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Techwright

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Everything posted by Techwright

  1. One step closer to Praetoria...
  2. I've two ways of doing this: 1. I create the "evil twin", or a version from another dimension, since we've got Peregrine Island to foster this. 2. For my main, Major Ray Gunn who is a "space ranger", I've used his look as the uniform for other characters, altering the look slightly to denote rank, specialization, or alien nature within the space rangers.
  3. Looks like he'd go through a lot of drum heads in his career, and I do mean "through" them. If you're in the knacker and tanning business, absolutely.
  4. After watching a (supposedly) professional science video where the topic of discussion, the star Betelgeuse, was repeatedly pronounced similar to "Bagel Goose", I decided to consult "professional" pronunciation videos to see if my 8th grade science teacher was more accurate in pronouncing it "Beetle Juice". I'm so glad I did. I'd never have figured out the "correct" pronunciation. 😏
  5. Which of the Dark Astoria badges are you referencing? 😁
  6. On a nondescript secondary roof ledge next to an apartment TV aerial apparently.
  7. My latest creation. What started as an homage piece to DC Comic's Mad Hatter gradually went farther down the rabbit hole with a deliberately wacky and slightly-disturbed look. Although I've had villains before, he's actually my first character of moral ambiguity. I see him as occupying all four points on the moral compass merely due to whim. (Oh, and just in case: for any reader in a culture where the expression doesn't exist, "Lid" is slang for hat, but also for the mind. "Flipped his lid" = "gone crazy".) Loony Lid Technological Psy/Mental Blaster
  8. I assure you, I did not product place. I'd never endorse the services of The Family.
  9. @Player2, thanks for the constructive feedback. Your description makes a certain sense, though why the original team put these items in at least 3 different categories does not. Had they all been in a single category, I would have grudgingly acknowledge it. And the two bow ties, with different variant choices at that, just seems to confirm (IMHO) that the process was not handled correctly. But I do accept that we might have an action figure with only so many attachment holes, as you describe. I do like your comment regarding using asymmetrical to resolve the issue, or at least work around it. I'd not considered that possibility, though I'm not sure how it would work for the Upper Body/Shoulders category, since we already have it for each shoulder, unless it can be extended to a 3rd for the neck. Hypothesizing, since I've no idea of coding, an asymmetrical chest detail option might allow for something else I've always hoped for: main chest detail and pocket chest detail side by side on most any chest piece except jackets.
  10. I'm not suggesting new neck features. I'm suggesting a retooling of the costuming categorization system which hopefully will distinguish neck items into their own category, and possibly provide greater creative options as a result. Currently under Head/Detail 2 we've got several lower face items such as beards, mustaches, gas masks, and cybernetic jaws, but we also have things like the Jester neck ruff which is clearly a piece for the neck. In addition, if we move down to Upper Body/Shoulders, we have our standard assortment of shoulder/bicep coverings, but then we also have things like Bowtie and Spiked Collar, again things that are strictly neck features. I'd like to suggest retooling to add Head/Detail 3, or perhaps Head/Neck Detail, and under it move all the neck features currently in other categories, including the Ascot wherever it is. I've lost track of it, which just goes to show the need. Having all neck features in the same category will make them easier to find. [EDIT: Found it! Under Upper Body/Chest Detail along with a host of other items that should probably be "Head/Neck Detail" as well.] It is also my hope that in creating Detail 3, this releases these features from blocking others in their current category. For example, I currently can either have a beard or a Jester ruff, not both as they are restricted by Detail 2. With the proposed solution, I can have the Jester ruff and add either a Handlebar Goatee or a Van Dyke for a more interesting look like that of a Shakespearean jester. Likewise, I could take Heavy Gold Chain or Spiked Collar, currently limited by the Upper Body/Shoulders category, and add my choice of them to one of the spikey shoulder features for a more bad-to-the-bone look. To head off one concern, there are features that by nature cross over multiple locations on the body: Head/Detail 2: Reaper and Head/Detail 2: Breather 5 for examples. The former shows a swath of cloth covering the lower face and neck, the latter showing a breather mask with a tube running to a chest-mounted filter. For items like these, I'd propose that they be placed on the bases of where the focus of the item is. In each of these examples, the focus is on covering the mouth and nose, so they'd remain as Head/Detail 2 items. Lastly, though I cannot recall any specific items, if there are any other categories having listings that seem out of place, I would suggest a re-evaluation for them as well. [EDIT #2: This suggestion implemented would likely clear up some other confusion as well. One currently can have a Upper Body/Shoulders/Bow tie at the same time as they have a Upper Body/Chest Detail/Bow Tie. Hopefully, we could get one bow tie option, under Neck Detail, and still keep the Polka Dot variant]
  11. I hear there's a Family consigliere that likes to hang out near the Terra Volta entrance who has a weakness for Baskin-Robbins Baseball Nut ice cream, but I'm not sure how I can exploit that. Otherwise, I've only heard the Primal Clockwork are weak against psionics, which the Wiki confirms, along with sleep and knockback.
  12. How extensive would take-over be? Would Robot masterminds have a percentage deficit of some sort to represent a struggle to control their minions? Would Nemesis automatons and other machines, including cybernetics be affected, forceably co-opting the War Hulks, despite the human component? Or does Nemesis work entirely with bleeding-edge analog computers, and thus have an isolated network?
  13. Thanks for the clarification. I was confused because I knew I'd posted an answer under a topic name of "Rise of the Machines". I'm going to add a thought in the original thread.
  14. I've...never had that mouthful of a term applied to me. LOL. I did have two bad bouts of vertigo last year, and the only thing I wanted to do for a week each was to hold perfectly still to keep the world from spinning more. Hence my suggestion. I guess I've never noticed that flash with Thunder Clap. Your suggestion makes sense in context.
  15. So now we have the roster, an anticipated theater release date, and curiously, an asterisk. https://www.superherohype.com/movies/572655-thunderbolts-gets-new-logo-slight-tweak-to-mcu-movie-title Part of that article's description sounds a bit like Suicide Squad. I do hope they're not trying to mimic them. Four on the roster are worth keeping around. Three are not developed enough yet. Ross? Yeah, you can take out Thaddeus Ross. No tears spilled (though likely he'll become Red Hulk).
  16. You'd posted it as "Timfighter", not "Timefighter". 😁 As to the collar, here's why my interest.
  17. Costume part: Head Detail 2: Aural Shield Might a kind dev look into making this part fit in better? It should be hugging a helmet or head closely. Instead, both side hand out there like flaps on a winter hat. They look great in side shots, but face on, they look terrible. I've tried adjusting head sliders, helmets and other options and nothing seems to work.
  18. What's a "Timfighter"? More importantly, how on earth did you get the A.I. to properly render the D-visor??? I've been trying for some time to get an A.I. to properly render a D-visor w/ helmet on my main character, and every result was pure rubbish. It never got either D-visor or helmet correct. Oh, and that high collar: is it in the game, or something the A.I. added? If in the game, is it only ladies side or is it available in men's and beefy as well? I've been hoping for such for a long time.
  19. Just curious: If you could design/approve a new billboard or theater poster for Paragon, the Rogues, or Praetoria what topic and design would you feel would make a great fit and in which area? (Anything that wouldn't get banned, of course.)
  20. Vanden's description sounds a bit like Hulk's thunderclap where it violently disturbs the atmosphere around it. I feel that's more of a Gale effect than a twister. I do agree that Thunder Clap should be revisited. I've several storm characters, and I never take this power, having found it lacking the few times I attempted to utilize it. It already has a disorienting effect. "Blinding" thematically doesn't make sense unless it's expanded to mean ear damage as well. Fear I can see as an after-effect once the disorient wears off. I'm wondering if a secondary effect might be immobilization or at least a chance for it. If you've ever had your inner ear go out of whack, the resulting vertigo is not only disorienting but very immobilizing.
  21. Not to derail Snarky's OP, but this looks like a reasonable spot to ask a question that's been bugging me for some time: Do the arcs vary between cone powers or do they all have the same specific arc? In times past, I've been frustrated firing off some cone effect or other that repeatedly missed anything not standing almost directly in front of me, and the missing, oh, maybe 10 to 15 degrees on either side have me wondering if different cones effects use different arcs. That information would seem important. "This arc fires a 45 degree arc" "that arc shoots a 30 degree arc".
  22. It's hard for me to come up with anything worth considering as roll-back material. I suppose one thing I might state (and I'm sure this will be unpopular) is the abundant travel methods between zones now. Yes, it does facilitate putting teams together quickly, but I kind of miss the days of exploring out routes and racing team members to the next destination. I especially miss the warm comradery of the Taxi-bot players facilitating travel for low levels.
  23. I've seen some wonderful homages in the game. They show respect for the source, fan loyalty, and creative originality. Win all around.
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