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Power Replacers and fitting them into On-Alert!

deadman20deadman20 Posts: 1,529 Arc User
edited January 2015 in Suggestions Box
So, we know that Power Replacers were removed with On-Alert... but what if we could bring them back?

I propose we add a new Equipment Slot type. An "Empowerment" slot so to speak. This slot would allow us to insert a new type of equipment that carries no stats by itself, but holds two or three slots depending on its quality. A standard Core, and a new type of mod called "Augmentations" can be used.

Standard Core slots could be inserted into Empowerments to achieve additional character effects. A Gambler's Gem in an Empowerment piece of equipment would improve Avoidance Rating, while an Impact Core would provide Severity. Sentinel's Brooches would give Stealth Perception, and Growth Amulets would simulate the Secondary Superstats bonuses much like the Veteran's Core of Might.

The Empowerments themselves will affect certain abilities in specified frameworks. A Gunner Empowerment would affect Munitions Abilities only, while a Brawler Empowerment would affect Might Abilities only. The new Augmentation Slots will accept three new Mod types. A Conversion Mod, a Special Effects Mod, and a Bursting Mod. Conversion Mods will convert damage dealt by the Empowerment's chosen powers to another damage type, while a Special Effects Mod will cause the Empowerment's specified abilities to perform special effects, such as a chance for the attack to apply Debuffing effects like Fear or Poison. Bursting Mods give the specified abilities a chance to dish out additional damage in a burst, such as giving your Martial Arts abilities to a spike of additional damage as Fire Damage.

The Empowerment Equipment would come in two Rarity values, the lower one containing only a single Augmentation Slot and the higher having two Augmentation slots. There can not be two of the same type of Augmentation in a single Empowerment Equipment. So no Dual Conversion, Dual Special Effects, or Dual Bursting Mods.

Let's say I want my Single Blade attacks to work well alongside Poison abilities, I would take a Single Blade Empowerment and add a Conversion Mod for Toxic Damage. Maybe I also want it to set enemies on fire? I would add a Fire Special Effects Mod so the attacks would have a chance to apply Clinging Flames. No, maybe I want it to deal it in a quick burst of damage. Apply a Fire Bursting Mod for a chance to deal additional Fire Damage.

Perhaps I want some incredibly devastating mental firepower. Munitions Empowerment with an Ego Damage Conversion Mod will suit me nicely. Maybe attach a Darkness Special Effects Mod so that it gives the attacks a chance to apply Fear. Oh, I know! Healing Bursting Mod so the attack has a chance to heal allies in a small area around my target!

This could really open up new Build possibilities. I will be back to finish this concept soon enough, so check back in soon!
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Comments

  • taintedmesstaintedmess Posts: 446 Arc User
    edited January 2015
    I'm all for the return of power re-placers they were a great part of the game so /sign me up
  • notyuunotyuu Posts: 1,121 Arc User
    edited January 2015
    You're idea is good, but the issue with it is that the devs would need to alter every piece of modifiable offensive equipment to include the new slot, and while that is perfictbally possible, and actually rather simple to do, i honestly think they would brand it as "too much work"

    so i propose an alternative, we keep your system, but instead of having it as a special mod for a special slot, how about we have it as a core mod that you can put another core mod inside making it kinda like a single core slot piece of gear that you can put into your gear resulting in no stat loss but you still have the damage/vfx change accordingly

    another one would be having variations on the core mods that apply said damage changes, like [Dimensional Impact Prism] for a dimensional damage replacer and fire ones for fire and so on, with special auras for the visual/sound effects of the attacks getting changed.
    In all things, a calm heart must prevail.

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    Yeah some things are broken... no I don't use/abuse them.. where would be the fun in that?
  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    edited January 2015
    I'm pretty sure that a large part of the reason power replacers were removed is because making them work well is a lot of work, because they're fundamentally new powers, rather than modifications of existing powers, and they don't fully inherit parent properties. A lot of power replacer effects actually don't work any more. Making them into mods would not solve that fundamental difficulty.

    Other than that, it would probably be easiest to make them into device slot toggles.
  • flyingfinnflyingfinn Posts: 8,408 Arc User
    edited January 2015
    It would be easier to make New Powers, than try to make Old Power Replacers work somehow with Some New System.
    I know because i play videogames.
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  • notyuunotyuu Posts: 1,121 Arc User
    edited January 2015
    I'm pretty sure that a large part of the reason power replacers were removed is because making them work well is a lot of work, because they're fundamentally new powers, rather than modifications of existing powers, and they don't fully inherit parent properties. A lot of power replacer effects actually don't work any more. Making them into mods would not solve that fundamental difficulty.

    Other than that, it would probably be easiest to make them into device slot toggles.

    umm....actually pretty much all [every single one of the 50sih different ones i have acquired] worked fine, all i needed to do was to have the power that was tehre for the replacer to proc [any dual pistol power for [Energy Pistols] for example] and as for them being a new power, that's...only half right it would more accurate to call them modified powers, as the replacers themselves lack the inhernet capabaility to preform said action on their own, however when applied to said powers they do overwrite the damage type/amount and change the sounds/vfx.

    as for device suggestion...i could actually see that working decently.
    In all things, a calm heart must prevail.

    Member of Paragon Dawn: Because some people like friendly helpful communities.

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    Yeah some things are broken... no I don't use/abuse them.. where would be the fun in that?
  • raighnraighn Posts: 2,339 Arc User
    edited January 2015
    The only issue I have with this is including a base core slot on the item... if the new equipment slot is meant to provide a power replacer effect with no stats, then it should remain entirely no stats.
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  • deadman20deadman20 Posts: 1,529 Arc User
    edited January 2015
    notyuu wrote: »
    You're idea is good, but the issue with it is that the devs would need to alter every piece of modifiable offensive equipment to include the new slot, and while that is perfictbally possible, and actually rather simple to do, i honestly think they would brand it as "too much work"

    Empowerment Equipment would have its own slot separate from Offense, Defense, and Utility Equipment. The only thing being modified as far as equipment and mods go are the Standard Cores (Gambler's Gem, Impact Core, Sentinel's Brooch, and Growth Amulet with additional effects for the Empowerment's Core Slot.)

    If my guess is as good as any, the hardest part will be getting Conversion mods working. It would be pretty simple for Special Effects and Bursting Mods to set up since all you have to do is give it a chance to proc whenever the conditions are met. Converting the damage type of a power should be as simple as modifying the Damage Type tag, but knowing the old Cryptic, everything there is pretty FUBAR. So the best option would be to recreate all of the powers using every single damage type (Excluding Penetrating Damage) and when the Conversion Mod is inserted, the proper Power Replacers are used.

    If we do that, at least then we can get to the aesthetic part of the power and change its VFX to match its new damage type. They would all still be classified under their basic frameworks. (Toxic Munitions is still Munitions and not Infernal Supernatural, or Electric Dual Blades is still Dual Blades and not Electricity Projection.) Except all of this is pretty moot when you figure out that this was likely already done with the old Power Replacer system. Which means at this point all we would need to do is find and freshen up the old Power Replacers by making their base DPS match that of its original counterpart and swap their Damage Type accordingly, removing their Bursting effects as they are put into new mods (Which was already done since they were tagged on the equipment and not the power itself.), and add a new tag to convert to the specific power when the equipment has the right Conversion Mod inside.

    This is actually something I think I could do in maybe a week's time with just basic Engine knowledge.
    raighn wrote: »
    The only issue I have with this is including a base core slot on the item... if the new equipment slot is meant to provide a power replacer effect with no stats, then it should remain entirely no stats.

    I suppose we don't really NEED that extra Core slot. This is about bringing back Power Replacers after all.
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  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    edited January 2015
    notyuu wrote: »
    umm....actually pretty much all [every single one of the 50sih different ones i have acquired] worked fine
    Depends on what you mean by work fine. Some of them have proc effects that no longer function (a couple of them are supposed to proc short duration holds or stuns, and they never got updated for the pass on control powers), and they also weren't updated when related powers were updated, so for example their energy builders produce the wrong amount of energy and the damage ratios of powers are off.
  • notyuunotyuu Posts: 1,121 Arc User
    edited January 2015
    Depends on what you mean by work fine. Some of them have proc effects that no longer function (a couple of them are supposed to proc short duration holds or stuns, and they never got updated for the pass on control powers), and they also weren't updated when related powers were updated, so for example their energy builders produce the wrong amount of energy and the damage ratios of powers are off.

    well the hold/stun ones do work...it's just that due to the changes to the way the hold system works...well...they last like all of 0.2 seconds before breaking, so while all the power replacers are functional...some are more...wonky than others.
    In all things, a calm heart must prevail.

    Member of Paragon Dawn: Because some people like friendly helpful communities.

    eOGi6Cv.png9rfvawn.pngr3iD4nS.png


    Yeah some things are broken... no I don't use/abuse them.. where would be the fun in that?
  • raighnraighn Posts: 2,339 Arc User
    edited January 2015
    quite honestly, a lot of the old code needs to just be rewritten... there are so many things that they could do if someone took the time to sift through and rewrite the coding for powers... from what I remember, from a few years back, we were told that each power was hard coded, and that every rank and advantage was coded as a separate power rather than a dynamic improvement upon the original power. So that means that for every power in the game, there's 3 to 5 copies of it programmed into the system. Add in just 1 variant from a power replacer and you've just doubled the copies of each affected power.

    This type of coding is a problem... It's actually why the power removal system works how it does as well. If powers were coded dynamically, then we could have power replacers modifying variables in each power, tacking on bonus effects when conditions are met, and even have the powerhouse updated to allow for removal of ranks & advantages separate from powers...

    Sure it would take time to recode all of the powers dynamically, but honestly, it'd be worth it. And, the few devs that are left don't even have to be the ones to do it. Several of us players are programmers and would love to take a crack at fixing the code.
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  • deadman20deadman20 Posts: 1,529 Arc User
    edited January 2015
    raighn wrote: »
    quite honestly, a lot of the old code needs to just be rewritten... there are so many things that they could do if someone took the time to sift through and rewrite the coding for powers...

    -Loads of snip-

    Sure it would take time to recode all of the powers dynamically, but honestly, it'd be worth it. And, the few devs that are left don't even have to be the ones to do it. Several of us players are programmers and would love to take a crack at fixing the code.

    Exactly. I know for certain that if I were allowed to mess around with the code I'd do some good. I'm no scripting god, but I can identify and solve problems pretty well. A lot of the old mods from back when I played Unreal had some rather frustrating and unnecessary fluff in them. Since I ran out of other things to do, monkeying around and doing some organization in that code ended up with wonderful results that improved performance across the board.

    Of course my niche is really in Level Design... but hey, all experience helps! I would need to see how the code works before I start running through it with a chainsaw.

    In reality though, for show of hands, who trusts a random 19 Year old still taking college courses whose experience comes solely from improving and revising other people's mods from a shooter roughly as old as he is to be handed the keys to the castle of what should be a MMO?
    Steam Guide to Modifications and Equipment (Champions Online) - DZPlayer's Builds (Last updated: 3/26/2018)
    And I will always be @DZPlayer122.

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  • raighnraighn Posts: 2,339 Arc User
    edited January 2015
    deadman20 wrote: »
    In reality though, for show of hands, who trusts a random 19 Year old still taking college courses whose experience comes solely from improving and revising other people's mods from a shooter roughly as old as he is to be handed the keys to the castle of what should be a MMO?

    Probably no one... but I'd trust you enough to at least let you take a crack at it... the idea behind letting others look through and fix errors in the code, is more or less the same as beta testing a game. Getting more eyes and a fresh look at what's going on to find and fix problems faster. Do I expect any one player to offer the perfect solution to the coding problems? Of course not, but what I do expect would happen, is that, we could at least locate the problem areas and provide a number of solutions to the issues.

    This method has been suggested to cryptic numerous times in the past even... and more recently they have actually put it to practice and with results... by letting a third party sift through the code and try out solutions, they have now fixed the problem that prevented increasing the Silver resource cap.
    ^-^ cute, cuddly, @Pandabutt ^-^
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