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

Posted: Sat Feb 19, 2011 4:28 pm
by Ryme
Some already have been. Other stuff gets borrowed (sometimes very loosely) when I'm looking for ideas. A lot of it is, unfortunately, either just not my style or doesn't quite fit anywhere at the moment.

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

Posted: Sat Feb 19, 2011 4:32 pm
by AldenteVonTino
Kewl beans. If you happen to need an external boost of ideas, my inbox is always open. Sometimes a writer (like me) needs to get away from what they themselves write and take a break.
8)

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

Posted: Sat Feb 19, 2011 9:04 pm
by Cristiona
AldenteVonTino wrote:Is there any inclination/intent/possibility that some/any of the contest suggestions can/will be added?
Most of them have been.

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

Posted: Mon Feb 21, 2011 9:23 pm
by Ryme
I see why you'd suggest that, but there was a conscious choice to get away from "everything's just a noncombat" and address the "most other skills don't help with quests" objections. We're still trying to work in that direction (note recent changes to Zion's quest and the probably-not-yet-really-observed adjustments to the protest). So adding a noncombat choice would be counter to the current plan.

I'm all for alternate methods of completing things, though, so something may be put in as a reasonable second option at some point. Don't hold your breath, though -- there's a long list of things that are more out of whack than those two drops.

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

Posted: Fri Feb 25, 2011 11:51 pm
by Cristiona
Cup of coffee + chocolate chip = mocha!

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

Posted: Fri Mar 04, 2011 10:17 am
by zyborg
How about a new Rank and Dusty Maze item?

Accessory - Brash Tag
Effects - increased combat encounters/foe toughness?; increased item finds
Description outline - the brash tag tells everyone that you are gonna 'take out the trash'. Apparently, people think that it means them, and you are being quite rude.

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

Posted: Fri Mar 11, 2011 9:36 pm
by zyborg
Heh, good one! Fits perfectly with the premise of this site, in my opinion. Superhero humor FTW.

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

Posted: Wed Mar 16, 2011 11:00 am
by NardoLoopa
Wubby - if equiped on rollover it gives you 20PP.

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

Posted: Tue Mar 22, 2011 3:00 pm
by Sanjuro
How about an annual event tied to Girl Scout cookie sales? We could get new sugar items based on Samoas, Thin Mints, Tagalongs...

I'm making myself hungry now...

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

Posted: Wed Mar 30, 2011 9:39 am
by blackmatter615
how about one of the post-mick quests that the quest reward is simply a key. The key is innocuous, mysterious, and fragile. You try every possible lock you can find, but it doesnt seem to open anything at all. Eventually, you give up, and retcon. low and behold, the key is the key to the mick's war chest, where prototype attachments to his suit are delicately hung. Obviously these prototypes were destroyed in the building explosion, but now, now they are yours. Unfortunately, the key broke, so you have to get a new one to unlock the war chest again.

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

Posted: Thu Mar 31, 2011 6:23 am
by NardoLoopa
Of course we need this!
http://www.wired.com/gadgetlab/2011/03/ ... -redefines
-dangerous/

Or maybe the guy on the video as a sidekick wielding this (and cutting himself every now and again).

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

Posted: Thu Mar 31, 2011 8:05 pm
by Nommy
Capable And Reliable Driving In Space! It needs to be able to fly, and perhaps occasionally you would need to end up taking a turn in the wrong area.

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

Posted: Sat Apr 02, 2011 2:22 pm
by Patojonas
NardoLoopa wrote:Of course we need this!
http://www.wired.com/gadgetlab/2011/03/ ... -redefines
-dangerous/

Or maybe the guy on the video as a sidekick wielding this (and cutting himself every now and again).
I suppose that weapon is the dream of every emo loool

I agree we need that, looks quite deadly! Of course, it would have disastrous fumbles thus no one would use it, but it is an amazing concept :P

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

Posted: Wed Apr 13, 2011 3:38 pm
by Sanjuro
I had an idea for a new enemy in the Inner Sanctum, Admiral LXIV, based on the Commodore 64, of course.
He could drop the item: The Admiral's Snackbar. Your taste buds cannot withstand flavor of this magnitude! It's a T.R.A.P.! (Tasty, Really Awesome Pastry)

Also, how about a caffeine item in the Castle, to go with the stroopwafel?
I submit Blitzkrieg Pop, an energy drink made by Los Hermanos Ramones. Strangely enough, that pharmaceutical company also made a tranquilizer called "I Wanna Be Sedated".
You drink the Blitzkrieg Pop, and let out a cry of "Hey! Ho! Let's go!". What you want, I don't know, but you're all revved up and ready to go!

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

Posted: Sun Apr 24, 2011 5:50 pm
by Nommy
You should be able to use your transportation as a combat item when fighting outside, to run over whatever you're fighting. It would be an instant kill that causes the monster to drop all of its items, but it would totally kill the car, and you might lose some time walking back to your Hideout(Why don't you lose time after you destroy your motorcycle in NCI?).

It won't kill guys like The Mick, The Bard or the Octoron because they're inside. C'mon, you know this is an awesome idea.

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

Posted: Tue Apr 26, 2011 2:32 am
by Cristiona
hanger

This. Is. A good. Weapon. You should. Arm. Yourself.

Melee Weapon (bashing, small)
Power: 12
Level Required: 1
Autosell value: 5

+500 damage against exploding birds

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

Posted: Fri May 06, 2011 11:07 am
by blackmatter615
Sweet Tooth

Offhand item that grants +50-75% sugar item drops.

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

Posted: Thu May 12, 2011 12:26 pm
by Corrupt Shadow
xentrium hex
Plural: xentrium hexes
This is a pony with "#FFC125" branded on its side. You've tricked out your Red Hex in a full set of light-weight, time-displacing xentrium armor. Now you're really traveling in style. Of course, that golden armor makes your entrance a bit more obvious!

Transportation
Range: 3
Level Required: 4
Autosell value: 1000
Usable


-4 to initiative
-5 seconds to the duration of each turn***
*** Maximum time benefit of -60 seconds, total, including Heroic Efficiency..



How Obtained
Red Hex + xentrium barding = Xentrium Hex

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

Posted: Thu May 12, 2011 4:00 pm
by The Leopard
How about visiting the old trope where an unlikely paring of two of your previous foes team up and join forces against you?
For example: The Troutmaster and The Bard.
You could fight foes such as:

Julius Seahorse
Two Fishermen of Verona
The Urchin of Venice
The Mermaid Wives of Windsor
Largemouth Bassanio
etc.

It could take place in the Shiloh Sanitarium, or have multiple parings using all your past foes and have a "Legion of Doom" style area in the swamp. (Twilight has a swamp, right?) I'm not sure how to handle it though, as a quest maybe? It would have to be a higher level quest to ensure that you've already fought the previous villains. In that way, it wouldn't quite work as a special "multiple-day" type event.

Just thinking out loud...
-The Leopard

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

Posted: Thu Jun 16, 2011 9:52 pm
by Cristiona
Multi-use 50 Sophocles Monoclees to make a Giant Sunlight Magnifying Lens which is a (consumable) combat item that does 100% of foe's HP in Fire damage. When used against Sophocles, it destroys him once and for all. Or at least until you retcon.

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

Posted: Thu Jul 21, 2011 11:53 am
by Mana Yachanichu
I have 4 of one of the octotron fusion parts, and 1 each of 8 others. Given how few there are in the mall, I think it would be cool to have some sort of fusion transformer that "zaps" the parts. No creating new ones, so still one per ascension.

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

Posted: Sat Nov 05, 2011 1:48 pm
by blackmatter615
2 ideas for nonseizium talisman and vehicle:

talisman : glow in the dark lipgloss
infinisemally small increased change of ultra rare (x2)
-3 hp/turn
-10% resistances


vehicle: CZM 4x4

description: the most rugged vehicle produced by Carl Zunderburg Motors

unbranded jalopy+nonseizium welded together.

+20 hp