BZRKR Posted April 3, 2022 Posted April 3, 2022 What we really need is for at least four zones to have names that start with "J", "L", "O", and "Q" So that we have a continuous run through the alphabet up to "Q". 2 1
Rudra Posted April 3, 2022 Posted April 3, 2022 Why? What does it add to the game? What is the justification for the amount of work in creating not just 1, but 4 zones? What is the benefit for this?
MTeague Posted April 3, 2022 Posted April 3, 2022 Faultline I believe was once called Overbrook. Roster: MTeague's characters: The Good, The Bad, and The Gold
Lines Posted April 3, 2022 Posted April 3, 2022 No need to make any new zones. Just repurpose some of the existing ones with duplicate letters. Let's see, we could have Jaultline Loomtown Origa Island and Queel Canyon. Devs, chalk this one up as done and ready to roll out for page 4. 1 4 2
Uun Posted April 3, 2022 Posted April 3, 2022 <--April Fool's was a day or two over thataway 1 Uuniverse
arcane Posted April 3, 2022 Posted April 3, 2022 19 hours ago, Rudra said: Why? What does it add to the game? What is the justification for the amount of work in creating not just 1, but 4 zones? What is the benefit for this? Maybe we could compromise and make these 4 zones the size of janitor closets. Not like some of the existing zones aren’t already pretty useless and unimportant.
A.I.D.A. Posted May 6, 2022 Posted May 6, 2022 New scenery is always nice, though. We could have neat things like...Junction SevenA haunted underground train tunnel with very low ambient light, and only around sparsely-placed light fixtures. Temporary power toggle flashlights could be found in clickable crates, and make a light cone in front of you. When the light starts to fade, the ghosts come out to play, and without a flashlight or a nearby fixture, ghosts enjoy a defense bonus. Shining a light on them (or hitting them with a Pracebringer's luminous attack powers) removes the buff for a few seconds. Occasionally, a ghost train rolls down the tracks as a zone event, carrying ghostly souls and shades to the afterlife, its skeletal guards on staff to repel the living before they can defeat the Corpse Conductor world boss. Line's End A time-displaced dimensional railroad town straight out of the Wild West, complete with a saloon, a general store, and the obligatory irate elderly prospector sitting on a crate of TNT. Cowboys and cowgirls fight with pistol-slingin' action against an invasion by the Nemesis Army, who believes an artifact of ancient alien technology lies buried in the depths of a gold mine dug into the bottom of a meteor impact crater just outside of town. The unfinished tracks are home to a crashed and upturned train wreck, that looks suspiciously like a physical version of the one haunting Junction Seven... Overlook Rise A sky-high future zone located around the very tops of cyberpunk skyscrapers. Falling returns you to a starting point -- maybe this is where the Menders discovered the idea for the Ouroboros HQ? Corporate surveillance drones scan the area in grid-linked patterns, ready to summon robotic security operatives to drop down on rappelling lines when spotting a suspicious, unregistered person. Rooftop battles emphasize flying, jumping and teleporting characters, but clever speedsters may find narrow electronic ad frames and smog-belching vents to help them get around. Queen of Coins The Queen of Coins ocean casino is an illicit gambling den run by the Family, way out over the horizon in unincorporated neutral seas. The entire zone is a single massive ship, with an interior filled with glitz and glam and slot machines, tables for cards and dice. The top deck is a cruise-ship style lounging area, with beach recliners and umbrellas set up on deck. The Queen of Coins may not be quite as famous as St. Martial's Golden Giza, but way out here in unclaimed territory, they don't have to give Arachnos a cut. Rumour has it that the Family keeps a treasure vault somewhere in the lower hold for all the casino's take. Wouldn't it be a shame if some enterprising young villains planned a heist? But they need a few new 'specialists' for their team... (potential new redside arc with fun heist movie feeling) 5
Rudra Posted May 6, 2022 Posted May 6, 2022 That's some out of the box thinking. I actually like the GM concept as portrayed in Junction Seven. Can't help but feel Line's End is straight out of CO though, despite the differences. 1
A.I.D.A. Posted May 7, 2022 Posted May 7, 2022 (edited) Hell if I know, never played it. If anything, my inspiration for Land's End was probably Fallout: New Vegas, subconsciously. I just threw these together off the top of my head, on a whim, after reading the post and seeing people shitting on the idea of new zones 😞 Yes, it would be a lot of work, but it could also be very cool and have neat new stuff for people to play around in! Even possibly involving new mission arcs, since the HC Team has shown they can add whole new arcs with new features like story-branching that the original game didn't really have. To be honest, I'd also really like to see enemy groups and walking pedestrians added to the streets of Kallisti Wharf -- though the Statesman statue square can be left enemy-free for all the costume contests that tend to be held there. Edited May 7, 2022 by Aida LaCanthe
Lines Posted May 11, 2022 Posted May 11, 2022 On 5/6/2022 at 4:46 PM, Aida LaCanthe said: Line's End I find this suggestion ominous.
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