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Posted

So, just for the sake of discussion, what would you want to see if a city of heroes 2 were made?

 

A few ideas off the top of my head:

Deeper, explorable water (with reasons to explore it)

Minion customization

More body type options

Posted

I don't expect this thread to get contentious at all.  :)

 

Before I answer, are you defining CoH2 as a modernized update to the existing game, or more like a sequel game? It may not make that much of a difference but if it's the former I think most of my ideas would revolve around QoL changes, but if the latter I might feel encouraged to take the gameplay in new directions. Especially if we still have CoH1 to fall back on.

Posted

I don't expect this thread to get contentious at all.  :)

 

Before I answer, are you defining CoH2 as a modernized update to the existing game, or more like a sequel game? It may not make that much of a difference but if it's the former I think most of my ideas would revolve around QoL changes, but if the latter I might feel encouraged to take the gameplay in new directions. Especially if we still have CoH1 to fall back on.

I think both are worth discussing, but this theoretical CoX2 I was thinking sequel

Posted

So, just for the sake of discussion, what would you want to see if a city of heroes 2 were made?

 

A few ideas off the top of my head:

Deeper, explorable water (with reasons to explore it)

Minion customization

More body type options

 

Beyond the more obvious graphical improvements, I'd like to see either a no-cooldown T1 attack power, (or something like the at-will's that Neverwinter has, just so it doesn't feel like you're sitting there waiting on cooldowns so much).  Beyond that, I'd like a bit more customization with regards to pet/minion summons.  Perhaps adding more powers to each powerset, to the point where you probably can't take all of them - so make having to decide which ones to take more significant, but still very effective.  It'd be great if you could run across another fire/ blaster, for instance, yet have drastically different powers, since there'd be so many good ones.  Perhaps something akin to Champion's Power House, where we could test powers on dummies or holograms, before being locked into a selection, would be nice.  I like how they added more members to several factions in a later update, (like female skulls, hellions, etc) - but with such a wide selection of costume pieces to choose from, how about mixing it up even more, among NPCs.

Posted

I would like to see fewer shards, 1 would be ideal, but 2 or 3 is enough.

Make cities bigger and more spread out. That way villains could run a variety of missions on bluesier or heroes could do the same on red.

Let both sides take prisoners that friends or a supergroup would have to pay to get back.

Posted
I think both are worth discussing, but this theoretical CoX2 I was thinking sequel

 

Hm, hard for me to think up something for a sequel. Any thoughts I have feel like modifications to the existing game.

 

  • More door mission variety, in terms of settings. Not just new warehouse/office textures but more variety to how the maps are laid out.
  • More mission variety, specifically in goals. Perhaps missions where you try to avoid fighting, or (in conjunction with new mission map types) missions where you try to sneak through the air ducts in sections, or ones where you defend against waves (these exist but the concept is hardly exploited). Or ones where you need to rescue lots of people instead of just one or two escorts. CoH's biggest problem right now IMHO is its repetitiveness.
  • A new city? Perhaps one accessible from both red and blue side, with missions for both. Or a non-PvP zone where the ambient MOBs are more of a threat to one side or the other based on which side has completed more missions in it recently (e.g. if redside characters have completed more missions in the zone in the past 24 hours than blue characters, the mobs become neutral to red and hostile to blue).
  • Something like a combination of the Architect system and CO's Nemesis system, where you can create some kind of Saga. Your Saga would accept some level of input/customization from you, but also be largely under the system control. It would produce missions and mission arcs for you (perhaps some soloable) that would pop up throughout your entire leveling careers. As you complete those missions, they get added to your history or character info, which other players can read about somehow. And when you reach level 50, you can make your Saga available for other players to play through (but not as their Sagas -- we all have to make our own).
  • Web-based tools so you can check your AH stuff from the game's official web site, and post in the forums as one of your characters, and so forth.

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Posted

I'd like to see a couple more cities. A west coast 'Bay Area' type city. Once for each continent and more cultural diversity in the new cities -- gang and monster groups based on the myths, magics, and legends of those areas.

 

Upgraded textures and game engine.

 

I am more or less happy with the powers - though the artwork as nice as it is can always be better.

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Posted

This is totally stream of consciousness at this point - but for a sequel -

 

1.) Move away from AT's and let people choose whatever powers, BUT with some balancing effect (IDK what that would look like)

2.) More "realms" - Atlantis, other planets, another city

3.) Expand on the story - Midnighters exploring a magic dimension, Regulators really cleaning up the streets in other cities (so much so that it really looks safer when the missions are done), more Ouro storyarcs involving Lore from the game (Brass Monday, WWII, Discovery of the Rikti, etc), more Historical missions like Cimerora

4.) Become part of the Freedom Phalanx (maybe a "Freedom Phalanx Unlimited" so there is room for more than 8)

5.) Archfoe's and Sidekick's

6.) Updated Combat Engine & Graphics

7.) Create your own origin mission...

8.) Vehicles

9.) With so many heroes, maybe it's time for a national anti-hero sentiment that everyone is fighting

10.) Like EggKooKoo said - web/mobile tools - Mobile Heroplanner/designer, Web Based Auctionhouse, etc

11.) And Hasten - it definitely has to have Hasten...

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"The opposite of a fact is falsehood, but the opposite of one profound truth may very well be another profound truth." - Niels Bohr

 

Global Handle: @JusticeBeliever ... Home servers on Live: Guardian ... Playing on: Everlasting

Posted

1.) Move away from AT's and let people choose whatever powers, BUT with some balancing effect (IDK what that would look like)
CO has that. Doesn't really work.

 

A guy can wish though can't he?  Just because Jack and Cryptic couldn't figure it out either time doesn't mean some new corporate overlord couldn't come up with a solution...But I agree that without balance, it doesn't work...

"The opposite of a fact is falsehood, but the opposite of one profound truth may very well be another profound truth." - Niels Bohr

 

Global Handle: @JusticeBeliever ... Home servers on Live: Guardian ... Playing on: Everlasting

Posted

I play a lot of tabletop RPGs (probably like many of us). I've found that in most games where you just pick "powers" from a universal list, most players quickly figure out what the best ones are and everyone just ends up with those. Class-based games (like CoH) force you to take the good with the bad, which broadens the play experience and allows players to feel like they have some kind of distinct role in a team.

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Posted

1.) Move away from AT's and let people choose whatever powers, BUT with some balancing effect (IDK what that would look like)
CO has that. Doesn't really work.

A guy can wish though can't he?  Just because Jack and Cryptic couldn't figure it out either time doesn't mean some new corporate overlord couldn't come up with a solution...But I agree that without balance, it doesn't work...

 

Sure, it's just less fun that it sounds like.  You can have a system where people can choose any powers they want, but they have to choose their power modifiers somehow (so for example, if you pick having a Scrapper scale on melee powers, you simultaneously are signing up for a Scrapper scale on Control powers).  The trick there is, first, very obvious; and second, has the unintended consequence of making alts less attractive (since you've still collapsed all possible Scrappers into one character).

 

But I wouldn't mind some kind of hybridization of the CoH and DCUO methods.  Spitballing, but maybe something like four choices at character creation: Archetype, Style, Source, and Props.  The Archetype works similarly to now, and sets your power picks; the Style hones you in to a particular theme (like Fire or Ninja), the Source gives you some tools to customize your powers more (in a sense, it's like making Origin give you the ability to swap your powers secondary effects -- so in CoH terms, a Psionic source/Fire theme pryokineticist might have their fire powers do -rech instead of DoTs, or psionic damage with a fire DoT instead of fire damage), and the Prop is how you 'channel' your powers (power armor?  mystic sword?).

 

I can think of some huge problems (and time costs) with a system like that, but I do really like the idea of DCUO's approach.  I can't even say exactly why the game never really drew me in the way CoH does.  Superspeed was hella fun.

No-Set Builds: Tanker Scrapper Brute Stalker

Posted

Sure, it's just less fun that it sounds like.  You can have a system where people can choose any powers they want, but they have to choose their power modifiers somehow (so for example, if you pick having a Scrapper scale on melee powers, you simultaneously are signing up for a Scrapper scale on Control powers).  The trick there is, first, very obvious; and second, has the unintended consequence of making alts less attractive (since you've still collapsed all possible Scrappers into one character).

 

But I wouldn't mind some kind of hybridization of the CoH and DCUO methods.  Spitballing, but maybe something like four choices at character creation: Archetype, Style, Source, and Props.  The Archetype works similarly to now, and sets your power picks; the Style hones you in to a particular theme (like Fire or Ninja), the Source gives you some tools to customize your powers more (in a sense, it's like making Origin give you the ability to swap your powers secondary effects -- so in CoH terms, a Psionic source/Fire theme pryokineticist might have their fire powers do -rech instead of DoTs, or psionic damage with a fire DoT instead of fire damage), and the Prop is how you 'channel' your powers (power armor?  mystic sword?).

 

I can think of some huge problems (and time costs) with a system like that, but I do really like the idea of DCUO's approach.  I can't even say exactly why the game never really drew me in the way CoH does.  Superspeed was hella fun.

 

Like most of your ideas, I like this a lot.  My thought process was less centered on game mechanics than having the ability to enable new character concepts not currently available due to AT restrictions.  I know mechanics matter, but creating those are not my strong suit.  As with all my suggestions on this thread, it was with the assumption that some beautiful genius would find a way to build mechanics that make the game fun.

 

But again I like what you suggested.

"The opposite of a fact is falsehood, but the opposite of one profound truth may very well be another profound truth." - Niels Bohr

 

Global Handle: @JusticeBeliever ... Home servers on Live: Guardian ... Playing on: Everlasting

Posted

MP9zZT9.jpg

 

The moon unit will be divided into two divisions: Moon Unit Alpha and Moon Unit Zappa.

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Pleased to meet you!  I am Animal, and I harbor Perverse Sexual Lust.

Posted

Nc soft never gets to even look at it.

I change my vote again to this

 

I no understand????????

** Asus TUF x670E Gaming, Ryzen 7950x, AIO Corsair H150i Elite, TridentZ 192GB DDR5 6400, Sapphire 7900XTX, 48" 4K Samsung 3d & 56" 4k UHD, NVME Sabrent Rocket 2TB, MP600 Pro 8tb, MP700 2 TB. HDD Seagate 12TB **


** Corsair Voyager a1600 **

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