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Nemesis System Revamp Redux

Archived PostArchived Post Posts: 1,156,071 Arc User
edited March 2013 in Suggestions Box
I posted this way back in April 2010, but I thought it might be worth revisiting --and revising.

OVERVIEW
Places where I'd like to see the current nemesis system reworked are:

(a) Nemesis Type
This is similar to the current build, but expanded. Missions are tailored for the nemesis type, so the gritty crimelord isn't summoning demons from hell, and the brute isn't going after scientific super discoveries.

I've also included suggestions for missions that fit each Nemesis type. I consider these as "nice ideas, but I doubt the resources exist for them" -- the team's shown they're quite capable of designing decent missions. I could live with redundant missions in the chains, but the final two for each type should be unique.

(b) Minions.
This section is mostly new types of minions, whose visuals are (mostly) taken from existing models or something that's easy to put together. I've also suggested a couple of other options to flesh them out; unlike others, I don't advocate full minion designs.

(c) Text field
This is the big new one to help the hero really personalize the nemesis. For the most part, they'll only affect text insertions in dialogue and cutscreens.

(d) Lair
How about getting a chance to take the fight to the bad guy? Select his lair type, and now you can!

(e) Combat Advantage
Want to make your nemesis tougher in a fight? Do you even want to make the nemesis so tough you need a group? This is your option!

(f) Supergroup Nemesis
You want to bond your SG together by fighting a common foe that no one member can face alone? Here you go!

A. Nemesis Type.

BASIC NEMESES

1. Rampaging Brute

Essentially, a reworking of the current Brute archetype. is, but the ultimate goal is to wreck something on a massive scale, not build a death ray. He wants carnage and the hero's head. His modus operandi involves going into a facility. wreaking havoc, grabbing something and getting away. The Brute will appear very frequently in a mission, with less minion support than other types.

Missions include:
(a) Stopping his assault
(b) Rescuing civilians from areas he's damaged (while others try to loot them)
(c) Rescuing people who made the mistake of trying to help or manipulate him.
(d) facing down a hero who says you're too soft on him,
(e) Fighting your way into an area where he's managed to goad that impetuous young hero to meet him mano o mano (and whom he plans to kill in the fight).
(f) Protecting a journalist who publicly insulted him.

Instead of escaping in the opening mission, the Brute should get beaten, where he vows to get so powerful that the hero can't beat him: then we get "Prison Break" and we work the draysha storyline into this nemesis, as the Brute struggles to become Too Damn Tough for anyone. The climax of the chain involves him succeeding, beating the stuffing out of the hero in the penultimate mission, but the hero gets enough data to have someone fashion an antidote, which he then administers in the final mission to get the victory.

2. Psychotic
A reworking of the current Lunatic: these villains are insane and evil and his crimes reflect that sadistic nature. The world is out to get them, they offer paranoid rambles in their cutscenes and kill minions who dare to question them. Motivationally, they're take their cue from the Heath Ledger Joker; they're just plain nuts, and they want everyone to become as nuts as them.

The Psychotic missions include:
(a) detonating bombs throughout the city to celebrate Calvin Biselle's birthday.
(b) releasing patients from New Bedlam Asylum in Fell's Point (you can reuse the Dementia asylum map from Demonflame).
(c) printing counterfeit money with a slow acting drug that triggers psychotic rages.
(d) blanketing the city with a ray that makes people unable to fall asleep.
(e) kidnapping the jury that convicted them and putting them on trial.
(f) holding a "killer of the year" competition; the player has to run around and stop a number of villains involved in proving their lunacy.

The suggested climactic mission is a "historical reenactment of the Battle of Detroit", where the villain finds an abandoned Destroyer base and tries to bring it online to destroy Millennium City with a backup orbital platform.

3. Mystical Mastermind
Not all masterminds are alike. The mystical menace's plots are all about sorcery, diabolism, and the occult. Their goal is supremacy and power in the occult field.

The Mystical Menace missions include:
(a) "All That Glitters" (though preferably with a different lead in than a nuke theft).
(b) Prevent him from stealing a hereditary relic of the Archmage.
(c) Rescue someone he's banished to the Qlipthotic.
(d) Interrupt his meeting with a powerful efreeti who's trying to see if the nemesis is worthy of his service.
(e) Free students at a school for sorcery that have been enslaved by the nemesis.

The Mystical Menace's climactic mission is the opening of a gateway to the Abyss, shutting it down and defeating the Menace after it's been shut down.

4. Scientific Mastermind
Most of the existing non-mystical nemesis missions should fit into this chain, including Deathray Demolition.

OTHERS

1. Crimelord
This is a crime boss, the head of a local syndicate. Missions should involve things like:
(a) Thwarting robberies, smuggling, and criminal activities of a non-SF or supernatural nature.
(b) Protecting people who want to testify against him
(c) Rescuing kidnap victims
(d) Stopping his goons from intimidating the press
(e) Preventing his protection squads from threatening local businesses.
(f) Preventing the massacre of a rival crime family.

The climactic mission is something that will give the villain complete domination of Millennium City's underworld (or politics); the hero should also collect enough evidence to finally convict him.

The Crimelord rarely appears directly in a mission. If you do the prison break episode with him, he should walk out with a high priced lawyer's help, free and clear -- *totally* unconnected to the riot and the supervillains who have been left behind to kill you. Really.

2. Hitman
This guy is a mercenary for hire -- and he's been hired to kill the hero. Perhaps he's a cool professional and there's nothing personal between the hero and the villain. Or perhaps there's an old grudge and the enmity runs *real* deep. This nemesis should have a realistic edge; their missions do not involve tech beyond a James Bond level and no magic (unless the player designates that in the villain's powers or minions).

Hitman missions include:
(a) gathering clues to learn where the hitman's next target will be and stopping him.
(b) escorting people through dangerous areas to protect them from the hitman and his hired guns.,
(c) escorting people into the courthouse at Millennium City Hall to testify against mob leaders,
(d) preventing the hitman from getting his hands on experimental weapons.
(e) finding evidence to clear a man who was falsely accused of the hitman's crimes.

The climactic mission is discovering the identity of the man who hired the hitman, followed by a showdown with the villain in an unusual environment (clock tower, hall of mirrors).

3. Prankster
The prankster is a more light-hearted version of the lunatic, designed for heroes who are, less than serious. Their plots are outlandish and zany, and likely to offend those who want a serious tone in their game -- but not every player wants the same tone as the Vibora Bay Apocalypse throughout the entire game.

Suggested plots include:
(a) mutating high school athletes into monsters
(b) deevolving priests into apes,
(c) kidnapping Sapphire (again) and brain-washing her into becoming his side kick, Psychotica, etc.
(d) dressing people up into versions of the hero's costume and getting them to commit crimes.
(e) unleashing an army of robot toys.
(f) casting a magic spell that will change the face on every note of currency with his image.

The Prankster's final mission is to prevent him from desecrating Lemurian artifacts at a museum exhibit by writing his name on them, which will anger the Lemurians -- and accidentally unleash something terrifying.

4. Dictator
Recently attaining power on the seedy Caribbean island of Costa Azul, den of crime and sin, this evil dictator has been stirring up trouble around the globe. trying to divert his enemies while he seizes ultimate power. You may be lifelong adversaries or you may just have stumbled on his plan, but when he targets you in his sights, watch out!

Suggested plots include:
(a) having his agents steal classified documents and attempt to smuggle them out of the country.
(b) sabotaging a PRIMUS facility where robots are running amok.
(c) stealing arcane treasures from a museum, including the legendary Spear of Destiny.
(d) planting bombs at a peace conference held by his enemies to prevent them from uniting against him.
(e) kidnapping a super model to become the Ninth Mrs. (or Mister) Dictator.
(f) hiring a telepath into mind controlling brokers at the Millennium City Stock Exchange to buy and sell the world into chaos.

The Dictator is building a weapon of mass destruction on his island stronghold. You and a crack team of UNTIL soldiers need to storm the island, James Bond style, and put a stop to him -- of course, he'll have a trick in the end that turns it into a man to man combat.

5. Criminal Gang Leader
Maybe your nemesis isn't out to conquer the world or do anything major. Maybe he or she is just the head of a small criminal gang and wants to commit the perfect robbery.

Suggested plots include:
(a) robbing a jewelry exchange.
(b) attempting to get evidence to blackmail Lewis Frey into giving security footage from Club Caprice, to use in blackmailing several heroes.
(c) stealing the proceeds from a charity auction.
(d) trying to coerce an old time reformed criminal into joining their gang.
(e) kidnapping a wealthy celebrity and trying to replace him with an imposter who'll sign his bank account over to him.
(f) sabotaging the city's automated transit grid so they can more easily make their escapes.

The criminal gang's ultimate crime is to steal a Lemurian artifact, a treasure so precious that it will force Arvad to go to war with the surface world unless the item is recovered before the Lemurians realize it's missing.

6. Agent Commander
Because of your past meddling, VIPER has appointed a commander and a special task force designed to take you out! The minions for this chain are automatically VIPER agents.

(Yeah, we could do this with any of the organizations in-game, but let's start with VIPER, then expand if this proves popular.)

Scenarios for this
(a) Expose the truth about a story that VIPER planted in the Adair Network to besmirch your reputation!
(b) Prevent VIPER from perfecting a new Draysha compound.
(c) Try to hack into the Serpentine network and shut it down long enough for UNTIL to perform a VIPER busting operation.
(d) Try to keep VIPER from busting Boa Constrictor out of his parole hearing.
(e) Expose a VIPER sympathizer on the Milllennium City council.
(f) Prevent Serpent mages from summoning Viperia to destroy you.

In the end, the VIPER Commander attempts to build a WMD to blow up the city, but you'll get to stop him.

Post edited by Archived Post on
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Comments

  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    B. MINIONS

    (a) Additional Minion Types
    Some of these exist amongst other minion types; I figure some can be broken out and made its own thing.

    Agents, In-Game (Argent, DEMON, Hunter-Patriot, VIPER).
    Apes
    In-game
    Athletes (if you add an Athletics costume set)
    Bad Girls (okay, I know, I'm asking for trouble with this one.)
    Bodybuilders
    Cyborgs
    Egyptians
    Fake Cops
    Fallen Angels
    Gangs, In-game (any of the West Side gangs)
    Gladiators
    Luchadores
    Martial Artists
    Medieval Knights
    Men in Black
    Mind Controlled Normals (Use everyday clothing costume sets)
    Numbered Goons (you've all seen a certain 60s TV series)
    Power Armored Goons
    Pulp Cultists (Given that these are often Arabic, Asian or East Indian looking folks, this also has the possibility to be insensitive. But it's a genre staple.)
    Swashbucklers
    Vikings

    (b) Minion Lieutenant.
    Insert name. This guy is a Tough version of the Villain in your minion set and might get mutated or turned into a supervillain in one of the nemesis missions. You should also get to choose their gender.

    (c) Name for Faction
    As an alternate for "nemesis minion", you should get a chance to name the Nemesis's faction.

    C. TEXT FIELDS/MOTIVATIONS:
    These willl include a default text string that can be ovewritten by the player, if the player wishes.

    (a) Derogatory Nickname for Hero:
    Insert a text field.

    (b) Favorite expression/catchphrase:
    Insert a text field.

    (c) Source of conflict between the hero and nemesis (insert a text field):
    Nemesis: "I hate you because you..." (fill in the blank).

    (d) What the nemesis wants to do to the hero:
    Nemesis: "Do you know what I'm going to do to you? In the end I'm going to..." (fill in the blank)

    (e) Your nemesis's confrontation dialogue, which he says when he first notices you in a scenario:
    Nemesis: Insert a text field.

    (f) Your nemesis's favorite taunt, which he says when he's winning a fight:
    Nemesis: Insert a text field.

    (g) What your nemesis when he's losing and about to run away:
    Nemesis: Insert a text field.

    D. LAIR
    You should give each Nemesis his own lair, so you can run a "raid the villain's lair" scenario. The lair is selected from a drop down menu and includes:

    (a) Corporate Office
    (b) Warehouse
    (c) High-tech lab
    (d) Mystical sanctum
    (e) Mansion.
    (f) Martial arts dojo.
    (g) Caves
    (h) Sewers

    E. COMBAT ADVANTAGE
    You get the option to make a nemesis nastier.

    (a) Brutal: +30% damage bonus to all attacks
    (b) Indomitable: +30% bonus to hit points
    (c) Mega-Attack: +50% damage bonus to all Tier III and IV attacks
    (d) Find Weakness: +50% bonus to all debuffs
    (e) Dangerous: +20% bonus to hit points. all debuffs, buffs, and damage bonus to all attacks.
    (e) Indefatiguable: +30% energy regeneration
    (f) Resilient: +30% hit point regeneration.
    (g) Versatile (select a secondary power set for the guy.)
    (h) None.

    F. SUPERGROUP
    At level 40, a Leader (ie. any member at Rank 1 or 2 of a SG) can create a new type of Nemesis: the Supergroup nemesis.

    The nemesis database will have a new section: the Supergroup nemesis. These nemeses are created specifically to fight a five person team and provide team and SG content. (If you could scale teams up to ten players, even better, but I suspect that would be *major* work.) Once per day, the supergroup will be able to run a Supergroup Nemesis mission. The Leader can choose the nemesis from the database and one of five missions, then click on a button to implement them.

    (a) Attack the hero's base (when bases are added to the game; otherwise, retake Champions HQ from the villain when he's attacked it while the Champs are away.)
    (b) Keep the supergroup nemesis from freeing random SG nemeses from prison.
    (c) Attack the enemy's lair.
    (d) Follow the leader. The nemesis calls out the leader of your team to face him alone on a secluded island. Of course, you're not going to let the leader do that, are you?
    (e) Save a member of a team (one randomly chosen from the SG who's not on the team) from a deathtrap.

    When all five Supergroup missions have been run with a SG nemesis, the leader will have the option of creating a new SG nemesis. The SG nemesis database will also contain the existing nemeses of every supergroup member. These nemeses may be selected and elevated to SG status. SG nemeses are boosted to be able to face a team of 5 heroes. (ie. 10x Health, triple strength attacks and debuffs, etc.)

    There will be special perks for participating in SG nemesis missions and a lot of nemesis points.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    Wow, scott, you've been busy.

    As always, great suggestions!

    They definitely go a long way towards making the nemesis system both a) more flexible and b) feel more like a nemesis system.

    The thing about CO's nemeses is that technically they aren't.

    Aren't?

    They aren't actually nemeses. The PC is the nemesis' nemesis, if you want, But the nemesis is NOT the sworn enemy of the player character. The nemesis just wants to take over the world.

    He -doesn't- have a grudge against the PC.

    That's often the case, I find, in these kinds of stories. Players like to -think- of X as Y's nemesis, but really, Dr. Evil doesn't want to kill Austin Powers. He wants to take over the world, and if Powers would stop getting in his way, he'd have no problem with him.

    Of course players don't like that, because they dream up grudges and feuds and all that kind of thing.

    And the current nemesis system doesn't support it at all.

    What I find interesting is that Cryptic themselves couldn't decide which way they wanted to go - The missions are generic "Take over the world" missions and Captain Martin's initial text doesn't say "Enter details about your most hated rival nemesis", he says "Tell us about one of the supervillains I'm sure you've fought before."

    but then mission dialogues most obviously have you and the Nem as rivals, and it's advertised as "Your Nemesis", your arch-rival..

    There's a real sense of schizophrenia in both the writing and mission design, a disconnect, I think, between the different teams at cryptic that worked on the different parts of the system.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    Brilliant as always Thundrax.

    One small addition I would add is the ability to have more than one active Nemesis at a time.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    The nemesis type idea sounds SO much better coming from you, than crumudgunly old me. Is this something that we came up with independantly of each other, or did you borrow....I promise to be flattered if you borrowed.

    But, Nemesis type should actually be called Nemesis MO (or modus operendai). Sounds cooler. Also I think that the Nem Personality slider and Nem MO could and should coexist.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    This sounds good. Our nemesis now are so bording and weak, and they try and do the same thing, I can beat them with my eyes close.. :P
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    So signed. The Nemesis system, IMO, is a main draw of this game--at any rate it's what I tell people is one of the greatest things about this game. Anything that creates more depth in this ultra-win system is worthy of further consideration. You've also come up with some super great ideas how to implement this. Please pay attention, Cryptic!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    The nemesis type idea sounds SO much better coming from you, than crumudgunly old me. Is this something that we came up with independantly of each other, or did you borrow....I promise to be flattered if you borrowed.

    But, Nemesis type should actually be called Nemesis MO (or modus operendai). Sounds cooler. Also I think that the Nem Personality slider and Nem MO could and should coexist.

    Most of this is my April 2010 work, with a few new nemesis types added, the text fields smoothed out, the minion list revised, and the supergroup nemesis greatly expanded on. I honestly don't remember if I'd seen suggestions from you at the time. Let's call them independently developed works of genius, like calculus. :)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    Personally? I feel that the Nemesis System should be the next part of CO to get an overhaul. It's ironic but Nemesis is something that no other MMO has ever done, Superhero or otherwise, however we still have the same thing we had at launch. Champions is not the same game we had August 2009 and every other part of the game has been modified to some extent except the Nemesis system. I think that a much more involved and deep Nemesis system for Gold Members and a limited one for Silver Members could go a long way towards getting additional subscribers.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    I have to say, if something like this was done to the nemesis system, I would actually have a reason to do nemesis missions again. I agree, the nemesis system needs to be overhauled, and I think those are some great suggestions folks...

    so, /signed.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    I like most of it, I'll have to do a more thorough review later to be sure I'm catching all the nuance, but what I'm seeing I like.

    However I really have to disagree on the minion thing. Minions are visually* at least as important as the main bad guy. Probably more so since you see them substantially more. It's especially important because there is, quite simply, no adequate way for Cryptic to create enough minion variety for players to ever be genuinely happy; while just giving them the reigns allows for a lot more creativity.

    Basically I just think the Nemesis system would be immensely improved with custom minions. (Course, I'd also like custom pets and sidekicks.)

    Everything else though looks pretty good; I'll look over it in-depth late when I have more time; but you're hitting most of the nails I want hit >.> so that's good!






    *Or ideally, minions who you can choose powers for - with the caveat that you MUST fulfill certain criteria; so you can't make them wimptacular. I dislike the current set up because very often I find they aren't using the powers I want them to. For example; when I pick Military Weapons - I expect bullets; but get lasers. At least that's how it was last I tried.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    A fine body of work and great great ideas Thundrax!, I'd love to see a redux incorporating some or all of these ideas.

    *applauds
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    I had for types a similar but not nearly as awesome idea but if you posted this april you beat me to the punch regardless. However I'm linking it so my type list is accessible without retyping it. But we definitely need better nemisis customization. I'm tired of seeing a necromancer building a death ray.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    Nice idea, would love to see it.

    But as you know, it will never happen :)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    LavaLama wrote:
    Nice idea, would love to see it.

    But as you know, it will never happen :)

    I wouldn't be so pessimistic. Poz has said it's on the radar. Unfortunately, revamping one system, even one as foundational as Nemmies, may not be at the top of the priority list when it comes to new content.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    Great ideas.

    One other minion type that I think might be interesting would be stealth tech spy types. I'm thinking along the lines of the G22 soldiers in Alpha Protocol. Dark military uniforms with goggle helmets that glow.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    I'm bumping this.

    God, i really need some nemesis' upgrade.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    Great, Thundrax. As always!

    I would love to see the nemesis system get a huge upgrade. We all want new content, of course, but new content envolving nemeses (whether our own or our friends / SG mates'), would be double win imo. :D
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    This sounds great. I'd love to see any new nemesis stuff hit the pipeline at some point. Some of this stuff sounds like some stuff I suggested and I think that's cool we were on the same wave length on some stuff.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    Okay, first let me very nicely done. Some of the text might be better as drop boxes of options to allow for better scripting but things like the Pet Nick Name are great. One thing I'd like to see is the option to select existing Super Villains and Factions. This might make things a bit more accessible to people who don;t want to put a lot of prep work into their Nemesis but there are so many great baddies why not let us reuse them?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    signed/ great ideas
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    I would love to see the Nemesis system get this kind of revamp! Sorry this doesn't amount to much more than a /signed post but I'm floored by the vast amount of detail! d(^_^
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    Yes please.

    Thank you.

    I hate having a mystical nem building a deathray. D:
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    Signed.


    Also, would you be able to fit this into your idea?
    The option to make a nemesis part of a villian supergroup (with choice of name for the group).

    I've had a villian organization concept I've been working on for a while, and if I had the option to set a bunch of regular nemesis as "minions" and a supergroup nemesis as the organization leader above all of them, that would be very, very awesome. To name one thing, it really breaks things if all the "minions" talk about themselves like they're the leader of everything. x_x;
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    /signed

    I'd love to see the nemesis system reworked. Even if some of the above mentioned options were Atari Token unlocks.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    Thundrax, I could not agree more. The Nemisis system is one of the best and most underdeveloped aspects of Champions Online. I would love to see your suggestions brought to reality.

    Personally, the one group of minions I'd dearly like to see added is a tech soldier. Something similar to Viper or Argent. I'd also like the option of having a Nemesis who doesn't use minions at all, which could maybe be tied to the type (brute/savage, for instance).
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    One thing regarding minions:

    I actually like the cookie cutter minions, because it's nice to have ones you can drop into the game quickly. I know they turn up frequently, and it's important to have good visuals for them -- but there is a virtue in not having to niggle over every detail and get back to the game relatively quickly. I also think that it takes away from the nemesis's specialness if you get to craft both his/her look and the minions' as well. Generic, faceless goons are part of the genre.

    That said, some people *really* like niggling and customization is one of this game's great strengths. What might be nice, therefore, would be an option for "Custom" in the minion editor, in *addition* to the ones provided. This way people like me get what we want: a quick and painless way to add minions, and you nigglers get what you want.

    And Cryptic can make it Premium content and make a mint! Wait a minute, why are you all unsigning from the thread... :D

    (More seriously, customizable minions could easily be a Gold feature; depending on how much data's required to store the info, it might be wise not to let the larger population of Silvers use be able to do this.)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    MKitsune wrote:
    Signed.


    Also, would you be able to fit this into your idea?
    The option to make a nemesis part of a villian supergroup (with choice of name for the group).

    I've had a villian organization concept I've been working on for a while, and if I had the option to set a bunch of regular nemesis as "minions" and a supergroup nemesis as the organization leader above all of them, that would be very, very awesome. To name one thing, it really breaks things if all the "minions" talk about themselves like they're the leader of everything. x_x;

    I'm hoping this sort of thing will be possible when (*fingers crossed*) we get a UGC system working for this game. I want to be able to use our nemesi if I get to create my own scenarios.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    Thundrax wrote:
    I wouldn't be so pessimistic. Poz has said it's on the radar. Unfortunately, revamping one system, even one as foundational as Nemmies, may not be at the top of the priority list when it comes to new content.

    They have so much on the radar. The only thing we'll get is Adeventure Packs and new Powers. If they keep the same pace with SYSTEM Updates (Nemesis, Crafting, Items etc) like in COX, we'll get it maybe in 1,5 years :)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    Another thing I'd like to see is being able to give nemesis powers from more than one powerset (although it might have to be automated to avoid balance issues).

    One example would be the villain I wish I could make, who's the leader of an organization and so has access to all of the different "powersets" available to the organization. (Sure, I could always make it so that for each appearance of the character, I switch the powerset at the nemesis database, but they're supposed to be able to switch during battles. >_>; )

    Although, something like this may have already been brought up.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    If I have unlocked a weapon costume unlock, why can it not be used for a nemesis? Also when can we use archtypes for our nemesis, I would like the specialist as a nemesis
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    sean_raiko wrote:
    If I have unlocked a weapon costume unlock, why can it not be used for a nemesis? Also when can we use archtypes for out nemesis, I would like the specialist as a nemesis

    You can't use weapon unlocks for them?! D:
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    Signed with big brightly coloured text.

    Absolutely fantastic suggestions. I already consider the Nemesis feature to be the best thing CO brought to the table, and would love to see even a fraction of those implemented. Screw adventure packs, more and more Nemesis content instead!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    MKitsune wrote:
    You can't use weapon unlocks for them?! D:

    You can, but the way to do it is a bit roundabout.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    Please tell me then please please please!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    sean_raiko wrote:
    Please tell me then please please please!

    Make a character that can use the weapon type in question and is the same gender as the nemesis you want, go to the tailor, make the nemesis costume (including selecting the weapon you want), save it, leave the tailor, go the nemesis terminal, create the nemesis, load the costume, and finish creating the nemesis.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    Seems as though we have come to a commor sense area of the nemesis creator should just have the weapon selection choice like how you do...I am still wondering why I can't use an archtype for a nemesis powerset, the specialist would be epic, it could be deadpool or deathstrike. How I wish I could make an epic merc to try to kill me...
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2011
    Hmm I on the other hand would like to see Camp offered as a Nemesis Choice...
    This would be the kind of villain who announces his crimes via TV broadcast or having his minions leave tapes around.
    The missions would not be so psycho evil as the regular ones and could include things like..
    Putting super nemesis dope into the city's water filtration plant so that all citizens and crime fighters would be too laid back/zonked out to stop him/her from pinching all the gold in MC central bank.
    Orbital Mind control lasers to reprogram MC's guardians to do evil meaning they come after you - and of course a fab battle in zero G as you try to stop him.
    A time freeze ray which you are immune to thanks to an earlier mission and you battle minions and nemesis in a statuified section of the city.
    Captured by Nem - find your way out of my Death Maze kinda thing. Corridors of Doom perhaps?
    A stupid (looking) weapons set for minions based on Foxbats arsenal maybe.
    A sidekick male or female for Nemesis as well as minions.

    Heck what's wrong with a bit of light relief dynamic duo sort of stuff after a trip to Vibora Bay? Should be room for all kinds of villains/heroes including the completely unrealistic.
    Okay you finally have the hero in your power... What do you do with him Dr Devastation?
    Err shoot him!
    Give me strength: How is he supposed to escape and defeat you if you just shoot him?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2011
    I think that one way that freeform Nemesis powers could be implemented is to let players choose two frameworks for their Nemesis and the computer would alternate selecting powers from each framework. For example, if I picked Martial Arts and Darkness (in that order) for my Nemesis, his energy builder would be Righteous Fists, his Starter would be Shadow Blast, his next power would be Inexorable Tides, etc. If I picked Darkness and Martial Arts (in that order), his energy builder would be Shadow Bolts, his Starter would be Thundering Kicks, his next power would be Shadow Embrace, etc.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2011
    I'm sure it's been said somewhere, but being able to change your nemsis' name would make a lot of people happy, even if you had to spend tokens.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2011
    Warning: This post is long-winded!
    I liked the idea of a more-fully customizable Nemesis, & in fact was a little disappointed in some of the options (or lack there of) for when I was first creating mine. The two parts I was disappointed that i would like to see worked on: lack of mannerisms (Maniac, Brute, Genius) & Henchmen.
    I like the ideas you have for new ones, but I have a suggestion to add: mix em. Sometimes, a villain isn't dangerous because he's just crazy. If you really want dangerous, mix Maniac with Genius or something a little more devious and creative. Because the way i envision some of my Nemesis' is not just one or the other but a bit of both. It could make for some interesting missions & plots & role-playing (if youre more into that).
    As for henchmen, I like the idea of some more maleable henchmen. When it comes to appearance, even just a swappable body-part or two for more unique & interesting henchman types. Especially if you can make a mix of sorts with elements crossing genres, like a beast/demon with a robot arm/leg, or similarly a cyborg-soldier or cyborg-ninja (every little kids' dream).
    But when it comes to Henchman powers, give a couple options per rank, &/or the option to "mix" powers, so the battle can feel a little more than cookie-cutter tactics. Even if you can just choose certain archetypes that have broad meaning to give each rank a different feel.
    Henchman power options:
    --soldier (melee= sword claws or brawl, ranged= artillery archery); --mystic/elementals (fire ice dark light); --demonic; --demonic-mystic; --or cultic-gang where some have powers and others need to carry a gun or weapon (endless possibilities); --similarly Meta-Human, since in a lot of comic-books and comic-lore-based entertainment show some metahumans/powered beings carrying weapons alongside powers or to focus powers; --techno-soldiers (lightning-guns, fire/energy-swords, flamethrowers, etc)
    So while henchman-melee has a flame-sword or plain axe, villain-melee has short range flamethrower or electric-mace, and while henchman-range has a flaming-bow-arrow or just a normal pistol, villain-range carries a lightning-gun. In appearance, instead of all robot-minions being humanoid, make one more like a drone or tank-like qualities; or instead of just white demons, give one a robo-arm, one normal, one with [insert something cool here], etc; and maybe its not a robotic rebellion, maybe there are human/cyborg commanders leading robot soldiers or robot tacticians leading cyborg cannon-fodder. Mix up the cannon-fodder selctions, and mix-up the ranks. With the custom Nemesis even more custom, it should keep people even more entranced (especially those with creative minds).
    To sum up a Genius is not just evil but also lost his mind/grip on reality, leading a legion of alien-cyborgs leading demonic entities and attack-hounds bent on assimilation/annihilation of universe is cooler than a genius who built some cookie-cutter humanoid-robots.
    To re-sum-up: if someone likes to be more creative in their playing, it can be more entertaining if given the option to BE creative and not plain-cookie-cutter yawning boring half-done "full-custom" Nemesis.
    At least give advanced options to those who want them.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2011
    This is amazing. You really thought it out. I really hope it this gets put in.
    I would also like to add a suggestion:For the brutish nemesis or similar,the nemesis will attack you out of no where,like in the nemesis trailer.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2011
    Nemesis Creation
    Types
    Instead of a longer list of Nemesis Types, I'd provide more ways to specify type. For instance: choose whether your Nemesis uses Arms, Science, or Mysticism (his Focus). Unlike your choice of Personality, this would have a pervasive impact on what sorts of Nemesis Missions you get, and/or what the Missions are like: even the introductory mission should be tailored according to this choice. If I want a Savage nemesis who is hell-bent on building a Death-Ray, that should be an option. Personality is still relegated to controlling dialog; as such, your "text fields" proposal becomes an extension of Personality.

    Power Selection
    Instead of or in addition to the existing "choose a Power Set" options, you should be able to select an Archetype for your Nemesis ("Instead of" becomes a much more palatable option as the selection of Archetypes increases). This should not be restricted by your account: a Silver hero who only has access to the basic eight Archetypes should still be able to select, say, Specialist as his Nemesis' Archetype.

    As well, you should be able to select a Travel Power for your Nemesis; and every Travel Power should be available to him, not just the ones that are available to you.

    Costumes
    Again, your Nemesis should have full run of the costuming options, even if you don't. As well, there should be a few additional postures and/or moods for the Nemesis: things like letting him sneer or smirk, or giving him an arrogant swagger when he walks.

    Minions
    I disagree with your position on full minion designs. At a minimum, let the player select a pair of colors and an emblem, as he would when creating a Supergroup; then integrate these colors and emblems into the Minion costumes. Better would be to supplement the existing Minion Types with a "Freeform Minions" option that allows the player to design the appearances of each of the four minions.

    Missions
    There should be multiple Starting Missions, with at least one for each nemesis type. In your proposal, that would mean that each of the Rampaging Brute, the Psychotic, the Mystical Mastermind, the Scientific Mastermind, the Crimelord, and so on would have his or her own Starting Mission. In my proposal, it would either be one Starting Mission for each of Arms, Mysticism, and Science or one for each combination of Personality and Focus. Once you've fought a Nemesis of a particular type, you'll never get that Starting Mission again; subsequent Nemeses of that type will start out with a generic "introduce your Nemesis" mission just like all subsequent Nemeses do now (though I'd prefer something other than a jailbreak). But if your new Nemesis is of a different type than any that you've fought before, you'll go through that type's Starting Mission instead of dealing with a prison breakout.

    Likewise with the Final Mission. Ideally, the Final Mission will include some sort of random element in it: line up three or four possible surprises that he might have in store for you, and pick one when you get to that point in the mission. One possibility would be "triplicate me!", either through science, sorcery, or stunt doubles; another might be "supersize me!" where the Nemesis triples in height and gets massive boosts in power. Maybe he starts fighting dirty, nailing you with a debuff that doesn't go away until he's defeated or you can get to a certain console and either wreck it or activate it. Whatever it is, it should be such that you don't know which challenge you're going to face when you get to the final stage.

    There should also be some "popcorn" missions that feature your Nemesis as well as or instead of his Minions. Likewise, some of the Bank Robberies that sporadically occur should be conducted by your Nemesis, if you're due for a Nemesis Clue; foil the bank robbery to acquire the Clue. You could do something similar with the citizens-in-need system: if you're due for a Nemesis Clue, a concerned citizen might approach you with a Nemesis Mission instead of a Help a Citizen mission; or you might be able to get one by freeing citizens who are being harassed. This way, you can at least have the illusion of being able to hunt down your Nemesis instead of having to cruise around waiting for his Minions to strike.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2011
    Bumping to keep it open for comments.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2011
    Well, thanks.

    From this day forward, I'll log into the game, and see the Nemesis system, and see how much better it could be if your version were used. :(

    And I guess it'll be a while till something like this is implemented. So thanks for ruining my fun in the meantime.

    Bah.

    (Kidding of course. Awesome suggestions!)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2011
    Beautiful

    /signed
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2011
    Well, thanks.

    From this day forward, I'll log into the game, and see the Nemesis system, and see how much better it could be if your version were used. :(

    And I guess it'll be a while till something like this is implemented. So thanks for ruining my fun in the meantime.

    Bah.

    (Kidding of course. Awesome suggestions!)

    Unfortunately, waiting for content in CO is an exercise in patience. Awhile back, the devs talked about doing adventure packs incorporating nemmies; let's hope that this gets ported into one or more of the comic series, that may tide us over until a nemmy reboot can make its way to the top of the list (or UGC allows us to design nemesis missions and Cryptic polishes and incorporates the best of them into new nemesis chains).
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2011
    Awesome idea.

    /Signed.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    /signed

    I don't really have anything more to say, sadly. Hope Cryptic notices this one; it might help them along the way *if* they decide to ever revamp the Nemesis System (aside from the new, and very simple, "jump you in missions zones!" thing that seems to have appeared)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    As it says in the title.

    I just put a thread out about Nem improvements, very sparsly detailed compared to this, some fantastic ideas.

    /Signed again!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    I am in this all the way.CO needs a revamped nem system.The nem system is unique to CO and it was great at launch and I thank cryptic for it,but the game evoled,the system needs to too.All I want is that each of the nem personilitys have his own unique quest arc and that a nemesis can have all of the current powesets available to him/her.
    To me the is the next issue cryptic needs to face,also if crytptic is going to world so hard on revamping the system,let it be a gold member only system.This system is so close to being amazing and it you just added a bit more I bet you would a lot of new gold member because of it.
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