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Alchemystic

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Posts posted by Alchemystic

  1. In short, I dont think it can be done, not that the devs would want to.

     

    Back when bases were first a thing, they used a whole set of weird coding of their own, and the guy who originally created it eventually left the development team. After that, nobody really knew how to work with the coding behind bases at all so absolutely nothing could be done with them from then on.

     

    It's a miracle that the current development team have cracked it and found a way to improve on it in so many ways, allowing us to do a great many things we were simply unable to do (or do well at least).

     

    Back on live, every base was a set of box shaped rooms where you had to stack furniture to build walls or glitch floor tiles to elevate objects. There was no sky, or water, or scenery of any kind, and worst of all everything cost it's own currency called prestige which meant you had to grind to get a nice base.

     

    Nowadays we have proper tools for changing the positioning of objects any way we like, and so many different possibilities with landscape and scenery, not to mention having a much higher ceiling and the option for great and wide floor plans to do anything we want with.

     

    I just dont see any chance of redoing the base code because it is a tremendous effort to do so, especially when it's taken this long to reverse-engineer something that stumped the original devs for years. What you're asking for is to basically put a system as modular as The Sims in a game that could potentially explode if you so much as change which way a door opens.

     

    Hope that provides a bit of context for you. 😛

  2. maybe have the glowing 'Spectrum' texture on a few different hairstyles. Would be great for glowing hair as seen on many different comic book characters!

     

    Male/Huge - Fury, Princeton, Shiver, Spikey, Hipster, Barbaric, Wild, Tall Spikey, Dreadlocks, Mohawk Tall, Mohawk Spikey, Topknot

    Female - Posh, Gamine, Long 2, Glam, Low Ponytail, High Ponytail, Beverly Thrills, Pigtails Fat, Feisty, Spikes, Tall Spikes, Wild, Shimmer, Mohawk Tall, Topknot

  3. Simple suggestion, probably wayyyy harder to implement than it seems thanks to spaghetti code.

     

    Basically? Make all the different titles across the alignments (Hero/Villain/Loyalist/Resistance) available to the player regardless of what alignment they are.

     

    I don't think there's really any need to keep them separate at this point.

     

    As for origin specific ones... how do people feel about them? should they be made universal too? There are a few that would be nice on any origin.

    • Like 1
  4. So! Basically we're 2/5 on Origin Power Pools. Sorcery was thankfully finished before the game closed, and Force of Will has been introduced the the game with the original idea still in tact. So that leaves Experimentation, Utility Belt and Gadgetry.

     

    Now, I have no idea how far along these power pools were in their development, if they're anything like Sorcery and Force of Will they will likely have their own FX and animations hidden somewhere in the game codes, but... in the case that there is nothing to work with, I had a few ideas for how we could jury-rig these powers with existing FX and animations.

     

    Experimentation

    Experimentation ExperimentalInjection.png - Experimental Injection: Simple trick to this one; use the Tranq Dart power. The target then gains green glowing veins as seen in bio armor.

    Experimentation ToxicDart.png - Toxic Dart: Really easy, we just take the same FX from Immobilizing Dart and many other 'Dart' powers. The target gains a short glowing veins FX.

    Experimentation SpeedofSound.pngSpeed of Sound: For this one we use a green glowing vein FX on the legs. Jaunt will then use the same Animation as 'Burst of Speed', but with a flash of green mist alike the Drink Formula costume emote.

    Experimentation CorrosiveVial.png - Corrosive Vial: A little trickier; for this I propose we use the animation of many of the 'Grenade' powers, swapping the prop for the chemical vial from the science emotes, and exploding with the same FX as them. The patch left on the ground is a mixture of the effects of Glue Arrow and the Bubbles path aura, both colored green by default.

    Experimentation AdrenalBooster.png - Adrenal Booster: Again pretty easy; we take the animation and prop from Bane Spider's 'Serum' power, and give it green glowing veins again.

     

    Utility Belt

    UtilityBelt Bolas.png - Bolas: A little tricky, since I don't think a 'Bolas' projectile exists, but I imagine it using the animation of 'Shuriken' with a chain-like effect wrapping around the target's legs.

    UtilityBelt PoisonedDagger.png - Poisoned Dagger: Easy peasy, loads of enemies have a throwing dagger attack, we use that and add a little 'poison splash' effect from the poison powerset.

    UtilityBelt Freerunning.png - Freerunning: Not too hard, we take the running/jumping animations of Ninja Run and add a faint willpower style aura to the legs. Athletics only makes this aura brighter.

    UtilityBelt FlyingStrike.png - Flying Strike: This could easily use the Spring Attack animation, but with an aura from willpower.

    UtilityBelt LifeSupportSystem.png - Life Support System: A little harder this time; we take the animation from 'Detonator', but give it the FX of 'Reconstruction' from Stalker Willpower.

     

    Gadgetry

    Gadgetry NanoNet.png - Nano Net: For this, I think we could take the Animation and FX from the Praetorian PD's 'Force Netting' power.

    Gadgetry WristBlaster.png - Blaster Drone: Again, maybe we use the Praetorian PD for their 'Force Bolts' power.

    Gadgetry Jetpack.png - Jetpack: I think an idea that works best for this is having a propulsion style FX rigged to the player's back, rather than placing a physical jetpack prop onto them.

    Gadgetry BlasterBarrage.png - Drone Barrage: The 'Force Burst' power that the Praetorian PD looks like it could make for an ideal cone attack.

    Gadgetry ForceBarrier.png - Force Barrier: Again with Praetorian PD! The target hold/sleep FX from 'Force Cage' could double up to be a nice personal aura for this power.

    • Like 2
  5. Slight thread necro here but I had some other concepts I wanted to dump here rather than justify making a whole new thread for it;

     

    Blaster / Mastermind

    Street Mastery

    Willpower HighPainTolerance.png - High Pain Tolerance

    FireBlast ArcOfFire.png - Spit Fire

    FireBlast RainOfFire.png - Molotov Cocktail

    TrickArrow Knockdown.png/Willpower StrengthOfWill.png - Oil Slick/Strength of Will

    FireBlast FireBall.png - Fire Bomb

     

    Controller / Dominator

    Cosmic Mastery

    RadiationBurst XRayBeam.png/RadiationArmor GroundZero.png - X-Ray Beam/Ground Zero

    RadiationBurst RadiationBlast.png - Neutron Bomb

    RadiationMelee RadioactiveSmash.png - Radioactive Smash

    RadiationArmor AlphaBarrier.png - Alpha Barrier

    RadiationArmor RadiationTherapy.png - Radiation Therapy

     

    Defender / Corruptor

    Bio Mastery

    BioOrganicArmor DNASiphon.png - DNA Siphon

    RadiationMelee BuildUp.png - Toxins

    BioOrganicArmor HardenedSkin.png - Hardened Carapace

    BioOrganicArmor GeneticCorruption.png - Genetic Corruption

    BioOrganicArmor ParasiticAura.png - Parasitic Aura

     

    Scrapper / Stalker

    Rime Mastery

    ArcticMastery Chillblains.png - Chilblain

    ArcticMastery BlockOfIce.png - Block of Ice

    IceBlast IceBlast.png - Ice Blast

    ArcticMastery Shiver.png - Shiver

    IceBlast FreezingRain.png - Ice Storm

     

    Tanker / Brute

    Nature Mastery

    PlantControl Entangle.png - Entangle

    ThornyAssault Darts.png - Thorny Darts

    ThornyAssault ThornBarrage.png - Thorn Barrage

    PlantControl Strangler.png - Strangler

    NatureAffinity SporeCloud.png - Spore Cloud

     

    Sentinel

    Momentum Mastery

    GravityControl Crush.png - Crush

    KineticAttack RepulsingTorrent.png - Repulsing Torrent

    GravityControl Lift.png - Lift

    KineticAttack Burst.png - Burst

    KineticBoost SiphonSpeed.png - Siphon Speed

     

    • Like 4
  6. 1 hour ago, VileTerror said:

    I think they'd just have to code it as a continuous Chance for Knockdown for the duration.  Like, every 1.5 seconds it has a 35% chance for the target to trip.

    I think it was going to be an 'extended knockdown' effect, where when they're down they stay that way for longer.

     

    Ki Push has a similar mechanic where the knockback effect is far longer than that of others, which makes me believe the technology is there to play with on knockdown and knockup too.

  7. Since I mentioned the possibility of a Radiation Control powerset, I figured I'd give it a try. Since there's only 3 mez powers available, I had to improvise a few more to really flesh the powerset out, but I hope it works!

     

    Radiation Control

     

    AtomicManipulation Immob.png - Electron Shackles: Taken from Atomic Manipulation. Ideal as a T1 immobilize power.

     

    AtomicManipulation Hold.png - Positron Cell: Taken from Atomic Manipulation. Perfect as a hold power.

     

    PlantControl Roots.png - Electron Field: An AoE version of Electron Shackles.

     

    ElectricControl JoltingChain.png - Atomic Bonds: A ranged chain attack that Positively charges foes and knocks them down. Uses an electric FX that leaves the residual FX of Meltdown

     

    AtomicManipulation AtomSmasher.png - Particle AnnihilationAn AoE attack that disperses all Positive/Negative charges. Uses the 'Irradiate' FX.

     

    RadiationPoisoning EMPPulse.png - EM Wave: A smaller version of EM Pulse, deals disorient and special 'vs machine' damage.

     

    RadiationMelee IrradiatedGround.png - Irradiated Ground: Taken from Radiation Melee. Having a DoT patch power like this works nicely on mezzed enemies.

     

    AtomicManipulation HoldPBAoE.png - Radioactive Cloud: Taken from Atomic Manipulation. A good AoE hold power that suits this set well.

     

    ElectricControl Gremlins.png - Cosmic Motes: Summons 2 floating entities made from radioactive FX. One uses positive charged attacks, the other uses negative charged attacks.

     

     

     

    • Like 5
  8. I believe that there should be some changes to power pools, but only the travel ones.

     

    With each origin power pools proposing a sort of 'hybrid' travel power that makes conventional travel powers redundant, there should be changes to keep them viable.

     

    Making Teleport into a reverse version of Mystic Flight works well, making the 'Hover' element a toggle.

     

    Merging Flight and Afterburner works rather well too. Which leaves room for one more power, maybe some sort of wind power that knocks back.

     

    Super Speed could grant a power that makes you intangible for a short while.

     

    Super jumping could also grant a power that acts like a double jump (like those funny jetpack powers).

    • Thanks 1
  9. I think the Devouring Earth are one of few enemy groups that have separate resistances to smashing and lethal. The plantlike enemies are resistant to smashing, with the rocky enemies are resistant to lethal. 

     

    So there is definitely some sort of distinction between the two in some enemy groups, so why not more?

     

    Light armored targets should be resistant to smashing, and heavily armored targets should be resistant to lethal.

    • Like 2
  10. I think the issue that prevents Shield from being proliferated over to Sentinels is that the animations are all wonky.

     

    Most melee powersets have supplemental animations to work with Shield Defense, ensuring that attack animations compliment its presence on the character. However, certain powersets that were implemented late (Psi Melee/Savage Melee) as well as certain animations from Ancillary/Patron power pools dont have these animation changes and you can sorta see how awkward it can look.

  11. 51 minutes ago, Troo said:

    yes with lots of options.

     

    image.png.a084c23ace29ea38020d9621cc781052.png

    Then I would propose adding more options to this, maybe stuff like;

     

    - Players do not have natural regeneration (except Rest or with buffs)

     

    - Enemies are all promoted (minions to lieutenants, lieutenants to bosses, etc)

     

    - Incarnate powers are disabled.

     

    - Enemy mez magnitude is higher.

     

    - Friendly fire is enabled.

    • Like 1
  12. 1 minute ago, Haijinx said:

    That would be cool with Fire Blast

     

    I wonder about an Assault set.  Since having whips but not letting Dominators use them probably bothers someone.  

    I think Hellfire Assault was in the works, but it may have been shelved for a buncha reasons, which is why I focused on a Manipulation set instead.

  13. Somewhat inspired by this post. I had a look to see what could be done to try and achieve a good Whip Melee set, but found that there wasn't really much that could be used to make a complete set. However, I did find that there was just about enough to create a Manipulation set for Blasters just using assets from Demon Summoning alone.

     

    Hellfire Manipulation

     

    FireTrap RingOfFire.png - Hellish Binds: Using the animation/FX of 'Hell On Earth' (except a little faster and targeting the legs), we have all we need for a simple immobilize power.

     

    DemonSummoning Lash.png - Flay: Identical to 'Corruption' only it is instead a light melee attack with no ranged projectile. 

     

    DemonSummoning CrackWhip.png - Crack Whip: The exact power from Demon Summoning.

     

    DemonSummoning Lash.png - Lash: The exact power from Demon Summoning.

     

    FlamingShield FieryEmbrace.png - Build Up: Your typical Build Up power. 

     

    FlamingShield FieryAura.png - Hellish Aura: Identical to the Hellfire Gargoyle's 'Hellfire Aura'. However, this power also gives Absorb and Recovery.

     

    FieryFray FireSwordCircle.png - Hellish Coil: This power uses the same FX and whip prop of Crack Whip, with the animation of Katana's 'The Lotus Drops'

     

    FlamingShield HealingFlames.png - Abyssal Reconstruction: Identical to the Ember Demon's power of the same name, except it is now a 'self' power, not an AoE.

     

    FireTrap Soot.png - Infernal Grasp: Like Hellish Binds, this power uses the 'Hell on Earth' animation/FX, but with no changes, forming a high DoT hold power.

    • Like 6
  14. 13 minutes ago, Pbuckley818 said:

    You know manipulation would be an interesting solution to the melee conundrum, many of the sets do come with built in melee attacks, and the CC could be used to mitigate a portion of damage, any powers that overlap with support sets could be traded for Defensive toggles (or just more melee as well) as well, it's an interesting though, but I am not sure how it would play out in game. I have been playing an Ice Melee scrapper of late and it's a TON of fun. And the idea of increased self support being a component of the AT's inherent isn't a shabby one either.

     

    Another Idea I have considered is instead of gutting the Support sets to add protections, we could actually make a new power category which mixes melee sets with defensive sets.

    Yeah, I think maybe swapping a few powers around would be needed, otherwise you would have duplicate powers here and there.

     

    Devices/Traps would be the worst offender, but I think Trick Archery, Plant Manipulation and Temporal Manipulation may need some changes too.

     

     

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