Jump to content

So imagine our Devs decided to go for CoH 2...


Recommended Posts

9 hours ago, Wavicle said:

Yes, he is.

Oh really what science experiment gave him his powers?

 

If we're going off CoH definition: https://homecoming.wiki/wiki/Science

Edited by Seed22

Aspiring show writer through AE arcs and then eventually a script 😛

 

AE Arcs: Odd Stories-Arc ID: 57289| An anthology series focusing on some of your crazier stories that you'd save for either a drunken night at Pocket D or a mindwipe from your personal psychic.|The Pariahs: Magus Gray-Arc ID: 58682| Magus Gray enlists your help in getting to the bottom of who was behind the murder of the Winter Court.|

 

 

Link to comment
Share on other sites

11 hours ago, Seed22 said:

Oh really what science experiment gave him his powers?

 

If we're going off CoH definition: https://homecoming.wiki/wiki/Science

It's the "accident gone awry" part. They sent him off into space, where he encountered a sun that his species had never been near in their natural state, which gave him powers. Science.

Link to comment
Share on other sites

9 hours ago, Techwright said:

 

 

If you folks are going to break out into a song from Annie Get Your Gun...get a stage.

If I have to I will... and I'll do it better than you!

 

 

The Ghost Slaying Axe. The very best there is. When you absolutely, positively got to kill every motherspectre in the room, accept no substitutes.

 
Link to comment
Share on other sites

  • 2 months later

Realistically speaking, a hypothetical CoH2 would be more likely to be a straight-up reboot than a continuation of the original game's story, so that newcomers aren't put off by the sheer volume of the lore baggage.

 

But when it comes to what I personally would want to see:

  • A more open and lively Paragon City, with no giant walls around every single district and with more signs of common people actually going about their lives. Ditto for the Rogue Isles.
  • Adding to that, it'd be cool to see the various random enemies throughout the overworld actually do something instead of being stuck in endlessly looped poses until aggro'd. Maybe even add more significance to street sweeping, like by giving the players a chance to unlock tip(?) missions related to the particular group's activity, or by having PPD officers or Longbowmen or Legacy Chain warriors or whatever react to criminal spawns by trying to fight them outside of this one preset stand-off animation.
  • Enemy AI rework. Make them actually follow the same limitations as players do, with their endurance level (if it's even going to remain) actually affecting what they can do, and let each group just generally act more in character for what they are, whether it's street thugs or a rogue military organization or clockwork-precise robots.
  • Removal of rooting. It may work for sniper powers, but otherwise it's just dumb to be always frozen in place until the attack animation is over.
  • Streamline the more cumbersome combat mechanics.
  • Generally streamline the various reward and currency systems.
  • Give more importance to the player characters' given origin, whether in the form of more origin-specific scenarios or by having NPCs react differently depending on one's origin.
  • Let players actually feel like superpowered beings by having various parts of the environment react to their powers. For example, a Super Strength toon could break through (certain) walls or pick up and throw vehicles and other heavy objects, while a Fire toon could potentially set scenery or fire while having their powers weakened when in contact with water.
  • Give player villains more opportunities to be evil in their own ways instead of just following orders from the contacts.
  • More map variety would always be nice. Why must it always be nondescript warehouses, caves, office buildings or tech labs, and why must they always have identical interior decorations?
  • Expand on the Mission Architect system and give players more freedom in creating mission maps.
  • Possibly related, but add a variant of the Nemesis system (sorry, not THAT Nemesis) from Champions Online, letting players throw some of their toons as randomly-encountered major opponents for their other toons and vice versa.
Link to comment
Share on other sites

4 hours ago, Vic Raiden said:

Realistically speaking, a hypothetical CoH2 would be more likely to be a straight-up reboot than a continuation of the original game's story, so that newcomers aren't put off by the sheer volume of the lore baggage.

 

When I win the billion dollar lottery and hire the Devs (and a small army of code monkeys) to rebuild CoH it will be with all the old lore and missions.  Some new stuff.  But the blueside rescue 17 only to have it turn into a kill all.  Suffer.  It is staying.  The hunts in PI for carnies when you have to wait for the respawns.  staying.  and all the other craziness.  Now...there might be some new tricks for learned players to get around those old obstacles.  But some you just gotta power through.  Because it is a crazy world, and CoH has always reflected that back at us pretty clearly.

  • Haha 1
Link to comment
Share on other sites

Upgraded graphics

Upgraded artwork

Upgraded 3-d models

updated engine

more complex and fluid combat

enemies can kill you just as easily at level 50 as they can at level 1

hazard zones are dangerous no matter what level you are

revamped and cooler looking movements and animations

customizable power sets (build your own)

build in as many cause/effect interactions as possible (fire lights oil, melts ice, burns wood, etc.)

power interactions between players to create new effects (wind plus sand = sand storm, wind + fire =  AOE, etc.)

traps

puzzles

conundrums!

challenges!

secret passages

working doors for bases

make SG bases part of the active world (not it's own instance or zone)

wow, so many other things...

 

 

 

 

  • Like 1
Link to comment
Share on other sites

32 minutes ago, BlackSpectre said:

Upgraded graphics

Upgraded artwork

Upgraded 3-d models

updated engine

more complex and fluid combat

enemies can kill you just as easily at level 50 as they can at level 1

hazard zones are dangerous no matter what level you are

revamped and cooler looking movements and animations

customizable power sets (build your own)

build in as many cause/effect interactions as possible (fire lights oil, melts ice, burns wood, etc.)

power interactions between players to create new effects (wind plus sand = sand storm, wind + fire =  AOE, etc.)

traps

puzzles

conundrums!

challenges!

secret passages

working doors for bases

make SG bases part of the active world (not it's own instance or zone)

wow, so many other things...

 

 

 

 

Yes, one of the things I like about current WoW is the scaling.  Everything scales to your level if you are in “Chromie Time” which is what I mostly do.  I was actually shocked that the latest stuff was not scaling.  Once you outlevel Chromie (start of latest expansion) it goes away and if you grab a level or two before questing then the quests are trivial. I was like WTF?   
 

My opinion is all modern games should scale.  If you want an “edge” it would be through good builds/equipment and weekly stuff like CoP. Reward people who are playing hard that week and let them push further in.  Let builds/equipment do some heavy lifting and weekly buffs the rest with a “design cap” that allows the game to playa certain way.  Like Magisterium.  You can have a tremendous build and be fully incarnated but need to understand the mechanics and work as a league to succeed. Nobody one shots Tyrant and if you want the badges you better have a plan. 

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...