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Jack Spanky

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Everything posted by Jack Spanky

  1. Looking at where the costume creator is now vs. where it was at game launch... no, I don't believe you have a leg to stand on. In fact, this entire thread is a monument to your wrongness. "Making do" is the exact opposite of what this whole game brought to the genre in the first place.
  2. Some people just live to argue, pay them no mind. I for one actually like where you're coming from, because homogenization of power sets should be avoided and Regen is already about as different as you can get from any other defense set. This kind of thinking got us the Absorb mechanic.
  3. That's a pretty chunky kludge when a simple "bathing suit, top and bottom" set would be much more reasonable and elegant.
  4. I imagine something like that is hard-coded and an extension of the general player character naming convention, though of course, you never know until you ask. The short character limit was always the most frustrating part to me.
  5. I almost posted this as a separate thread, but then remembered that this thread existed. Decoupling holstered weapons from weapon sets. Or in other words, letting you equip weapons cosmetically, in the same manner as wings and capes -- as costume options. E: shields, too! If we can't have a shield-oriented offense, at least let me wield one cosmetically while I wallop people and play pretend. Dovetailing with a request a few posts up for non-functional/decorative wings (for RPing purposes I'd imagine, or as Wonder Woman-esque armor elements). There's plenty of reasons one might want a weapon on their costume that they don't actually use, but it hardly matters; variety is the spice of life. And two of them exist in this game as it is, Ms. Liberty and Valkyrie (for a long time Valkyrie's spear was purely decorative, for those of us who might not have been around in the Long Long Ago, the Before Times).
  6. Clearly it's referencing the upcoming crossover we've all been waiting for!
  7. They are getting something -- the satisfaction of knowing they're helping to keep alive a wonderful communal game that, by all rights, should have gone extinct twelve years ago. What else is required, or desired?
  8. Hey while we're talking about chat colors, how about customizing our global handle color, or even just getting a reroll on it? Mine is hideously ugly and I'd love to be able to either set a new RGB for it or play the lottery once a week or something.
  9. You're right, I apologize for mischaracterizing your position. You were actually telling someone how they should be approaching gameplay epistemologically, what is even a valid way to consider playing -- a far more fundamental and arrogant form of game policing.
  10. It's always fascinating when someone asks for a visual effects option to express their concept of a power effect and other(s) pipe up with "no actually, you shouldn't be able to express your power concept because of MY power concept." Even if this thread ultimately has to be closed it shouldn't be deleted, it has significant anthropological value.
  11. Also "chance to knockback" on mostly single-target, single damage type attacks is the least interesting gimmick/set theme in the entire game; it would be a lot more interesting if it also came with significant bonus damage to go with being the most resisted damage type, though.
  12. That's interesting, I assumed Beasts had when I looked up the primaries because of the Pack Mentality mechanic, but taking another look at it, yeah it doesn't have the slottable effects for the upgrades. And I had completely forgotten than the Dual Pistols attacks came in Thugs first as a sort of free preview, chalk that up to insomnia posting.
  13. Every other Mastermind set had some thematic secondary effect added to the MM attacks to encourage their being taken, some of them actually a bit useful. Demon whips do -res, Bots pulse rifle does -regen, Ninja arrows add crit chance to the henchmen attacks, etc. Poor neglected Thugs got nothing for their Dual Pistols, not even some kind of take on the parent set's ammo-swapping mechanic. I thought about rolling with the theme and giving them inherent black market armor-piercing ammo that would do -res or something like that, but that would just edge in on Demon's territory. Maybe it needs a different angle. The Thugs set is all about rep and loyalty, with henchmen having leadership auras and calling on your boys for a gang war. How about something like... Representing Your Thugs are loyal no matter what, but they'll fight harder for a Mastermind who leads from the front. Each attack applies a stack of Representing to the Mastermind, creating a 15' radius 3% +dmg/+tohit buff aura to your Henchmen, max 3 stacks.
  14. Man, that's brilliant. I wish I'd thought of that.
  15. The RPers can have impossible to rez disintegrating corpses, as a treat
  16. Even though it's been a while, I don't want to let this great idea fade into the archives by starting a new thread so I'll post my version here instead. Might as well let it into the wild, since probably nothing will come of it anyway. Superspeed Melee -main damage type: Smashing -main status effect: disorient -fast animations, inventive use of Jaunt-style "ghost" animations/lighter Super Speed streaks + brief character model duplications (a la Jaunt) to simulate superspeed displacement -unique mechanic: Velocity, enables powerful additional effects/damage on some moves and +run speed while up, -Speed pool synergy: Hasten and Burnout activate Velocity; while in Velocity Flurry becomes a 45-degree cone attack w/additional moderate DoT, 6 second recharge __________________ Quick Jabs: sped-up Street Justice Initial Strike animation, light Smashing damage, chance to disorient, enters Velocity Speed Barrage: three-hit high Smashing attack, in Velocity gains mag 3 disorient, rapid chaining of Brawl/Jab/alt-Punch animations Pinball Blitz: 5-chain light Smashing attack w/50% knockdown chance, uses "ghost" animation + Super Speed streaks, in Velocity chain extends to AT max targets and 100% knockdown Turbocharge (Build Up): activates Velocity along with Build Up properties, character goes into Athletic Run stance instead of default Build Up animation Vortex Blast: ranged Smashing damage/knockdown burst of wind, -Fly, Flash-style arms-twirling move (Power Blast animation w/spinning arm ghosting) Taunt/Confront for Tankers/Brutes/Scrappers as appropriate Spin Cycle: PBAoE click version of Speed pool Whirlwind, light Smashing damage and knockup, activates Velocity Vibro Hand: Superior single-target Lethal damage, -res debuff applied; character reaches back and thrusts arm forward with vibration effect ("ghost" arm fluctuating around outstretched limb), modified Power Thrust or Cobra Strike animation Hypermass Punch: Extreme single target Smashing damage, high Smashing/Energy PBAoE teleport attack, requires and consumes Velocity, high knockup to target and knockback to PBAoE-affected mobs; Jaunt-like vanishing run into a powerful uppercut with shockwave on impact *Stalkers: Assassin's Blitz/Placate replace Pinball Blitz/[Taunt/Confront]; Assassin's Blitz enters Velocity, uses Martial Arts' AS windup animation with ghosting distortions around character on windup and Jaunt w/Super Speed streaks on strike
  17. I wish ranged weapon sets had options for spectacular projectile FX, even if their actual damage type is still just S/L most of the time. I can pick a raygun visual for Dual Pistols or Assault Rifle and several fantasy bows but they still shoots mundane bullets/arrows, why can't I make it look and sound like a space blaster or mana arrows too?
  18. I would like "invisible" as an option for lots of things, separate from minimal FX. As in, invisible swords, invisible defense fields, invisible costume elements, etc. It's a classic supernatural fiction trope! For PVP concerns, make such elements unable to be used in costume slot 1 or force you to switch to a non-invisible costume before entering any PVP activity.
  19. No reason not to have glowing variants/outlines for everything IMO.
  20. More reptilian monster options, the only thing available right now is one generic, slightly iguana-ish head with no legs or decent tails! Where's my snakes, crocodiles, T-rexes and raptors? With modeled spines and scales to match!
  21. All non-weapon ranged sets, both attack and support oriented, should have options for psi-style forehead emanation, eyes, mouth, chest, one or two hands and any melee weapon; all attacks fired from long guns should be able to be fired one or two-handed, have alternate arm gauntlet animations (like Deadshot's wrist guns) or fire from mechanical shoulder armatures (like the Crab Spider backpack). All no-weapon melee sets should have at least one set of alternate animations like Super Strength does for as many powers as possible, especially making punches into kicks and vice versa. No, I don't care how much work this would take, but I do know that if the project were announced I would be extremely likely to donate for it.
  22. Are you me?! I've had a very similar idea I've been working on for a few months now, banking on the Flurry/Dark Melee ghosting effect and the visual duplication trick from Speed of Sound's Jaunt to simulate superspeed visuals, (Assuming those things can be easily copied and aren't crazy spaghetti code one-offs.) Aside from the power specifics the main difference is that I made Velocity a single buff state instead of a stackable, and I think it could work for Brutes and Stalkers as well.
  23. General agreement, women costumes need more definition. Bring on the muscle girls!
  24. The Star Wars blaster-based Beam Rifle sound mod is pretty great. Have you considered a Star Trek phaser-based one? The TOS-style phaser sounds would really fit the mood, I think.
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