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We present City of Titans, a spiritual successor for the superhero MMORPG City of Heroes, being developed by Missing Worlds Media.
We present City of Titans, a spiritual successor for the superhero MMORPG City of Heroes, being developed by Missing Worlds Media.
5,003 backers pledged $678,189 to help bring this project to life.

Flash and Substance

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Part one: Flash

One of the best features of a superpowered MMO is the ability to customize your powers, both what they are, and how they look. Unfortunately, a lot of superpowered MMOs only have limited forms of this feature. You might be able to color your energy blasts, or pick what kind of weapon you use. On rare occasions, you can choose between hand or eye beams, but few games go beyond that. We hope to change that in "City of Titans."  We look to take this to the next level!

While other MMOs allow you to alter how your powers look, they are still restricted by what those powers are. While it may sound odd to call that a “restriction,” most games limit characters who can blast with fire to throwing fireballs or breathing fire. What if you could use a weapon to shoot fire? Or punch fire out like some sort of magical martial art? Or even use different effects altogether to create the fire powers you want?

This is the basis for “Aesthetic Decoupling”: detaching what your powers look like from the game mechanics of the powers themselves.

We expect this to work simply.   After selecting your power(s), you'll have the basic animations and colors set by default. Fire blast, for example, will have orange flames that come out of your character’s hands, like the fiery blasts so many classic fiery characters use. But if you'd prefer something different, you can alter the colors of the fire.  You can also go beyond and choose how you throw the flames, from a “set” of animations. Choosing “Martial Arts," for instance, has you attack gracefully to shoot out flames. Going a step further, you could change what the flames themselves look like: classic “Fire,” “Plasma,” “Heat Blasts,” or even a sort of Acid/Napalm that burns away at foes! Finally, you can choose where your fire comes from: your hands, your mouth, a weapon such as a gun or magic staff, or even if it magically appears on foes instead of emanating from you at all!

Each different animation will have the same overall timing, making sure that no matter the animation you choose, you will have no change in game performance. Whether you use a gun or a fist to shoot your fireball, the time you take to launch it and the game-mechanics effects will be identical.

The Phoenix Project will allow one fire blast user to shoot purple heat blasts from a sci-fi rifle, while another uses martial arts moves to channel their burning energy to their foes.  But both will use the same underlying set of fire blasting powers.  We look forward to bringing you this level of power customization!

Part Two: Substance One of the main features of City of Titans will be a uniquely flexible yet balanced character creation system that will enable players to combine a few simple choices to make an avatar that is truly one in a thousand.  What kind of hero or villain are you?  This system will allow you to answer that question with a creation that reflects your own preferences and playstyle.

Here is how the system works:

You begin with a Classification.  Unlike a more regimented single-class character generation system, you’re going to be able to play a specific Classification multiple times with different themes, styles, and gameplay functionality.

Classifications are the primary focus of a character. They define your role on a team or your basic method of solo play.  They also determine which suite of powers are your main tools both in and outside combat. We currently plan to launch with the Commander, Ranger, Guardian, Enforcer, and Stalwart and hope to get enough funding to launch with the Master*.

Each Classification denotes a different suite of powers.

   Commander: Control
   Ranger: Ranged Damage
   Guardian: Support
   Enforcer: Melee Damage
   Stalwart: Defense
   (Master*: Allies/Pets)

Each of these choices indicates a category, and contains several different suites of powers you can select from. Each of these suites contains numerous individual powers you can choose between.

In addition, you are able to pick from a range of complementary suites of powers to specify just how you help your friends or carve out your own destiny. These are called Specifications.

At launch, we will have at least one Specification per Classification, but the more resources we have, the more suites of powers we can build and we can implement more Specifications. We have three for each Classification conceptualized already. Each one of them is balanced to a different flavor, consisting of several suites of power sets. With these few choices, you already have hundreds of different character builds available.

Commander : Control
   (Brigadier*: Assault)
   Director: Support
   (Executor*: Ranged Damage)

Ranger: Ranged Damage
   (Hunter*: Manipulation)
   Partisan: Support
   (Gunner*: Defense)

Guardian: Support
   Sentinel: Ranged
   (Warden*: Manipulation)
   (Vindicator*: Assault)

Enforcer: Melee Damage
   Gladiator: Defense
   (Striker*: Manipulation)
   (Bodyguard*: Support)

Stalwart: Defense
   Bulwark: Melee Damage
   (Centurion*: Manipulation)
   (Bastion*: Assault)

(Master *: Allies/Pets)
   (Engineer*: Support)
   (Taskmaster*: Assault)
   (Ringleader*: Manipulation)

Now that you’ve selected both your Classification and your Specification you’re primed to choose your Mastery.

Each Classification is going to have a good selection of Masteries. Each Mastery alters how your powers work, allowing you to tweak them further toward a specific playstyle.. For instance:  One Mastery may allow you to get stronger the longer you fight, while another will allow you to make your energy blasts super-accurate shots that do EXTRA critical damage.  Yet another might enable you to steal health from people you punch and give it to everyone around you.  

Like powers, Masteries become stronger as you progress through the game.  Unlike powers, you can choose to have a single particularly strong Mastery, or instead opt for diversity by choosing to have more, weaker Masteries.

In addition to all of these, you will be allowed to choose a number of Minor Powers, allowing to round your character concept out and further customize it.  By this point, your character can be truly unique.

We hope this glimpse into our Classification/Specification/Mastery system has been enlightening and inspiring.  We look forward to seeing your unique avatar.   In a City of Titans, YOU will stand tall.

(All Classifications and Specifications marked with a * are planned as post-launch additions, unless we pass certain stretch goals. Also, all names are preliminary and are subject to change before launch)

Comments

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    1. Tessachan of Phoenix Rising on

      Please, oh please, tell me that your Phoenix Project Supporters will be able to beta test the game this year! I already love this game.

    2. Arlo Collier on

      "Image-324678-full.small
      Joshua Johnson on October 11

      pet classes are my favorite, PLEASE make the stretch goal for the master soon."

      Just upped my pledge, as I really want to be able to play the Necromancy/Force Field Mastermind I never got around to, so I feel your pain. If it's any help http://www.kicktraq.com/has us tending to $602,749

    3. pud on

      So Stoked! Not waiting any longer. Go go time machine!.

      Will respect go to 0, allowing me to change any choices I don't like? And is dual builds planned?

    4. Missing avatar

      Michae Sctt Bauer on

      *Sorry for the double post, but I wrote that last post late last night and found it a bit unclear and also poorly written. Here it is again, clarified and with better grammar. I don't see an option to delete the previous post.*

      I like the concept here a lot. I do have one suggestion, though, that would allow for even more open power choice (even between differing classifications) in a simple, but balanced way.The idea comes from my experience with three "hero" games and one non-hero based MMO: CoH, DCU, CO, and The Secret World. Two of those games don't follow typical archetype roles at all (CO and TSW) and while it's nice to have total freedom to create the character you want, I find it horrible for the MMO in general.

      Archetypes serve a few important purposes, including creating a benefit to teaming, then when teamed making teaming more enjoyable (since you know exactly how you're contributing), and finally guiding players on how to make effective, balanced builds. It can go overboard, however, like in the early days of CoH or currently in DCU, where it is almost suffocating. You =have= to have that one archetype to solo play, or to finish that mission or beat that boss.

      That being said, Freeform style choices add a benefit as well, allowing you to make a truly customized character, with the powers and effects you want. More often than not, however, you end up with -less- customization because everyone feels the need to build a tank-mage, jack of all trades. Teaming becomes far less important, and on teams it is often difficult to know what you're contributing besides a little more "pew-pew." The game ends up balancing all powers around soloability, since every player potentially could be using it alongside every other power.

      I know that City of Titans is going a non-archetype but clear role style of game. You choose a classification (archetype role) and then can choose from any of the powers from that are built for that classification. Then you can choose specializations for even more differentiation. This is nice, and allows for more creativity than we found in CoH (say you want a character who controls electricity, which also sets things on fire) but still gives them clear roles for teams, etc.

      But it doesn't let them give their electricity/fire blaster a sword attack, which is a bummer since your character concept is that they got their powers from wielding a magical sword from hell.

      I'd like to throw out the idea of having two types of XP: Level XP and Specialized XP. Level XP would work like traditional XP, giving you access to higher level stats and new powers. Specialized XP is earned more slowly (perhaps one full "point" every 5 levels), and could be used for either unlocking powers usually restricted to another archetype or enhancing your effectiveness in your chosen role.

      For example, a Guardian Warden (think similar to a controller) has just leveled from 19 to 20. He has 19 levels worth of powers from his main classification pools: healing and control. At level 20 he gets another choice in powers from his class pools, and his typical level boost, but he also finishes earning a point of "specialized XP" he can spend. This can go toward unlocking a non-Guardian power from another role (which each cost a certain number of spec points based on their effectiveness) or toward enhancing his stats as a Guardian Warden (base healing/buffing/debuffing/control). Now, he also earned 1 Specialized XP point at levels 5, 10 and 15, and hasn't spent them, so he has 4 total points to spend. He may have enough points to finally purchase that melee AoE attack he really wants from the fire melee set, which costs 4 points. Or he could get Caltrops from a different set because it only costs 2 points and then he'd still have 2 points to put toward reinforcing his effectiveness as a Guardian.

      The idea is built around the recognition that while "freeform" style power choices are fun, and sometimes with character concepts there really are those one or two powers your character needs conceptually, they also can very easily make a character either too self-sufficient and powerful or simply gimped. Likewise roles, and being effective at your role, really does make teaming,and thus community, more valuable in the game experience. This dual XP option allows players to have choice. Not one that is drastic enough to entirely alter their gameplay (after all, at max level, they would have, at best, a few low or medium powers from other sets or maybe just one tier 9 power, etc) but instead just enhance it mildly. Do they want to be the Uber healer or controller? Then spend all their Spec XP points on reinforcing their Guardian stats. Do they want to be a good healer but have some form of melee attack as well? Then they could spend half on boosting their Guardian stats and half on getting two non-guardian melee attacks. Do they want to be a healer but also be tough to take down? Then they could spend all their Spec XP points on getting some defensive armors. They won't heal as well as others, but maybe they can survive the team wipe long enough to get the tank back in action as they rez the rest. Or heck, maybe they've just ALWAYS wanted to make that Stalwart tank "Lumberjack Guy" and -really- want him to have a pet wolf, so they spend half their Spec XP points in the "Master" power pool to round out their character's theme.

      It allows a form of true freeform while still keeping us balanced around having a primary role within a team.

    5. Missing avatar

      Michae Sctt Bauer on

      I like the concept here a lot. I do have one suggestion, though, that would allow for even more open power choice (even between archetype sets) in a simple, but balanced way.

      I'd like to throw out is the idea of having two types of XP: Level XP and Specialized XP. Level XP works like traditional XP, giving you access to levels and new powers. Specialized XP is earned more slowly, and could be used for either unlocking powers usually open to another archetype or enhancing your effectiveness in your role.

      For example, a Guardian Warden has just leveled from 19 to 20. He has 19 levels worth of powers from his main pools, focusing on healing and control. At level 20 he gets another choice in powers from his main pools and his typical level boost, but he also gets 2 points of "specialized XP" he can spend. His level 20 power choice must come from his typical power pools open to Guardian Wardens, but his two "specialized XP points" can be spent differently. They can go toward unlocking a non-Guardian power from another role, or toward enhancing his base stats as a Guardian Warden. Now, he also earned 1 Specialized XP points at level 10 and one at 15, and hasn't spent them, so he now has four to spend. If you set the number of points needed to unlock powers from other role trees appropriate for their effectiveness, he may have enough points to finally purchase that melee AoE attack he really wants from the fire melee set which costs 4 points, or he could get Caltrops from the Striker tree which only costs 2 points and still have 2 points to put toward reinforcing his effectiveness as a Guardian.

      The idea is built around the recognition that while "freeform" style power choices are fun, and sometimes with character concepts there really are those one or two powers your character needs conceptually, they also can very easily make a character either too self-sufficient and powerful or simply gimped. Likewise roles, and being effective at your role, really does make teaming,and thus community, more valuable in the game experience. This dual XP option allows players to have choice. Not one that is drastic enough to entirely alter their gameplay, but instead just enhance it mildly. Do they want to be the Uber healer or controller? Then spend all their Spec XP points on reinforcing their Guardian stats? Do they want to be a good healer but have some form of melee attack as well? Then they could spend half on boosting their Guardian stats and half on getting two non-guardian melee attacks. Do they want to be a healer but also be tough to take down? Then they could spend all their Spec XP points on getting some defensive armors. They won't heal as well as others, but maybe they can survive the team wipe long enough to get the tank back in action as they rez the rest. Or heck, maybe they've just ALWAYS wanted to make that Stalwart tank Lumberjack Guy and -really- want him to have a pet wolf, so you spend half your Spec XP points in the Master power pool to round out their character's theme.

      It allows a form of true freeform while still keeping us balanced around having a primary role within a team.

    6. William Lewis Taylor II on

      Personally, I have been waiting for a game to allow me to make the "cold fire" character I've been dreaming of. I want to be able to choose cold powers that have all the mechanical effects of an ice set, but have all the animations of fire powers, which I would then change to a blue/white color scheme. As of this moment, this does not sound like it will allow me to do this, but I hope at some point I will get this option.

    7. Safehouse - Ranger of the Phoenix Rising on

      I can tell you right now I want to be an enforcer/striker. That archetype looks friggen' AWESOME!

      But seriously, I've been curious about the system you guys would employ for a while now, and I'm so so happy with it. It pays wonderful homage to City of Heroes' system, while not being an exact carbon copy. Moreover, it EXPANDS on it, without breaking the main archetype completely. It reminds us that, even within different archetypes, there are different types of powers, combat styles and approaches.

      For example, in City of Heroes, I was colloquially referred to as a "blapper" because I would create blaster characters but I couldn't stand fighting from a distance; I often threw myself into the fray. My blasters were knocked out a LOT, but it was a more fun playstyle for me than just blasting from afar (word has it that the devs were working on a new archetype for the blapper types, which had melee primary, ranged secondary, and better defensive ability).

      It thrills me to see that this system has such flexibility without, say, turning the enforcer into a commander. It's a well thought out and balanced system that has my thumbs up and has me itching to play it now!

    8. NJGR - Bard of Phoenix Rising
      Superbacker
      on

      Joel, good to know. I hope you can find a way for both seasons to synch up nicely (or fairly nice). I know one reason I didn't PVP in City of Heroes is because it was a completely different setup from PVE, and I didn't want to have to come up with another build and a completely different playstyle. The Old Republic isn't perfect, but it's got a nice synch up between the two that makes it easy to hop between both (even if it's good to have a different build for both--although not completely necessary).

      Another nice thing, I love to play tanks, and TOR's tanks have something to do in PVE and PVP. They can guard one target in PVP to reduce the damage they take and taunt actually reduces other targets damage unless they're attacking you. Works really nice.

      I'm interested in seeing what you all come up with, and I like the thoughts on customization as well. :)

    9. Missing avatar

      Joel Aelwyn on

      @NJGR, @WesFoxx: The issue of PvE vs. PvP mechanics, especially those around controls, and how to give everyone a fun game out of it are very much a subject of active discussion. Can't say that we have a silver bullet, but there are definitely some ideas that we will be exploring to see how well they might work.

    10. Missing avatar

      Joel Aelwyn on

      @Daniel: that actually bears a distinct resemblance to the underlying logic currently planned for powers. However, a lot of those factors tend to be things that have significant impacts on game balance, so I can't speak to whether anything like that level of selection in the *mechanics* will be exposed. In the animations, absolutely (with the caveat that for obvious reasons the number of animations available on launch day will be limited by the available resources for building them).

    11. Andrew White on

      Ryllharu, I couldn't agree more. After playing different MMOs this past year, I do not see a classless system as an advantage. I loved having a role to play. imo, it also leads to good replay value.

    12. NJGR - Bard of Phoenix Rising
      Superbacker
      on

      Wes... that's really shortsighted, to put it as nicely as I can. That's like someone who only PVPs in a game saying that "PVE is allowed to suffer:" it's just as valid as your thought (with a game that has PVE and PVP), because that is their feeling about the game.

      There are people that like to only PVE or PVP. And there are people that like to do both (like me). The most recent update makes it clear they're making room for both, as they should be. If they were trying to limit things down as much as you suggest, I'd be much more worried about the development team. The worst thing you can do as a developer is show favoritism to a certain class, way of playing, etc. I think the CoX devs were fairly even focused on things, but even then they weren't immune to comments of ignoring Kheldians, villains, etc. You can't keep everyone happy, of course, but you have to serve your customer base as consistently as possible.

      And at any rate, I'm just curious how it's going to work with their powers system. PVP seems to work much, much better when it integrates nicely with how PVE powers work.

    13. WesFoxx on

      @NJGR Hopefully doing it smartly means cutting PVP entirely if required. :3 The absolute worst thing across MMOs is when they hamstring PVE for PVP. PVP is ALLOWED to suffer. It is NOT the core focus of the game.

    14. Ryllharu on

      @DKeith2011, That was part of the problem with CO imo, and what ultimately lead to the condition where most people simply played solo. Everyone could be decent (but never good) at everything, so there was no specialization, no reason to team up. When people did team up, it was a temporary, "I need a little help," kind of thing, one-off mission teams. It led to a sort of sameness to everyone's powers as people tended to Min/Max in order to succeed at higher levels.

      CoX had the advantage of everyone generally knowing what role they would be expected to play (with varying differences on the individual sets) on a team, and it was fulfilling that you could easily hop on any team and be a vital asset for the next few hours. It wasn't a necessity that a team be a set makeup (tanks, healers, dps, etc), your type of play just adapted. CO didn't allow for that, because you didn't have that framework.

      You had no idea if someone would be mediocre or even effective.

      I prefer this model detailed above.

    15. NJGR - Bard of Phoenix Rising
      Superbacker
      on

      I forget from what all I have been reading--are you aiming to have PVP in the game? It's fairly tricky to balance, especially in game like CoH where how PVE worked was divorced from PVP. The Old Republic is a little more natural in that the systems work mostly the same (though of course they have balance issues as well).

      But I don't see how you can keep the duration of controls from CoH (how it worked in PVE) in an actual PVP setting, at least without a major gnashing of teeth. People complain about all the CC in The Old Republic, and those are mostly hard stuns for a couple seconds, or weak stuns that can last 8 seconds (weaks stuns are broken if you are hit).

      I know some MMO developers have said it's easier to design for PVP from the start (and you can see why, from COH's issues), so I'm hoping you all are trying to get it in smartly from the beginning.

    16. Missing avatar

      Kevin Dargis on

      Curious about "Buff" powersets such as "Force Fields", "Kinetics", "Empathy", etc from CoH... will powers such as "Fortitude", "Speed Boost", etc. that were based on friendly target also be able to be applied to the initiator (caster) in some way, shape or form in City of Titans... even if at a weaker value/duration?

      I personally always felt this crippled those "support" powersets whenever I did solo with those characters compared to the melee archetypes. Thanx in advance.

    17. DKeith2011 on

      Personally, I would prefer a full free-form, classless system.

      One of the few things CO got right was the free-form power selection system. Using that system with the animation customization system described here would be perfect in my opinion.

      A simple flagging system to warn players of low offense or defense is all that it needed.

    18. Shane Schrupp on

      Come on master classification!

    19. Ariad - Arch of Phoenix Rising on

      @MWM I understand and it's an impressive idea. My thoughts were really with the actual result. You've obviously given it a lot of thought. I look forward to seeing what you folks can do. You've really done a great job so far in keeping the spirit of CoX alive and in evoking the communities love for that spirit both in you're efforts to make this successor and in the teasers you provide.

    20. Ryllharu on

      It seems like you know exactly what all of us want out of an MMO! Upped my pledge.

    21. Jaryd Weiss on

      Ahh ok that makes sense. Thanks I look forward to the update with more information

    22. Missing avatar

      TJ on

      I'm going to keel over and die if the Master stretch goal doesn't make it in. How high is the bar set for that one?

    23. Missing Worlds Media Creator on

      @Joseph - The underlying principle here is to divorce the powers mechanics from the visual, which in turn allows us to add more diversity over time to the visual.

    24. Catherine America on

      @Eric @Greg: I like that idea about detriments from using tier9-type powers.

      E.g.An Ice nuke could slap -rech and -speed on you.
      Trigger your fire nuke and suffer -res.
      Energy nuke = -stamina ...and so on

    25. Ariad - Arch of Phoenix Rising on

      This all sounds rather amazing, the level of customisation is way beyond that of CoX (and other MMO's out there). Some of it (animation customisation at this scale) is stuff I used to think about back in CoX days and hoped it would turn up later on, like issue 52 or something :P

      The only thing that worries me is animation diversity. Once people choose the animation skin they want will all melee look very similar apart from some additional visual effects that denote elemental properties? If so how will players create certain themes like martial arts etc? Basically I think what you have is an incredible idea I just feel a little apprehensive as there's a risk that many powers will animate very similarly apart from one 'flare' segment that the player has customised to show he/she uses ice or fire or a bleeding type effect.

      So is there much by the way of broadening those animation 'sets' to allow for additional customisation, perhaps further down the line after launch?

      If this has been mentioned below somwhere Im sorry to post this again.

    26. Missing Worlds Media Creator on

      Controls which last for mere seconds are mere inconveniences, not controls.

    27. Missing avatar

      Wyatt Holland on

      I'll echo what Andrew White said. Controllers were my favorite AT by a good margin.....would hate to lose them.

    28. Andrew White on

      Do you also intend to keep the Controller type of playstyle where extreme mez is used for safety at the cost of less damage? I've played many MMOs over the past year and 1 or 2 seconds is NOT control, at least not any type of control I care to play. After playing CoH then other games, I didn't realize how unique gameplay was for that archetype. What other game allows you to grab a group of foes from around a corner, not just one as in so many others, stun them and start to 'arrest' the living daylights out of them(Wormhole>Crushing Field>Radiation Infection>Ice Storm).

      I also hope your controller type will still have pets and not just the Master archetype you have planned.

    29. DeathSentry on

      @MWM If you can pull off the 3 items I listed (concurrent power execution, possible EAT which is freeform, and of course, mission architect), I promise you the firstborn of the next 3 generations of my family plus 10% of any lottery winnings over the next millennium! (oh, and I'm modifying my contribution again, you're giving us our home back!! have to go wipe my face!!)

    30. Tzu on

      @MWM Lovely. That's pretty much exactly what I wanted to hear. Now we just need a real time control power, I'm ready to play.

    31. Missing Worlds Media Creator on

      @Tzu - we're not going to eliminate the Stalker playstyle, if anything giving more options for it.

      @Edward + @Kurt - that's the main reason why the flexibility, so we *can* ship things sooner without hurting future expansion. We may not have the animations for eye-blast ready on day one, but by having the framework in place it will be there.

    32. KinThalas on

      This sounds all more like I expected. If you can make it work that way, it will be so much fun to work on alts. And it makes me itch and almost impossible to wait patiently for launch day.

    33. Kurt Knippel on

      I love the ideas presented here. I hope that to goal is the build a system that allows for all of these crazy combinations and emanation points, even if not all are available at launch.

      One of the things that you may want to consider are pooling various "generic" powers into a set of Auxiliary Power Sets that anyone can use. Things like you basic punches/kicks, minor ranged attacks, limited stealth, etc. One of the best things that CoH did was the Auxiliary Power Pools.

      I hate the many MMOs limit you...ranged character...you have no melee attacks....melee character you have no ranged...not a rogue...you are not going to sneak...ever.

    34. Missing avatar

      Daniel de Vincenzo on

      Personally, I'd love the ability to build powers based on even more general effects, that you could them skin however you want.

      Say, instead of "Exploding Fireball" you would have a base Damage Effect, with a Range and Area modifiers that you could them give a fire "skin" in whatever color you want. Or it could be an exploding rock, a burst of sound waves, a gravitic expulsion zone, a telekinetic burst or whatever.

      Thrown rock, shooting arrows, laser beams, firearms...Damage plus a Range modifier and maybe some other modifiers (Ammunition that takes a while to recharge? Some have a bit more damage, others a bit more accurate?)

      Freezing Blast, Glue Bomb, Time Stop Bubble...a Slowdown/Paralisation effect with Range (and possibly Area modifiers)

      Sword, claws, giant fists, spiked tail...Damage effects, possibly with some modifiers (example: a tail swipe could use a Cone Area modifier)

      Basically having a bunch of effects that could be modified by positive and negative modifiers to give you whatever you need to portray how your character works - then separately from that, given the appropriate visuals.

      I realize, however, that this could get exceedingly complex for anyone not really used to Mutants and Masterminds or similar games and there might be some drastic programing hurdles involved.
      It also creates the very real possibility of making a mishmash of traits that end up either under or overpowered, so it is a lot harder to balance (tabletop RPGs have a GM to prevent abuse of the rules. Much, MUCH harder to do that directly in a game engine)

      So I like the system you are presenting as your intentions for the game. Seems like a good compromise between categorization for ease of use plus game-balance and the versatility of my preferences for effects-based system.

    35. Edward Williams on

      Wonderful.

      I got excited about "fire martial arts" (puts on his Earthbender gear in hopes of some earth powers). I hope the advice Positron is being taken. Don't load this up so much at release. Quality, replayable gameplay and customization is what kept us with CoH when they didn't have much up front. Don't try to give us the world----only superb fragments of it one update at a time. I just don't want to see anything under delivered just so it makes it into release. Take your time. Otherwise, keep moving along here. If I can get a hold of some more funds I'll be adding to my pledge soon.

    36. Tzu on

      @MWM Stalkers were one of my favorite ATs, particularly /Ninjutsu, but I'm not blind to how difficult they were to balance well. But the fighting style of ambush, distract, find weakness (ie crit on demand with placate/stealth) was so much more interesting to me than the more button-mashing, attack chain focused style (at least that's what they felt like to me) of the other damage primary ATs. I'd hate to lose that.

      Yeah, I know it's too early to have any real idea how things are going to actually play, I'm just commenting here. :-)

    37. Artorios Rex on

      Eric raised an interesting option with his comment about his eye-nuke causing temporary blindness: customizing powers to have certain drawbacks or weaknesses in order to have access to more capability. It's a pretty rare option in my experience but I think it would add a terrific amount of variety... especially for players who don't care about becoming ultimate solo-ers: having every capability and no vulnerabilities. "Complex" builds would lend themselves to teaming much more naturally.

    38. Missing Worlds Media Creator on

      @Joseph - you've got it. Although I would point out there was another Manipulation set in our model, for the Melee/Manipulation, which is based instead on the Stalker secondary "Ninjitsu," swapping in defense for the melee.

      For those curious about stealthy-AT's, our plan is not to make stealth part of any AT, but something which can be added. An update is being prepped to cover this system later on.

    39. Joseph Fife on

      That's assuming we're using the CoX definitions of the power types.
      Assault=Melee and Ranged damage (Dom secondary)
      Manipulation= Melee damage and controls (blaster secondary)
      Support= Buff/Debuff (Defender Primary Cor Secondary)
      etc

    40. Missing Worlds Media Creator on

      @Jaryd - Assault is a mixture of Melee and Ranged attacks. A Ranger with it would in effect have 1.5 ranged powersets, hence why it was not used.

      Manipulation is a mixed-set, typically mixing up controls with attack or defensive abilities alongside a few support abilities. Manipulation is a very versatile set, some will be more damage, some more controls, others more defense.

      Defense is just that, defense, like stone armor or regen from classic CoH, so the Gunner would have ranged attacks and self-defense.

      We'll have an update coming up which should go over the setups, what they mean.

      @DeathSentry - 1) We've been studying options along those lines. 2) Not initially, although there has been discussion of a potential EAT which would qualify, but not in the same manner CO handled it. Incredibly preliminary however. 3) it better be, as we're planning on using it to make the in-game missions as well.

      @Eric - it sounds very similar to ideas we've studied, so a tentative "signs point to yes"

    41. Joseph Fife on

      @ Jaryd, If i'm reading it right, Classification would be like CoX's primary and Specification it's secondary so hunter would be the equivalent of a Blaster, Partisan is a Corrupter, and Gunner would be a ranged Scrapper. A Ranged Damage/Assault (Ranged and Melee damage) might be a bit too one dimensional but who knows, it might come later.

    42. Jaryd Weiss on

      So, why doesn't Ranger have an Assult category, as well? It sounds like Rangers will be support classes?

      Hunter*: Manipulation) Control type powers? So... support
      Partisan: Support Support
      Gunner*: Defense) I'm not sure what this means, but is this like putting buffs on team mates/self? Or is it a solo play option?

    43. Tzu on

      @MWM That's all one could ask for at this point. Thanks for the reply and happy you're already thinking about it that way. :-)

    44. DeathSentry on

      Oh, and will mission architect (or its new name) come out at launch or shortly thereafter?

    45. DeathSentry on

      I love the way this is coming together. Only question ..well 2 questions I have are: 1. Will you have the ability to issue multiple powers concurrently (think power armor set in champions online). 2. Will there be ability to create freeform/totally classless toons?

    46. Eric A. Carr on

      This is interesting.

      So I'm wondering if this will allow me to create a character that I created for the Champions PnP game back then.

      The way I had him, he would shoot a few various types of fire blasts from his hands, but his powerful blast would come from his eyes. Of course, he would be momentarily blinded and drained by his own blast (hell of a weakness, hence a hesitation to use that power).

      Would this be possible with the system you're developing?

    47. Missing avatar

      samuel carruthers on

      wow i cant wait i cant wait to get in game. i'm just hoping it keeps that unique feeling that coh had. that feeling of self worth, that you actually helped someone while they were in hard times

    48. Missing Worlds Media Creator on

      @Tzu: The current plan is for Spec's to be respec'd, or for alternate builds. That is, of course, preliminary, but it is the plan.

      @Jean-Guy: You seem to misunderstand. The animations are not tied to the powers, they are triggered by the powers. This means less work for us to get out the door, as we can reuse the same animation over and over again.

    49. Charles Braden on

      Ok...this sounds like WAY more than I could have hoped for! Everyone needs to put the word out on social media about this! My biggest question now is how much stretch goal do we need to get the Master class?