traditionalists being a blueside-friendly group....

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