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Re: Creative player ideas for in-game items, zones, etc.

Posted: Fri Mar 09, 2012 8:08 pm
by seventhcross
would it be possible to get some wandering villains that when defeated give you a permanent stat boost instead of dropping an item? (maybe those can give you some chips too, since they wouldn't have an item to drop...)

Re: Creative player ideas for in-game items, zones, etc.

Posted: Fri Mar 09, 2012 8:45 pm
by Ryme
It's probably easier to have them drop an item which grants stats rather than directly conveying them, but I'd suspect that's a reasonable thing for them to do. Of course, it's not really up to me these days, but it's a fair idea.

Re: Creative player ideas for in-game items, zones, etc.

Posted: Tue Mar 27, 2012 3:09 pm
by Sanjuro
How about a batting cage as a "store" or hideout fixture. It could give buffs like +melee damage (obviously) or +dodge (The machine started shooting baseballs at your head!).
Inspired by spring training, of course, and it would continue this game's tradition of baseball-related stuff.

Re: Creative player ideas for in-game items, zones, etc.

Posted: Sun Apr 08, 2012 12:42 pm
by Lxndr
I propose that NCI Live be the 'sponsor' of the unbranded arena.

Re: Creative player ideas for in-game items, zones, etc.

Posted: Tue May 15, 2012 4:56 pm
by Sanjuro
Baseball + Ichor = Foul Ball? :mrgreen:

Re: Creative player ideas for in-game items, zones, etc.

Posted: Tue May 15, 2012 6:43 pm
by Ryme
Sanjuro wrote:Baseball + Ichor = Foul Ball? :mrgreen:
That gets a laugh out loud from me!

Re: Creative player ideas for in-game items, zones, etc.

Posted: Wed Jun 27, 2012 5:58 pm
by Sanjuro
If Catalyze is going to get a makeover (like Metalmorph did), might i suggest...
-Iron ox-hide
-Butt rock, and its more "refined" derivative Hair metal

Re: Creative player ideas for in-game items, zones, etc.

Posted: Tue Sep 18, 2012 4:29 pm
by Sanjuro
I would like to see a gorilla-mask and gorilla-suit combo, just because I think it would be funny.

Maybe next Halloween?

Re: Creative player ideas for in-game items, zones, etc.

Posted: Mon Mar 11, 2013 9:20 pm
by Sanjuro
To complete the flapper costume:
yuggothium + platinum necklace = squirming pearl necklace

Re: Creative player ideas for in-game items, zones, etc.

Posted: Wed Mar 13, 2013 9:52 pm
by Sanjuro
Oh, and we should have a reference to a famous flapper!
yuggothium + moonbow = Bow of Clara

Re: Creative player ideas for in-game items, zones, etc.

Posted: Sat Mar 30, 2013 5:16 pm
by Patojonas
leftover ideas from the contest:

turtle amulet welding to illuminum blouse = turtleneck

steamwork core + flash powder = steampunk camera

Re: Creative player ideas for in-game items, zones, etc.

Posted: Wed May 15, 2013 3:53 am
by Isladar
An idea for higher level characters:

Oaths, Codes, or Creeds

Like Retcon restrictions, these would govern the way you play the game. Once you adopt a (I'm just going to call them Codes) Code, you gain small benefit of some sort (skill, resistance, access to a special item, a buff, etc.) that you retain as long as you choose to follow the Code.

If I were implementing it, I would relate some of them, if not all of them, to alignment. I would also consider making them alignment dependent. I wouldn't want the granted bonus to be huge, but it should be large enough to justify adopting a Code and accepting the associated limitations.

It would be interesting to make them a once per Retcon thing, too. That way people are encouraged to Retcon to test them all.

I love the limitations Retcon, and every time I get to the higher levels I miss them. In particular, I want to follow the Ascetic's Code, and swear off sugar and caffeine (since I frequently fail to eat or drink to fullness, anyway), and it would be nice to get a small buff or resistance in exchange.

Re: Creative player ideas for in-game items, zones, etc.

Posted: Thu May 16, 2013 5:57 pm
by Sanjuro
I'm a little disappointed there's no "plethora" of Mechapinatas. (Oh yes, it's very nice!)

Re: Creative player ideas for in-game items, zones, etc.

Posted: Fri May 17, 2013 3:24 pm
by The Leopard
From the description for the "steamwork core":
"...Whether you need to make a flying trilobite or a spring-heeled timesuit..."

So, why not:
Weld: steamwork core + trilobyte = flying trilobyte (vehicle?)
and
Weld: steamwork core + ACU suit = timesuit
Assemble: timesuit + high-jump boots = spring-heeled timesuit
(for example)

From the description for the "leopard skin loincloth":
"...Sadly, female heroes will have to look elsewhere for the matching leopard skin bikini top."

So, why not:
Assemble: leopard skin loincloth + coconut bikini top = leopard skin bikini top

Also: Weld: pentium + brick outhouse = penthouse

Okay, I'll be quiet now.

Re: Creative player ideas for in-game items, zones, etc.

Posted: Sat Jun 08, 2013 7:30 pm
by zyborg
I am surprised at the lack of a 'negaverse', one of the classic comic book locations. Perhaps there could be a quest where you enter Twilight's antiverse. You can enter the Insanitarium or the Cage, where famed supervillain D'nar the Dark Watcher sends people to make them insane or locks them up indefinitely, respectively.Or go to the Unversity, where Susan Kavon drains the minds of the best and brightest. Team up with some of the most famous heroes of that world, such as The Ace
Spoiler: show
(Michael Ace)
[/color], or seek aid from the fledgeling Psion hero, the Bind Mender. Finally, attempt to survive the dangers of The Neighborhood, a crime-riddled cesspool of darkness, ruled by the diabolical [your name here]. You mistake him/her for Your Evil Twin, but he/she explains, they aren't your twin, they are YOU. The first "fight" is a noncombat, as you are unable to beat yourself. Luckily, a few more adventures helps you find Your Heroic Twin (Your Evil Twin's antiverse counterpart), who is defeated by Antiverse You but weakens hem so you can fight hem.

Re: Creative player ideas for in-game items, zones, etc.

Posted: Sun Jun 09, 2013 11:07 am
by Patojonas
Isladar wrote:An idea for higher level characters:

Oaths, Codes, or Creeds

Like Retcon restrictions, these would govern the way you play the game. Once you adopt a (I'm just going to call them Codes) Code, you gain small benefit of some sort (skill, resistance, access to a special item, a buff, etc.) that you retain as long as you choose to follow the Code.

If I were implementing it, I would relate some of them, if not all of them, to alignment. I would also consider making them alignment dependent. I wouldn't want the granted bonus to be huge, but it should be large enough to justify adopting a Code and accepting the associated limitations.

It would be interesting to make them a once per Retcon thing, too. That way people are encouraged to Retcon to test them all.

I love the limitations Retcon, and every time I get to the higher levels I miss them. In particular, I want to follow the Ascetic's Code, and swear off sugar and caffeine (since I frequently fail to eat or drink to fullness, anyway), and it would be nice to get a small buff or resistance in exchange.
As long as they're optional that'd be nice, the reputation mechanic needs to stand out a bit more imo :wink:

Re: Creative player ideas for in-game items, zones, etc.

Posted: Sun Jun 09, 2013 4:47 pm
by zyborg
RKBrumbelow wrote:
zyborg wrote:I am surprised at the lack of a 'negaverse', one of the classic comic book locations. Perhaps there could be a quest where you enter Twilight's antiverse. You can enter the Insanitarium or the Cage, where famed supervillain D'nar the Dark Watcher sends people to make them insane or locks them up indefinitely, respectively.Or go to the Unversity, where Susan Kavon drains the minds of the best and brightest. Team up with some of the most famous heroes of that world, such as The Ace
Spoiler: show
(Michael Ace)
[/color], or seek aid from the fledgeling Psion hero, the Bind Mender. Finally, attempt to survive the dangers of The Neighborhood, a crime-riddled cesspool of darkness, ruled by the diabolical [your name here]. You mistake him/her for Your Evil Twin, but he/she explains, they aren't your twin, they are YOU. The first "fight" is a noncombat, as you are unable to beat yourself. Luckily, a few more adventures helps you find Your Heroic Twin (Your Evil Twin's antiverse counterpart), who is defeated by Antiverse You but weakens hem so you can fight hem.
You already can fight your evil twin, in fact you get a merit badge for doing so enough times.
I thought "Your Evil Twin" was more literal, as they were your twin, not actually YOU. That's why "Your Heroic Twin" is part of my suggestion. But if not, then this could explain where e comes from.

Re: Creative player ideas for in-game items, zones, etc.

Posted: Fri Jun 21, 2013 1:28 pm
by Olaf
This Guy should be a villain.

Only name I could think of Suspicious Activist, but then it sounds like he should be at the university riot, but he doesn't look the part. Apparently his name is Boris, though. "Boris the Burglar" to be specific.

Re: Creative player ideas for in-game items, zones, etc.

Posted: Tue Jul 02, 2013 9:59 pm
by Sanjuro
With the discovery of the heirloom carrot, I think you missed an opportunity for a reference to one of my favorite super-teams.
http://en.wikipedia.org/wiki/Captain_Ca ... _Zoo_Crew!

I like the fact that they zoomed around in a vehicle called the Zoo Crewser!
EDIT: fixed url

Re: Creative player ideas for in-game items, zones, etc.

Posted: Wed Jul 03, 2013 9:47 am
by The Leopard
wad of cashmere + bully pulpit = wooly bully pulpit
wad of cashmere + smuggler's box = snuggler's box

Re: Creative player ideas for in-game items, zones, etc.

Posted: Sat Aug 24, 2013 1:54 pm
by Patojonas
wad of cashmere + leon's beard = goatee

Re: Creative player ideas for in-game items, zones, etc.

Posted: Mon Oct 07, 2013 2:13 pm
by The Leopard
If you're wearing the full Little Red Riding Hood outfit, you should get some sort of bonus if you also have the Wolf sidekick.

Re: Creative player ideas for in-game items, zones, etc.

Posted: Tue Nov 19, 2013 9:21 pm
by Sanjuro
I think it would be interesting to have an underwater league foe, with each separate source of underwater breathing extending the number of combat rounds until you had to break off the fight, kind of like the limit on combat rounds while fighting the Orwhal.
Diving outfit (or Seppia's Cephalopod Skullcap), harbor pearl, sub-ma-car, and being an Elemental would each extend the number of rounds you could fight the underwater menace.

Re: Creative player ideas for in-game items, zones, etc.

Posted: Sun Dec 08, 2013 7:48 am
by Isladar
Would it be feasible to allow players to flag a subset of combat usable items as "favorites?"

Re: Creative player ideas for in-game items, zones, etc.

Posted: Wed Dec 11, 2013 10:13 am
by The Leopard
ice cool hairgel + Elijah Bot = ice cool principal
ice cool hairgel + Eskrima book = ice cool yearbook (When used, gives your understudy a new sidekick skill: ice cool cheerleader)
ice cool hairgel + hyper-c, drop = ice cool drop-out
ice cool hairgel + drumsticks = rock & roll ice cool

....I...I'm sorry.

Re: Creative player ideas for in-game items, zones, etc.

Posted: Wed Dec 18, 2013 7:55 am
by Patojonas
Sanjuro wrote:I think it would be interesting to have an underwater league foe, with each separate source of underwater breathing extending the number of combat rounds until you had to break off the fight, kind of like the limit on combat rounds while fighting the Orwhal.
Diving outfit (or Seppia's Cephalopod Skullcap), harbor pearl, sub-ma-car, and being an Elemental would each extend the number of rounds you could fight the underwater menace.
problem with this is that it favours iotm and a particular class :/

I personally would like to see a villain that finally made use of the "gas mask" to avoid some noxious gases, similar to how fire selfdamage protects from the hypothermia debuff against the icebergs.
The Leopard wrote:ice cool hairgel + hyper-c, drop = ice cool drop-out
ice cool hairgel + drumsticks = rock & roll ice cool
Those are very good :P

Re: Creative player ideas for in-game items, zones, etc.

Posted: Thu Mar 13, 2014 4:00 am
by Isladar
Kirlian Mirror
Talisman

Allows you to have an additional active aura.
Attacker takes 5 psychic damage.
-20% resist electric damage.
Take 1 psychic damage per round of combat.

Re: Creative player ideas for in-game items, zones, etc.

Posted: Thu Mar 20, 2014 11:26 pm
by Sanjuro
I can't decide which would be more fun:
(1) fighting crime while wearing a luchador mask, or
(B) having a luchador as a sidekick
:mrgreen:

Re: Creative player ideas for in-game items, zones, etc.

Posted: Sat Mar 22, 2014 9:14 pm
by Sanjuro
inspired by pre-season baseball:
quill blade + baseball = rotisserie baseball :mrgreen:

Re: Creative player ideas for in-game items, zones, etc.

Posted: Thu May 29, 2014 8:57 pm
by Sanjuro
Foul fowl + rainwater = Fragrant Fowl :mrgreen:

I've been watching a lot of basketball lately.

Re: Creative player ideas for in-game items, zones, etc.

Posted: Fri Jul 04, 2014 6:56 pm
by Sanjuro
http://cheezburger.com/8241721600

bowl of greens + gears = metal gear salad

Re: Creative player ideas for in-game items, zones, etc.

Posted: Sat Jul 12, 2014 9:33 am
by Patojonas
Sanjuro wrote:http://cheezburger.com/8241721600

bowl of greens + gears = metal gear salad
metal + vegetables...I liek it :P

Re: Creative player ideas for in-game items, zones, etc.

Posted: Tue Aug 26, 2014 11:23 am
by The Leopard
For the next Battle of the Bands, the first opponent you encounter could be:

Opening Band
This is the Opening Band. They're the band on stage before the band you actually want to see. The lack of respect they've gotten has opened their hearts and minds to violence.

When defeated, you get an item:

opening number
A small number one, with small opening, that, when opened, will open new opportunities for you.
Combat usable
Allows you to use any opening once per day
Sanjuro wrote: bowl of greens + gears = metal gear salad
Well played, sir.

Re: Creative player ideas for in-game items, zones, etc.

Posted: Tue Aug 26, 2014 12:18 pm
by Patojonas
The Leopard wrote:For the next Battle of the Bands, the first opponent you encounter could be:

Opening Band
This is the Opening Band. They're the band on stage before the band you actually want to see. The lack of respect they've gotten has opened their hearts and minds to violence.

When defeated, you get an item:

opening number
A small number one, with small opening, that, when opened, will open new opportunities for you.
Combat usable
Allows you to use any opening once per day
Nice!

I also have a suggestion for next time, a new drop for all bands:

http://www.scrabblefinder.com/word/bandoneon/

n. - A type of concertina popular in South America

Re: Creative player ideas for in-game items, zones, etc.

Posted: Wed Aug 27, 2014 6:21 am
by xKiv
The Leopard wrote:For the next Battle of the Bands, the first opponent you encounter could be:

Opening Band
This is the opening band, it is here to do five or six or seven songs. It is probably not the band you came to see tonight.

Re: Creative player ideas for in-game items, zones, etc.

Posted: Wed Oct 08, 2014 8:34 pm
by Sanjuro
gears + foul fowl = Technical Fowl

When used in combat:
As you wind up to throw the item, your foe tries to hit you. A referee blows his whistle and kicks your opponent out of the game on a technical fowl. Wait, what?

Re: Creative player ideas for in-game items, zones, etc.

Posted: Fri Oct 16, 2015 12:43 pm
by The Leopard
Assemble:

cast arm cast + sweet pod = podcast

This weird metallic, vegetable-based gauntlet somehow keeps you up-to-date on what's happening and what's planned for the future of the city. If you want to know exactly how it works, you'll have to send your question to someone who's more knowledgeable about Twilight.

(Gloves: +Int, allows soul-gazing)
Sure, days AFTER the contest closes, I come up with this one. Go on, just take it. It's free.