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Posted

So, about when we become incarnates, whatever origin you were, you kind of become  "Well Origin"

 

I would like to propose a system, starting at level 1, similar to incarnate powers, but for the standard origins.

 

When you start as a Science based character you start out with a tranq dart. What I would propose is that you also your tier 1 science unlocked and without any upgrades, tier 1 science is identical to tranq dart. (but by making it work similarly to incarnate powers, the appearance would be customizable)

 

You could then level up your science by 1) using tranq dart or 2) defeating science origin enemies like Vahzilok. (this would also be how you unlock different origin powers if you feel it would be more thematic for your character to use a different origin than the one they were created with. Yes, I'm science, but I'm getting pretty good with this cantrip)

 

And you could switch out between different origin powers, but you have a cool down similar to the incarnate powers.

 

I think the origin powers should only impact the origin power you're using, so as you tier up your origin powers, it makes tranq dart better. Eventually, it'll be like having six slotted brawl. (Maybe, balance is hard)

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Posted

Wouldn't 'leveling up your science' as a science origin just be gaining the rest of the powers of your character build and slotting enhancements in them?

Posted (edited)
15 minutes ago, Rudra said:

Wouldn't 'leveling up your science' as a science origin just be gaining the rest of the powers of your character build and slotting enhancements in them?

I don't even use science origin enhancements anymore. How is "Leveling up your science" any different from "leveling up your magic"

 

The origin you pick at character creation has no impact on game play. This suggestion allows it to have some small impact, but it's not something you're locked into. No one would need to reroll a character because they want a different origin power.

 

Maybe "origin" isn't the right word, because it's something you're developing during game play rather than something you pick at character genesis, but Science, Technology, Magic, Natural, and Mutant are the "power origins"

 

Edit: Also, the current temp power origin powers cannot be customized in any fashion. I thought it'd be a fun way to add customization options to them, and maybe do things like "Well, my spines tanker has lethal and toxic damage, so maybe it'd be nice if I could develop mutation to do fire damage instead of toxic damage"

 

Like, as you continue down the natural tree you might be able to choose between a pistol and a throwing knife, and they'd have slightly different capabilities.

Edited by Major_Decoy
Posted

FYI: you can revoke your origin power at START and choose a different one.

 

i guess what i don’t follow is: how does fighting against COT on my technology based toon (for example) make me better at magic?  RP wise, I’m not using magic, so how do I get better at using magic?

What this team needs is more Defenders

Posted (edited)
9 minutes ago, Psyonico said:

i guess what i don’t follow is: how does fighting against COT on my technology based toon (for example) make me better at magic?  RP wise, I’m not using magic, so how do I get better at using magic?

Because you're getting more exposure to magic. Like, the first time you hear a piano played, you might not know if the person playing it is any good, but as you listen to more piano music, you can get a better idea of the skill of the player even if you never touch a keyboard.

 

And I am aware that you can revoke the powers and get one of the others (or none at all), but you cannot currently customize them, and you don't really get better at using them. I mean, to-hit buffs will make them hit more often, but that's pretty much it.

 

Edit: if they were inherent and you could get better at using them, they could be customized, but they could no longer be revoked or changed. If they're made powers like the incarnate powers, then they can be customized and you can get better at using them.

Edited by Major_Decoy
Posted
31 minutes ago, Major_Decoy said:

How is "Leveling up your science" any different from "leveling up your magic"

It isn't. Because whether you are "leveling up your science" or "leveling up your magic" or "leveling up your technology" or "leveling up your mutant power" or "leveling up your natural skill" or whatever, it is a continued path of power development. That means developing or learning or gaining new methods/ways of using that power which is shown by the acquisition of more powers. Particularly from your primary and secondary power sets. It is also shown as becoming more proficient with those powers (reducing the endurance cost and recharge showing that you can use those powers more frequently without draining yourself or your ammunition/supply/reserves) and those powers becoming more powerful (adding damage enhancements).

 

We already "level up" our origins by getting powers and slotting enhancements. What powers we choose to focus on is represented by the number of enhancement slots we devote to those powers and how we choose to slot enhancements into them.

 

37 minutes ago, Major_Decoy said:

The origin you pick at character creation has no impact on game play.

Except it does. How much is very limited. We were starting to get more of it back on Live, but then the shut down happened and those plans all died.

 

39 minutes ago, Major_Decoy said:

Edit: Also, the current temp power origin powers cannot be customized in any fashion. I thought it'd be a fun way to add customization options to them, and maybe do things like "Well, my spines tanker has lethal and toxic damage, so maybe it'd be nice if I could develop mutation to do fire damage instead of toxic damage"

Given that we don't give up any power slots to get them? I sincerely doubt any effort to make them enhance-able will be made. Especially since back on Live their original purpose was as supplemental attacks to get us through the starter levels, not be key powers we use at end game. And while you can't do fire damage instead of toxic damage with your Spines Tanker, you can do fire damage in conjunction to toxic damage on whatever power you slot Armageddon in. Want more fire? Ask for more sets with fire procs.

 

45 minutes ago, Major_Decoy said:

Like, as you continue down the natural tree you might be able to choose between a pistol and a throwing knife, and they'd have slightly different capabilities.

You can currently get a Heavy Pistol power (15 shots, then need to re-run the mission) and we have been asking for a single pistol power set for a while.

Posted

Origin powers are dumb. Throwing blades is natural? Why? Can't the blades be magical? Mutagen is mutation origin? Why can't my science origin create a mutagen? Oh, right, they can because origin powers aren't restricted to origins anymore. They're nothing more than thematic additions, which I think can be cool, but I prefer that the thematics stay flexible enough to let anyone take whatever fits their character concepts.

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Posted
4 minutes ago, TheMoneyMaker said:

Origin powers are dumb. Throwing blades is natural? Why? Can't the blades be magical? Mutagen is mutation origin? Why can't my science origin create a mutagen? Oh, right, they can because origin powers aren't restricted to origins anymore. They're nothing more than thematic additions, which I think can be cool, but I prefer that the thematics stay flexible enough to let anyone take whatever fits their character concepts.

That is part of the reason that Origin enhancements could have made sense. A natural character would get better at throwing knives by throwing knives. If they wanted to get better at aiming, they'd practice for accuracy, if they wanted throw more blades in a set amount of time, they'd go for speed (recharge), you'd just practice and there's only so much time in the day, so you can't improve everything. A technological character would devote time improving the knife.

 

And this makes sense for stuff like knives and natural vs. Technology. But a science based character, like Captain America, would also get better at throwing knives by practicing throwing knives. So would wolverine.

 

You have a knife. That's technology. You can slash or stab with it, that's natural, you get better at slashing or stabbing by practicing, that's natural. You have a bonus to accuracy from the drugs you take, that's science. You refine the method to deliver the drugs to your bloodsteam using a modified insulin pump, that's technology.

 

You summon the ghost of a martial artist to possess your body, that's magical. You train your body so that it's more flexible and stronger when you are possessed, that's natural.

 

All of this is  a different game. It doesn't work in our system.

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