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All American

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Posts posted by All American

  1. I asked this in the official thread (answerable only by Steve), but want to see what the community has to say/suggest. I apologize in advance if this has been asked before, but I did a search for anything related to modifying power adders and did not find anything remotely close to what I'm looking for.

     

    The short question is: Can you apply power modifiers to only the ADDERS on a power? As an example, could you apply Extra Time and/or Limited Power (defined circumstance) to the Cellular adder for Shape Shift?

     

    The follow-up question would be: Can I make this happen in Hero Designer (v2 OR v3), and if so... how?

     

    The effect I'm trying to create here is a doppelganger-like villain who requires varying degrees of interaction with a target in order to mimic their various aspects. This character would have the Shape Shift power (among others), but how he could use it would depend on a variety of circumstances. Normally, he'll be able to change into any generic-looking and sounding humanoid without any special requirements. If he merely SEES another person, he can make himself look like them (Sight Group Imitation). If he only HEARS them, he can only sound like them (Hearing Group Imitation). If he sees and hears them, then he can effectively disguise himself like them. If he is able to touch them or get a sample of their DNA, he can emulate them on the Cellular level. He would also have some limited Telepathy, so the longer he studied a persons mind, the more he could emulate them on a Mental level (Mental Group Imitation). Finally, if he is able to sample their DNA and read their mind, he will be able to mimic their Skills, Abilities, Talents and Powers (obviously a mimicry VPP with applicable control limitations.) I might throw in some kind of skill roll in order to successfully mimic a target, the difficulty of which would increase based on how many different adders the doppelganger is attempting to utilize.

     

    This brings up another question: Would it be possible for the doppleganger to ONLY mimic the DNA, fingerprints, etc of a target for whom he's sampled their DNA but never had visual contact with (in other words, he'd still LOOK like his normal self)?

  2. Okay, so I'm gonna ask this in the general forums, too, but I'd like official answers. I apologize in advance if this has been asked before, but I did a search for anything related to modifying power adders and did not find anything remotely close to what I'm looking for.

     

    The short question is: Can you apply power modifiers to only the ADDERS on a power? As an example, could you apply Extra Time and/or Limited Power (defined circumstance) to the Cellular adder for Shape Shift?

     

    The follow-up question would be: Can I make this happen in Hero Designer (v2 OR v3), and if so... how?

     

    The effect I'm trying to create here is a doppelganger-like villain who requires varying degrees of interaction with a target in order to mimic their various aspects. This character would have the Shape Shift power (among others), but how he could use it would depend on a variety of circumstances. Normally, he'll be able to change into any generic-looking and sounding humanoid without any special requirements. If he merely SEES another person, he can make himself look like them (Sight Group Imitation). If he only HEARS them, he can only sound like them (Hearing Group Imitation). If he sees and hears them, then he can effectively disguise himself like them. If he is able to touch them or get a sample of their DNA, he can emulate them on the Cellular level. He would also have some limited Telepathy, so the longer he studied a persons mind, the more he could emulate them on a Mental level (Mental Group Imitation). Finally, if he is able to sample their DNA and read their mind, he will be able to mimic their Skills, Abilities, Talents and Powers (obviously a mimicry VPP with applicable control limitations.) I might throw in some kind of skill roll in order to successfully mimic a target, the difficulty of which would increase based on how many different adders the doppelganger is attempting to utilize.

     

    This brings up another question: Would it be possible for the doppleganger to ONLY mimic the DNA, fingerprints, etc of a target for whom he's sampled their DNA but never had visual contact with (in other words, he'd still LOOK like his normal self)?

  3. Re: Disappointment

     

    @Jagged: I also am quite familiar with HERO, and I can concur regarding stats. To a degree, the introduction of stats in the latter end of Beta actually made things worse. Not because stats are bad, but because they went to the effort (or lack thereof) of using the very familiar stat block found in HERO (or at least aspects that can be associated with HERO, such as EGO and PRE), but failed to represent them in a familiar manner. Instead, they took these stat TERMS and associated them with different elements of combat. It would have been better if they had AVOIDED the HERO terminology, and simply called the "stats" something more appropriate to what they represented, which were things like "critical hit severity" and such. My feeling on the subject is: if you're going to go to the effort of using rules-system tie-ins, those associations should at least resemble their RPG counterparts. Otherwise, avoid them entirely.

     

    As to the combat/non-combat stuff... I guess I got my hopes up. Just because a reasonable part of most superhero comic books emphasize the combat elements, that doesn't mean they all do, nor that that is what they're all about. Not being a programmer, I don't know how much more difficult the non-combat stuff is, but that's the stuff that could have made it stand out from most other titles of the medium. It's not that I wanted any of that stuff to be forced on the players, I wanted it as an optional alternative to the pure combat approach. If a player doesn't want to participate in investigatory missions, espionage-based info gathering, interrogations, criminology, or other less brutish tactics, nothing should force them to. I like options, and I like people to be able to play however they prefer.

  4. Re: Disappointment

     

    Apparently you've forgotten that when you post on a public forum' date=' people may respond with you, and may not agree with that opinion, and they are free to voice that disagreement and point out particular concers with the foundations of certain statements you are making. I'm glad this experience has provided you an essential reminder.[/quote']

     

    I've forgotten nothing of the sort. What I actually forgot is that sometimes people have nothing better to do that make statements in order to get a rise out of other people. My bad. I'm touchy, so I make that mistake far too often. I also don't troll forums as often as others.

     

    And thats crucial to the entire basis behind your unrealistic expectations of an MMO.
    Nobody has explained WHY using an RPG system as the basis for an MMORPG system is bad. As a general rule, that is. I understand that the folks at Cryptic had been working on MUO and didn't want to flush the entire system down the drain. I don't think that makes it right that they all but completely ignored the HERO system, but I do understand it. Please, explain to me, from a business savvy position, why utilizing a system that has been used and refined over the past 20+ years is a "bad business model". Seriously. I don't understand.

     

    They weren't too high,---your expectations defied logic. You were expecting a seven course gourmet meal from a retail fast food franchise.
    Maybe I just wanted fries with that. ;) Instead, the cook wiped his butt with my burger, and the guy at the window urinated in my drink. But they were nice enough to wrap it up all pretty, and put it in a shiny new bag. :rolleyes:

     

    Seriously, if people think THOSE expectations are high, their brains would go into meltdown if they heard what all would be included in my IDEAL MMORPG. Talk about yer lofty goals. I have this wild imagination, and for some reason I keep thinking we might possess the technology and programming capacity capable of executing it.

     

    Fact is, I'm bored with gaming in general. Very few people are doing anything new or exciting. 'Star Wars - The Old Republic' is looking pretty good, and Bioware has done me no wrong yet, so I'm hopeful. I had hoped that Champions was going to be a little more bold than they were. Cryptic took a baby step in the right direction, but not much beyond that. It's free-form character design in it's most basic, idiot-proof incarnation. Ahem, digressing.

     

    I have no issues with the way action and combat work in CO. My beef is with the (as I see it) rigidly limited character design and progression system, and a complete lack of any sort of non-combat oriented crime-fighting functions (crapting doesn't count). They even scrapped the secret identity system, whatever that was intended to be. There were rumors of an investigation system, but then didn't see fruition, either. Anything that could have made CO even remotely interesting got scrapped or pushed aside indefinitely.

     

    Here's what I was hoping to see from a "HERO-like" system. Some kind of point-build mechanic. Stats that perform functions similar to their HERO counterparts. Non-combat skills, talents and perks. A flexible, powers system which would allow access to all core powers, and let the player define the details, modifiers, and how powerful their own powers were (based on hard-coded minimums and maximums). A handful of optional character disadvantages. And health, damage and endurance systems that more closely resembled a traditional RPG, as opposed to the mega-damage systems that have become the norm in MMORPGs. Having a bazillion health just isn't that interesting (to me). DDO is the only mainstream title that didn't hop on board the mega-damage train.

     

    "You may say that I'm a dreamer, but I'm not the only one."

  5. Re: Disappointment

     

    I'm sorry. I forgot that it's not okay to have your own opinions and expectations from a product. I forgot that it's not okay to be disappointed with a product. I really wanted to like CO, but I guess when it comes to Champions/HERO, I'm too much of a "fan-boy".

     

    I don't understand why making aspects of the game resemble the PnP is a "bad business decision", or why it's a good idea to alienate the people who actually recognize the IP for it's origins.

     

    You're right. I probably wanted way too much from this title. My expectations were way too high. They would have been considerably lower if this were Marvel Universe Online. But they named it "CHAMPIONS", and that's what raised the bar.

     

    I'm tired of having circular arguments. You all think CO is great, so I'm happy for you.

     

    Have fun. :thumbup:

  6. Re: Disappointment

     

    It might be possible to create a MMO with all the complexity of the Hero System rules, or a reasonable facsimile thereof.

     

    Would it be a cost-effective way of spending your development dollars, which are necessarily limited in number? Would you have a large enough target market that would welcome that level of complexity in character generation? No, on both counts. It might be possible, but it's extremely doubtful that it could be profitable.

     

     

    How do you know? Did you develop a HERO System MMO that failed? No? What exactly are you basing this speculation on? Hmm.

     

    The point of this thread is disappointment with "CHAMPIONS" Online. If you aren't disappointed with it, why do you care what's in this thread? Apparently I'm more of a hard-core CHAMPIONS/HERO fan than those of you who are happy with this trash called "CHAMPIONS" Online. That's fantastic.

     

    I've posted in two places here: 1) A thread titled "Disappointment", and 2) A thread titled "'Hero System' Online". I didn't go out of my way to go to threads where people think CO is the greatest thing since sliced bread and tell those people they're wrong and their opinions suxxor. No, I went to a thread where I figured like-minded folk could share their distaste for the title, and ideas on what we would have liked to have seen.

     

    If you aren't disappointed with CO, and you feel the need to come here and tell us we're wrong for having our own opinions, then all you're doing is trolling.

     

    I would like to think that it would be possible for a game to have some basic (yet tweakable) templates, for those who just have a vague concept and want to get to crackin' skulls pronto, while simultaneously having the depth and flexibility of the HERO System, where players can get into the guts of their characters, building them from the ground up, and breaking down the basic templates, tweaking them to their individual preferences. I'd also like to think it's possible for there to be more to a superhero game than just "beating up bad guys." And I don't mean stupid crafting and/or PvP! Characters like Batman, Question, Rorschach, and any other investigatory character type have absolutely NO place in CO. If your character isn't all about bustin' heads, they don't belong.

     

    In my opinion, CO is lacking in so many ways as to be just plain uninteresting. CoH got a LOT of leeway, being the first MMO to break into the genre. But the bar raises a little when 5 years go by and the tech increases dramatically. The bar gets raised a LOT more when the title being produced is based on one of the single most flexible RPG's ever designed. Making it a dumbed-down, beat-em-up game is just a slap in the face.

     

    There are a multitude of aspects of CO which cause me disappointment. Just because I focused on the HERO System thing, doesn't mean that it's the only thing.

     

    :cheers:

  7. Re: 'Hero System' online

     

    Had to respond to this. Before I go into it, you're points are valid. These examples would be DIFFICULT to implement. I don't know about "impossible", though some would need heavy tweaking, and a very clear explanation of how they work in the MMO. That said:

     

    There are two factors making it difficult to do anything resembling a direct port of the HERO rules to a MMO.

     

    First off - technical issues. The following powers would be impossible or insanely difficult to implement in a computer game:

    Shapechange - Pretty much impossible, unless you restrict it to looking like player character models.

     

    Not impossible, but would require a LOT of work. Shapechange would have to have limitations so that it could be programmed for. An assortment of pre-build "forms" would have to be modeled and designed, and the shape changer would have to have an icon or something for each form available to them. Shapechange would be a very cumbersome power, and require a lot of work in the modeling, animation, sound effects, and creature design departments, and it would definitely bear a learning curve (each form would need their own "abilities bar" for the different things they could do), but it would also be one of the most fun, rewarding powers in the game.

     

    Duplication - Would need impractical AI to control the duplicates.

     

    Of all summons, this should be one of the simplest. It would probably not be able to be as flexible as the PnP version. All duplicates would simply be carbon copies of the main character. For simplicity, there would probably be a simple control method, where the player sets the aggression level and primary function (ranged attack, melee attack, crowd control, player support) of their dupes. This could be as simple as making them all act the same, or having the option to make each dupe perform differently. If character disadvantages were built into the system, this would be a perfect opportunity to have the AI function in different ways based on the character personality defects, LOL!

     

    Summon - Would only work with a predefined summoning list' date=' otherwise it would need impractical AI to control the summons.[/quote']

     

    Combine the options available to the shape changer with the pet options of the duplicator, and viola! Summon!

     

    N-Ray Vision - Because there literally isn't an inside to the buildings you can't go into.

    Desolidification, full Teleportation, full Tunnelling - For the same reason.

     

    Just because it hasn't yet been done, doesn't mean it couldn't BE done. Walls shouldn't be barriers in a superhero game the same way they are in other games. I can't wait til a super strong character can chuck a dump truck through the wall of the nearby Starbucks! LOL! That may be a ways off, but having the ability to see, walk, teleport, and tunnel through walls isn't as far fetched. Probably difficult to program for, and would probably need to be a consideration at an early stage of development, but I don't see why these couldn't be done.

     

    Telepathy - NPCs aren't actually thinking anything.

     

    Most NPC's are just thinking mundane things that don't concern the PC, but this would be a fun mission generation tool, if done properly. Also, this might be a way for players to learn of a villain's weaknesses, where their lair is, how many henchmen they have, or any assortment of things. Telepathy could be a fun "crime solving tool" for the developers to play with.

     

    Mind Control - Every NPC and creature would need the animations for every possible action. And Mind Control that wasn't possession-type would have the same AI issues as Duplication.

     

    But it would be SOOOO much fun! LOL!

     

    Seriously though, NPC's with no combat abilities could just not be controllable (unless the player is a villain) in non-possession scenarios, and may only have limited usefulness in possession scenarios. Another power with a bunch of potential, depending on how much the developers would want to put into it.

     

    Mental Illusions - No way to specify what the illusion is' date=' no way to tell how a given NPC would react to it.[/quote']

     

    Difficult, to be sure. Would probably have to have a variety of options, but would be funny to watch from a 3rd party perspective, as you'd see an enemy fighting or reacting to a situation that nobody else can see! LOL!

     

    Images - Like Shapechange' date=' only possible if limited to existing objects/creatures.[/quote']

     

    I actually saw this one more like Summon than Shapechange, but with the added option of conjuring inanimate objects. A lot of work would have to go into this. An AI who saw you conjure the object/creature might automatically see through it, while one who did not see the conjuration might automatically accept it as real. This one would probably be extremely difficult, unless it was just treated as another form of Summon.

     

    Really Fast Movement (Megascale' date=' or even high NCM) - Breaks any system where content is loaded as needed based on where the character is - which is every MMO, AFAIK.[/quote']

     

    I actually figured that FTLT and NCM would be a self-contained way of traversing zones. FTLT might be the only self-contained way of getting to another planet zone, while EDM might be the only self-contained way of traveling to alternate dimension/time-lines, and NCM would allow players to perform self-contained terrestrial travel. Basically, it would make it so players with these abilities wouldn't have to utilize travel devices to traverse zones. Simply select the specified movement type, and choose an accessible point on the map that would open up. EDM would probably be the most difficult one.

     

    Clairvoyance - The problems of Really Fast Movement and N-Ray Vision combined.

     

    This is personal mission finder! Would be difficult for anything else, however.

     

    Transform' date=' Precognition, EDM - These are pretty much impossible.[/quote']

     

    Improbable. Precog would be the most difficult, methinks. Could function as a buff that makes all of the players attack always hit, and all attacks against the player always miss for a limited duration. Would probably have to have some sort of cool-down. AoE attacks and mental effects should have reduced effectiveness against the player for the duration.

     

    EDM would probably have extremely limited usefulness, to the point of probably being more of a novelty power than anything else, and transform should probably just be disallowed as it's even a tough one in the PnP game.

     

    Then there is the balance. Without a GM or concept of fair play (and if you have thousands of players' date=' there will be somebody with no concept of fair play), you can break the game wide open in a number of ways - Transform, Summon, Duplication, Usable as Attack, Megascale, Mind Control - just for a start.[/quote']

     

    Well... no system is perfect? PvP is PvP. I don't believe in trying to force some artificial balance based on PvP. Mentalist who can keep their distance will likely pwn brutes. Brutes who get the drop on mentalists will likely drop them fairly quickly. Fliers will always have an advantage over non-fliers. Tunnelers have the potentially best method of escape. Everything has strengths and everything has weaknesses. Transform, as I said, should probably just not be included, and the same goes for Megascale. Or they should both have limited functionality and/or players should have to do something special to access them. Like Megascale only being available via superbase weapons or such. Transform only being available for specific non-combat functions. Abilities in the books that have STOP signs have them for a reason. They should either be disallowed, watered down, heavily limited, or extremely difficult to obtain.

     

    Just my opinions. Sorry if I rambled, I haven't been to sleep yet, and it's 5am.

  8. Re: Disappointment

     

    Look I was also in the Alpha/Beta (Zottie was my board handle and my first character). It was made VERY clear early on that this game would NOT be using the Hero System. It would be using the game world of the Champions Universe.

     

    I never said that it wasn't made clear. I simply said that I hoped the system would more closely resemble the HERO System, despite this knowledge. A system can bear resemblance without being a carbon copy. And the FAQ did state something about taking ideas and concepts from the HERO System, and that fans would recognize some elements... which is a load of manure.

     

    After recieving feedback from us Alpha testers. Cryptic decided to make the character gen system VERY flexable. It isn't quite as flexable as it was in Alpha/Beta' date=' but that is ACTUALLY a good thing. In early versions of the game you could easily make a gimped character that couldn't take on even the wimpiest of opponents.[/quote']

     

    It's quite possible to gimp your character in the PnP game too, but I like having the option of making my character the way I want to, even if that means they're "gimped".

     

    Near the end of Beta they tightened up the character gen and made it easier to make characters' date=' but they still kept a ton of flexablity. So much flexability that it's kind of hard for a noob to know that they are doing when leveling.[/quote']

     

    I'm glad it was flexible enough for you, because it always felt way to restricted to me, especially as release was nearing.

     

    Point based systems are VERY VERY hard to balance. That's why Hero System GM's have to work so hard when they look at new Player Characters. The core system is VERY open to abuse by the players' date=' and only a good GM prevent that in their campaign.[/quote']

     

    I'm glad that you haven't read anything Steve has said on this subject, or anything that programmers have said to the contrary. It isn't that far-fetched a concept to HARD CODE minimum and maximums into a system so that a character isn't too horribly gimped OR overpowered. But even IF a character does end up "gimped" or "overpowered", they are likely gonna have different strengths and weaknesses. The "gimped" character may turn out to be some kind of jack-of-all-trades, with a little something for almost any scenario, with the "overpowered" guy is probably not gonna have a lot of options.

     

    Also Point based systems have a steep learning curve for building stuff. These are the kind of things that work well for a PnP game' date=' but not for a MMORPG.[/quote']

     

    I'm not exactly suggesting that you give a new character 350 points, and expect a newbie to know what the heck to do. In fact, MOST things in the HERO system can be broken down to fit into 3, 5 or 10 point divisibility, so you pick one, say 5 or 10, then start a character off with whatever the base value would be, divided by that number. We'll say a new hero would start with 150 pts, plus up to 100 pts worth of character disadvantages. Divide this by 5 and you have 30 to 50 pts to work with. Divide it by 10, and you cut the number in half. Then you set up character creation to have a playable walk-through with an NPC advisor/helper, so the player can test out their build on an assortment of targets and what-not, before they decide to finalize their build. I'd go into greater detail, but that was long-winded enough already.

     

    MMOs have to balance abilities VERY carefully esp when the game has PvP. It is bad if one powerset is more powerful than the rest. It makes the game less fun for those players who didn't take that uber build.

     

    To the first line: DISCLAIMER: The abilities in this game may not always be perfectly balanced for PvP play. PvP at your own risk. I don't care one iota about PvP, and wouldn't expect a game based on CHAMPIONS to be balanced around PvP. In fact, I hate it when PvP is used as the "balance guide". However, I consider most of the abilities in the PnP system to be pretty well balanced against one another, on a point-per-effect basis. Digressing.

     

    Powersets. Hate them. I can't state that enough. If they had gone with a more FLEXIBLE power system, meaning RAW powers that you customize to you personal specs, then we wouldn't have to worry about balancing entire sets against one another, just balancing individual powers against one another. It would probably never be perfect, but the existent system in CO will probably never be perfect either.

     

    Also' date=' for the record. Cryptic's staff...[/quote']

     

    Don't believe I said anything to the contrary of that portion, so I just cut it out.

     

    Honestly' date=' I was unimpressed with the direction that the game took in beta and didn't purchase it as launch. It took another try at the game a few months better to see all of the improvements in the game. I have to say that I am having a ton of fun with it. My electrical blaster Metalstorm is just fun to play and tears stuff up! So I recently purchased the game and am playing and having fun.[/quote']

     

    I'm glad you're enjoying the game. I was SO unimpressed with it, that I vowed not to buy it until they revamp the entire system into something more closely resembling HERO. And since that is unlikely to EVER happen, they will probably never see my money.

     

    Cheers! :cheers:

  9. Re: 'Hero System' online

     

    I disagree with this entirely. What it would require is hard-coding in a lot of game element interactions, and that would probably mean flat-out restricting some things. AFAIK there never has been an MMO that requires character approvals, and I doubt there ever will be; it's not in any way practical or profitable.

     

    As for PvP whining -- I could give a damn. ;) If it were up to me, I'd put PvP in with a big, bright disclaimer, and then totally ignore most PvPer comments. In my experience, relying on PvPers for input on how an MMO should work only worsens the MMO... unless the MMO is about nothing but PvP.

     

    :jawdrop:

     

    :rockon:

     

    :hail:

     

    I love you! :love:

     

    :cheers:

     

    Seriously though, if ever you are involved in putting together a team of folks to work on a HERO System MMORPG, I want to be on that team! All the nay-sayers can ROT! :D

  10. Re: Disappointment

     

    I just wanted to state that, like Panpiper and (especially) Antiklaus, I too am DISAPPOINTED with CO and their pathetic tie-in to the RPG that I've loved for decades (incidentally, my favorite RPG).

     

    Was I in the alpha/beta for CO? Yes.

    Did I know PRIOR to getting in that this was not strictly utilizing the HERO System rules? Yes.

    Does that mean that I couldn't be hopeful that the system the DID implement would somehow RESEMBLE the HERO System? NO!!!!

    Does it mean that I can't still be disappointed in the fact that there isn't a single *expletive deleted* game mechanic in CO that hearkens me back to the "good ol' days" of tabletop play? NO!!!!

     

    I was tracking info on Cryptic's MUO for a while. I was very excited about it, being a long-time Marvel fan. When Marvel backed out, I was very, very disappointed. But when it was announced that Cryptic was going a new direction with their new superhero MMO, calling it CHAMPIONS ONLINE, and basing it upon the RPG of the same name? Well, I don't think it was possible for me to be MORE excited! I thought an MMO would NEVER be produced that utilized the one thing everyone who actually knew about CHAMPIONS loved... the die-hard RPG system. I guess I was right. :(

     

    Nay-say all you want, but there is no reason that CHAMPIONS ONLINE could not have utilized systems which would more closely resemble ... *ahem*... RESEMBLE various aspects of the PnP system. Point-based builds. A non-combat skill system (useful, at least, if not also adding "flavor" skills). Raw powers with more personalized options (such as damage type, visual effect, emination point, animation, etc). Assortments of power modifiers (ads and disads). A non-combat skill system. Talents and Perks, as presented in the RPG. Optional Character Disadvantages. And did I mention A NON-COMBAT SKILL SYSTEM!? How about veering away from the standard tripe a bit, and not giving us thousands of hit points and some stupid, contrived crapting system and gear? (misspelling intentional)

     

    Seriously though, I never expected a perfect translation of the PnP rules to an MMO, but they could have at least made an EFFORT! I got in fairly early for the Alpha, and I NEVER EVER EVER say ANYTHING that even remotely resembled the PnP game. And don't try to slap me in the face with their "stat block", cuz that's only namesake, the stats don't work at all like they do in PnP.

     

    And unlike Antiklaus who states that he's not trying to trash talk CO... I am. I am beyond disappointed with the title. I think it's poo. Sure, it's poo in a nice, shiny box... but it's still poo. Until I read or hear from a RELIABLE SOURCE that Cryptic has overhauled the system to more closely adhere to the PnP rules, they won't see a dime of my money. When beta ended, so did my involvement in the title. I check periodically, in the hopes that a miracle will occur. But I think chances are greater that I will learn coding, modeling, animation, and all the other things necessary to make a game, form my own company and produce my OWN superhero RPG, than the chances of Cryptic manning up to the train wreck that is CO, admitting they wronged the RPG fans, and actually fixing it so that hardcore fans of the game's namesake will actually be enthusiastic about playing it.

     

    Needless to say, I don't have high hopes. ;)

     

    Oh, and in case anyone missed this on the first page: (I know I did the first time I skimmed through)

    Personally' date=' I'd love to see someone license the HERO System for an MMO... which naturally would have to include a big, fat consulting contract for me, me, me. I have absolutely no doubt that it could be turned into a kick-ass MMO rules base. Some hard-coded restrictions would have to be necessary due to the lack of a GM, but it could still come pretty close to true.[/quote']

     

    Dude, if I had the skills and resources necessary to do just that, we'd be on the phone discussing the details right now! Okay, maybe not RIGHT NOW, but you get the idea! LOL! I wish I had the ability to put my ideas into games, cuz I have a lot of em. You have no idea how heart-broken I was when Jack Emmert replied to my "why" private message with something resembling "because the system is broken, and wouldn't work in an MMO". I'm glad to see that YOU have faith in your own game! Too bad that *expletive*-hat didn't. :mad:

     

    Oops!

     

    Apparently I was reading two thread at once and got them confused with one another. Well, at least when I quoted Steve. Took that quote from the 'Hero System' Online thread, LOL! Still, it fits.

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