Nathan
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I've already posted news of this in the City of Heroes Thread, but I thought it would deserve it's own Thread. Champions Online is a Next-Gen Super Hero MMORPG, done by the same people that created City of Heroes. It's based on a popular Pen & Paper game from 1981, you can read more on it on the Official Homepage. It will be available for the PC and Xbox360.
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I've registered myself on the Champions Forum and found out some interesting things, you no doubt would like to know. Apparently there won't be any power-sets anymore, instead every character will be able to learn anything. I don't know how exactly that'll work myself, but here are some posts from a Developer from a Thread concerning that specific subject.
We are still working on many of the specifics of how you will select powers for your character and which powers you can select at any particular point. There is a lot of iteration and testing that still has to happen before we give a real picture of what you'll be playing with when the game goes live.
Our goal is to give you guys as much flexibility and customization as we possibly can without penalizing you for making thematic choices in your power selection.
We've made the deliberate decision to allow for a massive amount of customization and power flexibility. Even where this flexibility won't be total, the reality is that this will - not might, but absolutely will - allow for players to gimp themselves and for min-maxing in various forms to occur.
Trying to balance this with traditional conceptions of balance is clearly going to be an uphill battle. What we are focusing on, instead, is to try to make it so that there is as wide an array of viable choices and options as possible. What I do not want to see is a system where while a player can theoretically choose a million different options, in reality all but one of those options is completely gimping themselves.
What does this mean in practical terms?
We are going to provide as flexible and as customizable a system of power selection as we can offer while preserving good gameplay for a majority of builds and approaches. Some builds will inevitably fall between the cracks of our expectations for normative gameplay, and we're just going to accept that as an inevitable price for experimentation.
There are also some changes to the combat system as well.
from the article said:Basic details on the controller layout for the Xbox 360 version of the game have now been revealed. The two analogue sticks are used in typical action game fashion -- left stick is movement, right stick is camera. Pressing the A button will make your character jump, while one of the face buttons is a default attack (X button?) that gives you an immediate punch, kick or single blast of some kind. Holding down the right bumper puts your superhero into a guard stance. Anytime you achieve success in attacking or defending, a blue bar representing your power fills up -- allowing superpowers to be unleashed via any of the other mapped face buttons. Holding down the left trigger will act as a shift-function, which makes your face buttons change into other mapped powers on the fly. None of these powers have recharge timers, so if you've got the blue energy to pull it off you can do so instantly and to your hearts content.
By their nature, MMORPGs and traditional fighting games have different priorities which feed different control structures. We are, indeed, trying to make CO play faster and more reactively, and in that sense it may feel different from what many are used to with MMORPGs.
That being said, CO is still an MMORPG, and character development and tactical consideration are very much at the forefront. CO will be more reactive and faster paced than a traditional fantasy MMORPG, but not as twitchy as a conventional fighting game.
In regards to the Endurance Bar, melee fighting attacks will not be the only attacks that build Endurance - there will be ranged options that accomplish this as well. There will, too, be powers that you can use in an initial onslaught, but most of your most deadly powers will require that you fight for a while before you can bring them to bear.
The important point to this is that there will never be a time when you as a player will have to simply sit there waiting for your powers to recharge - there will always be something for you to do.
That's all for now. If I find out any more interesting stuff, I'll make sure to post them on here.