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Bring back Galaxy City as a Hazard zone


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I'd say the main reason I wouldn't see this being done would be the work involved - either it'd be back with no real damage (which wouldn't really fit the "it was hit by Shivan meteors" spiel from the tutorial, Habashy's arc, etc.) or they'd basically have to rework the entire zone  - which I'm not sure the team has the tools to do.  (Skill, yes, tools, no.)

 

Either that or we ignore the whole "Galaxy City was destroyed!" and just bring it back.

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It could be neat as a sort of flashback event, to have our higher level characters secretly ensuring the survival of "new heroes" (or villains), going through the Galaxy City tutorial - sort of a spin on or different take on the events...

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1 minute ago, biostem said:

It could be neat as a sort of flashback event, to have our higher level characters secretly ensuring the survival of "new heroes" (or villains), going through the Galaxy City tutorial - sort of a spin on or different take on the events...

There is a Malta mission that does that. Your character goes back to... I think it is Galaxy City but it may be King's Row... where the mission is populated (initially) with grey Skulls that are talking about how they don't know who their employer is, but they are getting paid to lure a newbie up and coming hero into an ambush because their employer views the (unnamed) character as a potential threat. (Malta shows up to fight after the Skulls start running for their lives when they see you and your character briefly wonders if another hero did the same thing for them early in their career.)

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It would be a huge amount of work, I don't see it happening anytime soon, Kallisti wharf was partially done when the game shutdown and the zone still isn't feature complete, so I don't see another happening for a good while.

 

If I recall though, the original devs mentioned the plan was to make Galaxy an incarnate zone, like DA, but the game shutdown before it could happen.

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19 hours ago, Greycat said:

I'd say the main reason I wouldn't see this being done would be the work involved - either it'd be back with no real damage (which wouldn't really fit the "it was hit by Shivan meteors" spiel from the tutorial, Habashy's arc, etc.) or they'd basically have to rework the entire zone  - which I'm not sure the team has the tools to do.  (Skill, yes, tools, no.)

 

Either that or we ignore the whole "Galaxy City was destroyed!" and just bring it back.

 

It would be neat to have a Taskforce that allows players to travel back in time and SAVE Galaxy City. This does two things:

 

First off, to save the City, they need to combat the meteor shower... this is an OFF PLANET event. It's got to be easier to work with that, since we already have things that look like that in Architect Entertainment.

 

Second off: when you complete the Task Force, Galaxy City unlocks again. Now it's using basically the same area as the original... but it gets to be a high level zone instead because of the temporal consequences of saving the city! New enemies, new adventures! The Arena in that zone can be reworked, since it's no longer necessary.

 

The only downside is recoding mentions of the City being Destroyed... into stories of the Galaxy Cities current issues, but only for the characters who complete the TF..... Is that possible?

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If I recall correctly from my Paragon Chat days the destroyed Galaxy City Map already exists, although not as a full zone. It may be available in AE. The complete destruction of zones like Faultline and Boomtown always seemed overdone, I much prefer new Faultline's mix of destruction and renewal, or the Hollows having Grendel's Gulch. Maybe they could just overlay the Destroyed Galaxy mission map onto the Galaxy Zone Map so there would be a destroyed area in the center and intact areas around the perimeter. Would be easier than starting from scratch, and could be used for future content as they move forward, perhaps even making it a Co-op Zone VS Shivans.

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I miss Galaxy City, as it was, the Shining Stars map of the destroyed "Galaxy City" has never felt like it was the original zone. The starter area is small enough that I can ignore it.

 

As a Hazard zone? I suppose there isn't anything to really oppose, but Hazard Zones were an idea that may have looked good on paper, but didn't really gel. The early days of Live, with minimal travel powers and lots of possible debt probably had them fulfill the mission of keeping players grinding, but these days it is relatively easy to ignore them. I suppose the idea sort of got revamped with the Praetorian Underground, and it always bugged me that Red Side didn't get an "Undermountain" Hazard Zone(s) between Port Oakes and Cap Au Diable, similar to the (Abandoned) Sewer Network on Blue.

 

I am still wondering why the Live Team ever wanted to revamp Perez Park. That effort (from memory, make it a level 50 zone, similar to Dark Astoria, with vertical movement required) seemed like it was a plan to incorporate all the worst ideas for maps (Shadow Shard, Grandville), add some more masturbatory lore changes (Dark Astoria, Galaxy City), and completely change the one Hazard Zone that almost all Blue Siders will have experienced from the heart of Paragon City.

 

I consider it bad form to remove elements from the game in the service of adding elements. I prefer the game to stay "evergreen"; simply add new material without removing old content.

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1 hour ago, tidge said:

I am still wondering why the Live Team ever wanted to revamp Perez Park. That effort (from memory, make it a level 50 zone, similar to Dark Astoria, with vertical movement required) seemed like it was a plan to incorporate all the worst ideas for maps (Shadow Shard, Grandville), add some more masturbatory lore changes (Dark Astoria, Galaxy City), and completely change the one Hazard Zone that almost all Blue Siders will have experienced from the heart of Paragon City.

 

I consider it bad form to remove elements from the game in the service of adding elements. I prefer the game to stay "evergreen"; simply add new material without removing old content.

 

... are you thinking of the Hollows? I know Perez is often skipped, other than "kill Circle" and Kraken hunts, in no small part thanks to the annoying maze.

 

The Hollows, though, was going to be revamped. A section of Orenbanga was going to be raised - so yeah, the zone geometry would change - *but* the high level stuff would be in the "floating" bit of the city - essentially another zone above the lowbie zone.

 

I wouldn't expect to have that happen here, though. That's a *lot* of work, and I'm not sure the team has the map/programming tools to make it happen even if they wanted to.

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5 hours ago, Greycat said:

 

... are you thinking of the Hollows? I know Perez is often skipped, other than "kill Circle" and Kraken hunts, in no small part thanks to the annoying maze.

 

The Hollows, though, was going to be revamped. A section of Orenbanga was going to be raised - so yeah, the zone geometry would change - *but* the high level stuff would be in the "floating" bit of the city - essentially another zone above the lowbie zone.

 

I wouldn't expect to have that happen here, though. That's a *lot* of work, and I'm not sure the team has the map/programming tools to make it happen even if they wanted to.

 

I had heard that the plan (this was me reading the past-shutdown AMA) was to revamp Perez, and not the Hollows. The Hollows had already been revisited once... it also already has an entire zone below it, so maybe symmetry? The Hollows is more self-contained than Perez, certainly (as far as missions that are directed to which zone).

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2 hours ago, tidge said:

 

I had heard that the plan (this was me reading the past-shutdown AMA) was to revamp Perez, and not the Hollows. The Hollows had already been revisited once... it also already has an entire zone below it, so maybe symmetry? The Hollows is more self-contained than Perez, certainly (as far as missions that are directed to which zone).

 

I may be misremembering which was which in those plans as well, honestly.

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