Thank you for the work you've put in to Steel Crusade, and while the four missions and event we were given were fun and the new UNTIL space station gives us room for our characters to venture further amongst the stars as the VIPER precog foretold, allow me to suggest another possible avenue to keep players interested between the content patches: Nemesis Play
Nemesis characters:
Once a character reaches 25 and creates a nemesis, they unlock a new character slot: A Nemesis slot.
Nemesis slots CAN be freeform for subscribers or unlockable via the Z-store, but otherwise they follow a strict Archetype, following powers based on the Nemesis system.
A bonus to Nemesis characters, as a reward for unlocking them, is the ability to summon henchmen--again based on the Nemesis system, they are able to summon one of each type of minion, (ranged villain and henchman, melee villain and henchman).
Nemesis Content:
Alerts:
Nemesis characters are able to work mirrors of the heroic alerts, Grabs see the nemesis characters attempting to rob a bank or steal from a museum or kidnap the mayor, Bursts see them assaulting a shipment of mutagenic radiation, or attempting to steal power from Dr. Ka's pyramid, Smash alerts see them defending or stealing the elder worm device, rushing to place explosives on a railroad track before being found, or defeating waves of MCPD as they try to recruit new members into their gangs.
Each alert sees them fighting their way past private security or the MCPD, to the hero NPC that has been called to foil the Nemeses.
Open World:
Much of the Open World, particularly towards the endgame, can remain the same with only the inclusion of a few mission-giver NPCs or perhaps a "black market"-type area to serve as the Nemesis version of the Ren Center. Many missions would only need to be given new briefings as Villains often fight other villains and other villainous organizations for information or dominance.
Foil:
At 25, a Nemesis Character can create their foil, a hero or rival (script to be determined at creation/editing). This would be the person who is attempting to save the innocent civilians the Nemesis Character endangers, or is guarding the nuclear device the nemesis character seeks.
This would allow players to experience a new avenue of play, or see the game world through a different paradigm, while keeping the basic mechanics of the game the same.
Nemesis content is one of the major features that made me subscribe to Champions Online in the first place. The longer I played CO, the more I realized that the current system only scratches the surface, of the potential that Champions Online has to offer for this kind of customizable content.
Any kind of expansion to it whatsoever, immediately earns my vote, and I agree with most of the listed suggestions--definitely something that would compel me to invest more in the game!
Great idea. Would love to see it fleshed out and given life in the game. What's more, it's a great way to introduce additional powers (in a similar fashion to the current Awakened archetypes), costumes, and perks.
Here's an additional content idea: adding LAIR ALERTS, where the Nemesis gets a set-up stage where they place minions throughout a lair, in tower-defense fashion. Once they've set up the lair, it opens up for heroes to join as a head-to-head Lair Alert.
From that point forward, the heroes make their way through each room, fighting both the Nemesis and the arranged minions in each (and the Nemesis "retreats" to the next room instead of being defeated). After a few rooms of this, the heroes make their way to the final confrontation, where the Nemesis has their stats boosted to monstrous levels for the "boss fight."
Both heroes and villain will get a reward, but they're competing over a time bonus. The Nemesis is rewarded a bonus if the lair prevents the heroes from completing within a certain timeframe. The heroes get the bonus if they're able to power past the defenses and defeat the Nemesis in short order. At the end of the scenario, a brief cutscene is given, either depicting the Nemesis fleeing as the objective is saved (if the heroes win the bonus) or showing the heroes fleeing as the objective is destroyed (if the Nemesis wins the bonus).
Here's an additional content idea: adding LAIR ALERTS, where the Nemesis gets a set-up stage where they place minions throughout a lair, in tower-defense fashion. Once they've set up the lair, it opens up for heroes to join as a head-to-head Lair Alert.
From that point forward, the heroes make their way through each room, fighting both the Nemesis and the arranged minions in each (and the Nemesis "retreats" to the next room instead of being defeated). After a few rooms of this, the heroes make their way to the final confrontation, where the Nemesis has their stats boosted to monstrous levels for the "boss fight."
Both heroes and villain will get a reward, but they're competing over a time bonus. The Nemesis is rewarded a bonus if the lair prevents the heroes from completing within a certain timeframe. The heroes get the bonus if they're able to power past the defenses and defeat the Nemesis in short order. At the end of the scenario, a brief cutscene is given, either depicting the Nemesis fleeing as the objective is saved (if the heroes win the bonus) or showing the heroes fleeing as the objective is destroyed (if the Nemesis wins the bonus).
I like the basic premise, but the mechanics you've proposed are really convoluted. Maybe simple it down some?
How much more simple can it be?
The proposal was meant to show that with some very basic re-dressing of the PVE experience (the Foil system being the analogue to the nemesis system on the heroic levelling progression, similar alerts, similar ideas for Archetypes vs. Free-form as well as keeping a significant avenue for Cryptic's revenue in the form of sellable freeform slots), we could have playable villains.
The proposal was meant to show that with some very basic re-dressing of the PVE experience (the Foil system being the analogue to the nemesis system on the heroic levelling progression, similar alerts, similar ideas for Archetypes vs. Free-form as well as keeping a significant avenue for Cryptic's revenue in the form of sellable freeform slots), we could have playable villains.
By just letting players roll villains and run villain content.
By just letting players roll villains and run villain content.
An entirely new leveling experience revolving around villains would be ideal, but considering the content drought until very recently (and only then getting one new social area, four new missions, and a limited time event), I'm not sure the resources are in place to create it.
I would be PLEASANTLY surprised if it could be accomplished though, to revitalize the game.
By just letting players roll villains and run villain content.
So wait... you're saying that basically re-skinning old content with villain flavor text is somehow more complicated than creating all-new villain content?
So wait... you're saying that basically re-skinning old content with villain flavor text is somehow more complicated than creating all-new villain content?
Wasn't referencing production. Was referencing player experience. My mistake, thought that was obvious.
Touching the old stuff and fixing/changing it somehow has more troubles than just making new stuff.
So yea.
How so?
My supposition is that the biggest challenge to this idea in terms of coding would be making sure that Nemesis Character coding doesn't affect the hero characters (accidentally getting a Nemesis briefing rather than a heroic briefing or accidentally getting the "Foil" menu and options as a heroic character). This, I assume, would take careful proofreading of the code to ensure it doesn't happen.
Wasn't referencing production. Was referencing player experience. My mistake, thought that was obvious.
Finn does make a very good point though. Score one for the people who have been here longer than a month.
While I freely admit that, for a player's experience, an entirely new villain leveling experience would be absolutely ideal, but I am under no illusion that it is feasible for the dev team considering how long we've gone without content updates.
If the last sentence is meant as an ad-hominem attack on my credibility, I've been playing since before free to play. Let's please stick to evaluating and fleshing out the idea of nemesis play based on its merits.
While I freely admit that, for a player's experience, an entirely new villain leveling experience would be absolutely ideal, but I am under no illusion that it is feasible for the dev team considering how long we've gone without content updates.
If the last sentence is meant as an ad-hominem attack on my credibility, I've been playing since before free to play. Let's please stick to evaluating and fleshing out the idea of nemesis play based on its merits.
Stop worrying about feasible. That kills a lot of suggestions right out the door.
I live for the Day they will Revisit and REVIVE Nemesis System
So much FUN and Potential
I'm up for FreeForm Nemesis and Nemesis RAMPAGE~
POWERFRAME REVAMPS, NEW POWERS and BUG FIXES > Recycled Content and Events and even costumes at this point Introvert guy who use CO to make his characters playable and get experimental with Viable FF Theme builds! Running out of Unique FF builds due to the lack of updates and synergiesPlaying since 1 February 2011 98+ Characters (7 ATs, 91 FFs) ALTitis for Life!
Comments
Any kind of expansion to it whatsoever, immediately earns my vote, and I agree with most of the listed suggestions--definitely something that would compel me to invest more in the game!
[SIGPIC][/SIGPIC]
Primus Database: Bronx
Primus Database: Brogan
Here's an additional content idea: adding LAIR ALERTS, where the Nemesis gets a set-up stage where they place minions throughout a lair, in tower-defense fashion. Once they've set up the lair, it opens up for heroes to join as a head-to-head Lair Alert.
From that point forward, the heroes make their way through each room, fighting both the Nemesis and the arranged minions in each (and the Nemesis "retreats" to the next room instead of being defeated). After a few rooms of this, the heroes make their way to the final confrontation, where the Nemesis has their stats boosted to monstrous levels for the "boss fight."
Both heroes and villain will get a reward, but they're competing over a time bonus. The Nemesis is rewarded a bonus if the lair prevents the heroes from completing within a certain timeframe. The heroes get the bonus if they're able to power past the defenses and defeat the Nemesis in short order. At the end of the scenario, a brief cutscene is given, either depicting the Nemesis fleeing as the objective is saved (if the heroes win the bonus) or showing the heroes fleeing as the objective is destroyed (if the Nemesis wins the bonus).
My super cool CC build and how to use it.
Looks like an interesting PVP scenario!
How much more simple can it be?
The proposal was meant to show that with some very basic re-dressing of the PVE experience (the Foil system being the analogue to the nemesis system on the heroic levelling progression, similar alerts, similar ideas for Archetypes vs. Free-form as well as keeping a significant avenue for Cryptic's revenue in the form of sellable freeform slots), we could have playable villains.
Whoever you are, be that person one hundred percent. Don't compromise on your identity.
Agreed, and with the Nemesis play I proposed a mirror rampage would work with the Nemesis characters' foils.
By just letting players roll villains and run villain content.
My super cool CC build and how to use it.
because "insert nestalgic reference to cov"
An entirely new leveling experience revolving around villains would be ideal, but considering the content drought until very recently (and only then getting one new social area, four new missions, and a limited time event), I'm not sure the resources are in place to create it.
I would be PLEASANTLY surprised if it could be accomplished though, to revitalize the game.
So wait... you're saying that basically re-skinning old content with villain flavor text is somehow more complicated than creating all-new villain content?
So yea.
And playing by myself since Aug 2009
Godtier: Lifetime Subscriber
Wasn't referencing production. Was referencing player experience. My mistake, thought that was obvious.
Finn does make a very good point though. Score one for the people who have been here longer than a month.
My super cool CC build and how to use it.
How so?
My supposition is that the biggest challenge to this idea in terms of coding would be making sure that Nemesis Character coding doesn't affect the hero characters (accidentally getting a Nemesis briefing rather than a heroic briefing or accidentally getting the "Foil" menu and options as a heroic character). This, I assume, would take careful proofreading of the code to ensure it doesn't happen.
While I freely admit that, for a player's experience, an entirely new villain leveling experience would be absolutely ideal, but I am under no illusion that it is feasible for the dev team considering how long we've gone without content updates.
If the last sentence is meant as an ad-hominem attack on my credibility, I've been playing since before free to play. Let's please stick to evaluating and fleshing out the idea of nemesis play based on its merits.
Stop worrying about feasible. That kills a lot of suggestions right out the door.
My super cool CC build and how to use it.
Freeform Nemesis.
Call Maverick if you need a DPS help, or Combat Medic if you need a healer.
I am known for having extremely good or extremely bad luck with drops.
So much FUN and Potential
I'm up for FreeForm Nemesis and Nemesis RAMPAGE~
Yeah, I was very sad when they made it clear that they have no plans to do anything more with the Nemesis system.
My super cool CC build and how to use it.