Safe Haven for Those Who Demand More

hunter rider said:
Maybe i need AVI's guide to movie adapting 101:( :p



Good points Herr,i should have been more clear,i never intended to imply That Tony would be giving up being Iron Man just that he wouldn't be able to use the greats tech to help out his country because it was to powerful to have in the hands of nations
I like your update on my ending,instead of it ending with Tony staring out the window we could have the part you suggested where outside the window in the street is an explosion and Tony turns presses a button on his watch and a secret door opens up to lead him down into stark industries where we see his face reflect in a glass cabinet containing the Iron Man Armour
As for why my story is gloomy,i just always tend to write melancholy and now Bond is driving a freaking mondeo my misery is greater:(

Bond's womanizing makes him a bad role model for young boys. It is right that his legacy in film goes down in flames. :mad:

You heard that Craig said something to the effect of that first sentence, right? ;)

Glad you like the suggestion. Thanks for posting, Hunter. :up:

:wolverine
 
Herr Logan said:
A shaped reticle that reflects the dimensions of the beam! Excellent idea! It should probably be more wide than tall, reflecting the shape of his visor.

Yup.

Herr Logan said:
I would say that the "ground reticle" should be used only when Storm (or at least her target) is outdoors, where the sky is visible and unobstructed. Indoors, the lighting should come straight from her, for obvious practical reasons.

Naturally.

Herr Logan said:
I very much agree. All tactical actions, including team maneuvers, should be practiced in the Danger Room toward the beginning. Certain basic combos should be mandatory in tutorials, and other tutorials are available whenever the player is controlling X-Men at the mansion (when they aren't under attack in their home). If you go out and complete a mission but screw up while attempting one or more maneuvers (or fail to use certain maneuvers that would have been helpful), you should be compelled to practice those in the Danger Room after the mission.
"We were luckier than we deserved out there, people. We need to be better than that!"
"Yes, Cyclops...." *they go grudgingly to the Danger Room*

Yea. In my mind, the danger room needs to be a combination of obstacle courses that help you practice team and individual maneuvers, as well as provide realistic simulations of various X-men threats. I believe you already mentioned this.

Herr Logan said:
Interesting idea. So is this new controller a bit like the 'Duck Hunt' gun from the original Nintendo? If the reticle is there for the manual aiming, then this is a very viable option. Thanks for your thoughts on this.

Basically. It's an expansion of the standard light gun, but with a lot more bells and whistles.

Herr Logan said:
Sure thing. I just don't want to have this apply heavily to everyone who's ever been a leader of the X-Men. That's like practically everyone aside from Wolverine (who's obviously been the best choice since Storm), Colossus and Jubilee. :o

I'm in agreement here. I think the game would work fine with just Cyclops and Storm having leadership options. I suppose, if the game had the capacity, you could work in varying degrees of leadership. But, as far as I'm concerned, Cyclops and Storm should be the primary field leaders.

Herr Logan said:
In most cases (not all), it wouldn't be so much "incapacitated" as hampered or distracted. You still need to be able to function, or else there'd be very limited use for this trick in the first place.

"Incapacitated" was a poor word choice on my part. What I was trying to imply was that Rogue should suffer harsher consiquences than Jean when it comes to "mind taking". Ooooooweeeeeoooooo.

Herr Logan said:
It shouldn't be an absolute requirement that you reach into someone's head and take the information (unless Jean is going to be available for sure), but there could be missions where it would be significantly simpler to do this instead of searching for long periods of time for something there's almost no clues about. In these cases, you could finish the level without Jean or Rogue, but having either one of them would be so much of an asset, a player wouldn't dare go without them if he/she knew what they were in for.

I agree. If a player doesn't care to use Rogue or Jean, they should still be able to complete the game, they just have to work harder. However, players who know how to pick the best combinations of characters for a given mission will be rewarded for the creativity and tactical ability.

Herr Logan said:
I'd very much prefer not to rely on heavy firepower and weaponry, but maybe in extreme cases. In any case, it should be fun as hell to play as Beast

Fair enough. I was trying to figure out ways for Beast's intellegence to factor into gameplay. I suppose he could be used to hack into computor databases as well.

Herr Logan said:
Sounds good. I haven't seen this in practice, so I can't say much about it, but I'm certainly open to that possibility. I do think that control system is limiting if there aren't two analogue sticks (the directional pad should be in addition to, not a replacement for a stick). Or is manual 3-D movement supposed to be the replacement for a stick?

Yea, in theory, the 3D movement is supposed to be superior to the second analog stick (if you've ever played Halo, the control represents the 'look' option of the left analog). However, no one's tried it yet, so there's no way of knowing.

Herr Logan said:
Thanks so much for posting, man. Really, really good stuff coming from you today. :up:

:wolverine

My pleasure. Like I said, I'm really into your X-men game and posting about it really helps me to visualize.

Herr Logan said:
Thanks, kame-sennin. Your ideas have been very interesting and insightful, and I agree that these dynamics could also apply to an Avengers game or other team game. I don't know nearly as much about the Avengers as I do the X-Men, so I haven't imagined much about that. If anyone wants to put their thoughts on that as well, they are welcome.

:wolverine

I'm not that knowledgable about the Avengers either. But, I seem to remember and old school Avengers arcade game that ran on the same engine as the X-men arcade game. The teams are similar (in terms of combat) if you think about it. I would assume that throwing Cap's shield would be similar to Cyclop's richoche blast, and controling Thor would be similar to controling Rogue/Storm.

In terms of setting, I assume this game is supposed to take place in NYC/the X-mansion? If you're following along the lines of the SM2 game, NYC and the X-mansion would be fully explorable/accesable (most likely with the X-jet acting as a 'bridge' between the two). In that vein, perhaps a sequel could take place entirley in the Savage Land. The game could start with all the playable characters on the X-jet crash landing in the Savage Land. The X-jet would act as a base for character switching and regaining health ect., and the entire Savage Land would be open to exploration. I think that could be pretty sweet. The first disadvantage I thought of, would be the lack of a danger room. However, considering the amount non-plot related danger in the Savage Land(I'm taking about dinosaurs), perhaps that could be used as suppliment to sharpen the X-men's skills. At the beginning of this game, Cyclops could suggest that the X-men explore the area and do a little "field training" before they start off on whatever mission brought them down there. As an alternative, you could always force the player to complete a few danger room settings before the X-men head for the SL as refresher as well.

Speaking of playable characters, how many X-men will be available for missions at one time? For some reason, the number five keeps popping into my head. Maybe it's a sub-conscious urge to trump X-men legends. Maybe the number should vary by missions. Or, perhaps it should be left up to the player to decide? If they chose to bring all available characters on a mission, they could risk leaving the mansion open to attack.

Anywho, those last two paragraphs were just what randomly jumped into my head.
 
Herr Logan said:
If you're in an enclosed environment and you're completely out of gas capsules, Batarangs, bolas, and shuriken, you'd better hope most of the enemies facing you don't have guns. If they're unarmed, they shouldn't be much of a problem, but if they are, you go on the defensive. There would be a lot of times when you're on the defensive, even though ordinary thugs are easy prey for the Batman. Guns make the difference, usually.

As long as the player has a finite arsenal, and is forced to use fists/resourcefulllness when he runs out, then that's fine. Good stuff.

I'd like to add a few ideas to your "special/earned weaponry" section. Firstly, I suggest that Batman can not always carry all of these items with him (although, most of the items you listed should be carried at all times once earned). Examples of such would be electrical batarangs, a freeze gun, rhinosauros tranquilizers, and other powerful weapons that are only needed against specific enemies. The resoning behind this, is that if the player knows that they are going to have to face Clayface (or better yet, deduces it before he/she knows for certain) than they would load the special weapons section of their utiliy bealt with a freeze gun. If they were going to face Crock or Grundy, they may want to take an extremely powerful tranquilizer. If they fail to bring these items, they may be able to complete their mission if they are skilled enough, or, they will have to retreat (or start, if they die) back to the batcave and rethink their strategy. I imagine Alfred could suggest certain weapons if the player doesn't think to use them. Or, you could search the batcomputor's database and read about the last time "you" defeated Grundy, and how you did it.


Herr Logan said:
RATING SYSTEM:
The ratings aren't trophies, and the trophies aren't rewards. The trophies are already in the Batcave, but special FMVs that show the significance or memories associated with them can be rewards.

:wolverine

The rating system is pretty solid. I can think of anything to add for the rewards either. Good job :up:.
 
Herr Logan said:
Bond's womanizing makes him a bad role model for young boys. It is right that his legacy in film goes down in flames. :mad:

You heard that Craig said something to the effect of that first sentence, right? ;)

:wolverine

So, consensual sex is worse than, say, blowing up an entire terrorist cell then celebrating the loss of human life with a wry quip? I think I'm beginning to see why everyone's so hung up on Craig.

Of course, they've weaned Bond off the cigarettes, so while he still womanizes and makes funnies about murdering people, at least he doesn't do it while enjoying a smoke. Thank you, Hollywood. Ten gets you twenty Jack Bauer could take Bond in a fight. Because Bauer plays to WIN.
 
kame-sennin said:
Yea. In my mind, the danger room needs to be a combination of obstacle courses that help you practice team and individual maneuvers, as well as provide realistic simulations of various X-men threats. I believe you already mentioned this.

Absolutely. There should be pre-set training scenarios which include both the obstacle course model as well as customizable holographic simulations. With the obstacle course, you should be able to choose the type of challenge, as in what you're being tested for (agility, speed, etc.), how long it should take you to complete it, and the diffiulty setting. With the simulations You can choose from a selection of locations, hazards, opponents and the difficulty setting. I think it could be really awesome.

Basically. It's an expansion of the standard light gun, but with a lot more bells and whistles.

Yea, in theory, the 3D movement is supposed to be superior to the second analog stick (if you've ever played Halo, the control represents the 'look' option of the left analog). However, no one's tried it yet, so there's no way of knowing.

Ah. Maybe I should ingratiate myself with someone who'll have it by the time this thing is on the market.

"Incapacitated" was a poor word choice on my part. What I was trying to imply was that Rogue should suffer harsher consiquences than Jean when it comes to "mind taking".

Yeah, that's how it should be. The trade-off for everything Jean can do that others can't-- or at least not as easily-- is that she's so complicated to use. Also, if the player controls Jean, the standard for performance and variety of tactics is higher. With great power, comes great responsibility.

I agree. If a player doesn't care to use Rogue or Jean, they should still be able to complete the game, they just have to work harder. However, players who know how to pick the best combinations of characters for a given mission will be rewarded for the creativity and tactical ability.

Exactly. I think there should be some kind of rating for assembling and using a balanced, properly-chosen team for a mission (based on the information you're given before the mission, what you can be reasonable expected to have foreseen). Good idea.

Fair enough. I was trying to figure out ways for Beast's intellegence to factor into gameplay. I suppose he could be used to hack into computor databases as well.

Actually, that's another opportunity for a "shortcut," similar to the ability to read a person's mind and glean helpful information. Beast isn't the only one who can hack, since Shadowcat is the X-Men's number one computer whiz. I don't know if anyone else has what it takes for this trait, but having either character would allow you to hack computers. Another good idea!

I'm not that knowledgable about the Avengers either. But, I seem to remember and old school Avengers arcade game that ran on the same engine as the X-men arcade game. The teams are similar (in terms of combat) if you think about it. I would assume that throwing Cap's shield would be similar to Cyclop's richoche blast, and controling Thor would be similar to controling Rogue/Storm.

Similarly, Shadowcat's phasing ability is one of the Vision's abilities as well, although Vision's phasing can disrupt biological entities, while Shadowcat primarily disrupts machines.

In terms of setting, I assume this game is supposed to take place in NYC/the X-mansion? If you're following along the lines of the SM2 game, NYC and the X-mansion would be fully explorable/accesable (most likely with the X-jet acting as a 'bridge' between the two). In that vein, perhaps a sequel could take place entirley in the Savage Land. The game could start with all the playable characters on the X-jet crash landing in the Savage Land. The X-jet would act as a base for character switching and regaining health ect., and the entire Savage Land would be open to exploration. I think that could be pretty sweet. The first disadvantage I thought of, would be the lack of a danger room. However, considering the amount non-plot related danger in the Savage Land(I'm taking about dinosaurs), perhaps that could be used as suppliment to sharpen the X-men's skills. At the beginning of this game, Cyclops could suggest that the X-men explore the area and do a little "field training" before they start off on whatever mission brought them down there. As an alternative, you could always force the player to complete a few danger room settings before the X-men head for the SL as refresher as well.

It would take place in various locations all over the world. Obviously the X-Mansion, where absolutely everything is accessible (but not to every member of the team or residence... you have to change characters to get to some areas, like private quarters, the women's restrooms ;), etc.). The main areas where missions or spontaneous combat occurs would be the surrounding areas of upstate New York (Salem Center, mostly), New York City (Manhattan, mostly), the Savage Land, Cassidy Keep in Ireland, Moira McTaggert's research center on Muir Island, Tokyo, Asteroid M, and more.

These areas should have a reasonable degree of accessibility. If you were fighting big, bad supervillains in an urban area and wanted to take a shortcut through a building, you should be able to do that, but depending on the state of video game technology, you'd probably see a lot of reused layouts (all floors in an office building would look the same, etc.). I'd also like it if most environment were destructible, and I mean a further degree than in 'Mercenaries: Playground of Destruction.' Instead of having buildings crumble after being blasted a certain amount of times, each spot that is struck reveals damage (whether it be dents, cracks, holes, or other signs of damage) and the point at which an entire structure crumbles should reflect real physics somewhat.

I'm not sure exactly what to do about extended missions in places like the Savage Land, in terms of Danger Room accessibility. Perhaps-- and I know this is contrived and a little silly-- when a player is fouling up due to lack of experience, the character could recognize that and, at a moment of rest, flashback to the Danger Room. "I'm screwing up like a rank amateur. Come on [character's name], get it together. Remember your training." Flashback! The Danger Room automatically chooses a suitable scenario that will teach you what you need to complete your current mission. You try it until you get it right, and then you come out of the flashback and right back in the middle of the mission you were in to begin with, with the same amount of battle damage you had before (unless you're Wolverine or the Beast, in which case you'll be either completely recovered or significantly better off, respective to which character you are), but without nearly as much fatigue, since you rested while reminiscing. That's if the computer assumes you wouldn't have made it out alive. If you complete a mission but fouled up enough to feel bad about it, then you flashback when you're at your temporary base of operations. At the moment, that's the most realistic way of dealing with that issue I can think of. I know it sounds crazy.

I'd like it if there were social events and casual outings in the game that could easily lead to fights (since that's life in the X-Men). It would be best if not every outing did include a fight, so as to better leave the player guessing.

Speaking of playable characters, how many X-men will be available for missions at one time? For some reason, the number five keeps poping into my head. Maybe it's a sub-conscious urge to trump X-men legends. Maybe the number should vary by missions. Or, perhaps it should be left up to the player to decide? If they chose to bring all available characters on a mission, they could risk leaving the mansion open to attack.

There should be a set minimum and maximum for each formal mission, based on what Xavier, Cyclops and/or Storm think is needed. Sometimes (or just one or two), the maximum is as many X-Men are available in desperate situations.

For formal missions, there is a briefing that includes a review of the enemies you are expected to encounter, including their strengths and weaknesses. Perhaps there should be suggestions from the field commanders as to, if not whom should be on the away team, then what skills/attributes are needed, and you can decide from that which members should go. Many X-Men have a combination of skills and talents (Beast, Wolverine, Rogue, Shadowcat, etc.), so that's where the player discretion comes in.

I also just thought of a concrete use for the leadership trait. Maybe it should be called experience, or maybe both. In any case, mutants with more experience or leadership potential would themselves operate more effectively when controlled by the AI, in addition to or instead of the leadership skills of the player being controlled at any given time enhancing the AI performance of everyone else. I don't know, it's a tricky issue. If this were in play, then Wolverine, Beast, Jean Grey and other veterans (veteran of the X-Men and/or their own independent tactical experience) would be more effective team members while AI-driven than Jubilee and Iceman (even though he was an X-Man from the beginning, he's matured very little since then, compared to the rest, and I'm not just talking about the bastardized version that Austen wrote).

Anywho, those last two paragraphs were just what randomly popped into my head.

Good thing they did. You've got great ideas. :up:

:wolverine
 
kame-sennin said:
As long as the player has a finite arsenal, and is forced to use fists/resourcefulllness when he runs out, then that's fine. Good stuff.

The throwing weapons and capsules are finite, as well as most of the aerosol sprays and the first aid kits. I think I went back and made sure to mark which items were finite and which were constant (barring the removal of the Utility Belt, in which case there are still a few manual tools still available).

I'd like to add a few ideas to your "special/earned weaponry" section. Firstly, I suggest that Batman can not always carry all of these items with him (although, most of the items you listed should be carried at all times once earned). Examples of such would be electrical batarangs, a freeze gun, rhinosauros tranquilizers, and other powerful weapons that are only needed against specific enemies. The resoning behind this, is that if the player knows that they are going to have to face Clayface (or better yet, deduces it before he/she knows for certain) than they would load the special weapons section of their utiliy bealt with a freeze gun. If they were going to face Crock or Grundy, they may want to take an extremely powerful tranquilizer. If they fail to bring these items, they may be able to complete their mission if they are skilled enough, or, they will have to retreat (or start, if they die) back to the batcave and rethink their strategy. I imagine Alfred could suggest certain weapons if the player doesn't think to use them. Or, you could search the batcomputor's database and read about the last time "you" defeated Grundy, and how you did it.

Ah, how could I forget the electric Batarang? Good idea with the heavy tranquilizers, too.

Considering the way I designed his regular arsenal was meant to almost completely fill up his belt and costume, the special items should be even more limited than the regular tools and weapons. Knockout Grenades and Controlled-Concussive Grenades should be show as canisters actually hanging off his belt. Plastic exposives should be in an extra pouch that also hangs off the belt. I don't even want to think about where he'd keep the free-standing, Rapid Room-Filling Gas Fogger.

In any case, these are the items that the Batman should be forced to decide on which items to take and how many. Maybe that option should be open to a limited degree for the regular arsenal (like if you decided that you rarely or never use tear gas and don't need all 12 smoke bombs, but love to use flashbangs, you could shuffle capsules around, but I wanted that full capacity available. I might be okay with slightly less capsules, total, but I couldn't go lower than 10 for smoke capsules and 5 for tear gas and flashbangs.

I'm a little leery of using the Freeze gun at all, but it's an option to consider. There should be a limited amount of cryon (or whatever Fries named his special freezing material) in the gun, as it isn't hooked up to a tank and the Batman would want to limit its power in case someone else got a hold of it. There should be another way to defeat Clayface. In fact, there should almost always be a potential way to defeat anybody in the game, since that's what being the Batman is all about. If not defeat, than to escape and then try again later. The Freeze Gun would be a severe "shortcut" to beating Clayface, but if you don't get him in a certain, very small number of shots, then you have to use your other gear and/or environmental hazards against him. In fact, you should be forced to use the environment to get him into postion for a solid shot with the Freeze Gun, or else it's just too easy. Clayface should be very fast and if you draw the gun at all, he would probably see it and compensate for it by taking evasive action every time you try to use it.
Maybe the Batman should also be able to earn freezing capsules, which freeze parts of Clayface, stunning, distracting and cutting him down to size, little by little. It wouldn't finish him off, but it would help in the fight. What do you think?

The rating system is pretty solid. I can think of anything to add for the rewards either. Good job :up:.

Thanks. :)

Good job to you, too. :up:

:wolverine
 
Zev said:
So, consensual sex is worse than, say, blowing up an entire terrorist cell then celebrating the loss of human life with a wry quip? I think I'm beginning to see why everyone's so hung up on Craig.

Of course, they've weaned Bond off the cigarettes, so while he still womanizes and makes funnies about murdering people, at least he doesn't do it while enjoying a smoke. Thank you, Hollywood. Ten gets you twenty Jack Bauer could take Bond in a fight. Because Bauer plays to WIN.

And Batman could take both of 'em at once!
I don't watch '24,' so all I know is that Bauer kills hundreds of people each season/day. James Bond is the worst spy ever. Even more so than Sidney Bristow on 'Alias' (although nowhere even close to as annoying and pathetic). Sidney uses aliases every time she goes undercover, at least. And you won't see the Batman cruising the casinos and giving out his real name while undercover, either. You don't see him drinking alcohol on the job (or ever) and introducing himself smarmily with "The name is Batman. The Batman."

I fully agree that James Bond is a bad role model for young boys. He's a bad role model for anybody! I'm not very impressed with Bond as a character in general, as his dialogue sucks (and yes, if he heard that, he'd make some pitiful sex joke out of it), but he shouldn't be altered for the asisine assumption that a character like him should ever be considered a role model in the first place. He's a lousy spy who drinks in front of the enemy, goes to bed with any woman that will have him (except the one who really wants him, or at least I think that's how it played out), boards planes he's never seen just because a pretty woman offers him a ride, destroys millions of dollars of property not belonging to terrorists, etc. When was he ever supposed to be a role model? He's a freakin' government agent with a license to kill. Granted, that's also what a police officer is, but I think it's more reasonable for a child to look up to a cop (or the idea of being a cop) than to an MI-6 assassin with an uncontrollable sex drive. Parents, take your child to the Spy Museum in Washington, D.C., and they'll learn just how fun it is to be a secret agent.

:wolverine
 
Herr Logan said:
And Batman could take both of 'em at once!

:wolverine

Well, Jack has one advantage... he can use guns.

Batman: (rips shirt off) Bring it.

Jack: (shoots Batman in the face)

Batman: Why didn't I think of that...?

And would it be one-on-one or would they be able to call in assistance? Because Bat-Clan versus CTU, that would be something to see. Tony and Michelle would go on a double date with Dick and Babs while George Mason and Commissioner Gordon would talk about how hard it is dealing with heroes who are just so eager to work outside the law...

And President Luthor would get along SO WELL with Mike Novich...
 
Bond doesn't sleep with any woman that will have him he only nails 10's
icon12.gif

Oh and Bauer>>>>>>>>>>>>>Everyone
icon8.gif
 
Zev said:
Well, Jack has one advantage... he can use guns.

Batman: (rips shirt off) Bring it.

Jack: (shoots Batman in the face)

Batman: Why didn't I think of that...?

And would it be one-on-one or would they be able to call in assistance? Because Bat-Clan versus CTU, that would be something to see. Tony and Michelle would go on a double date with Dick and Babs while George Mason and Commissioner Gordon would talk about how hard it is dealing with heroes who are just so eager to work outside the law...

And President Luthor would get along SO WELL with Mike Novich...

I told you I never watched the show, dammit! I don't know who half those people are!

Anyone who relies on guns is at high risk of getting their ass kicked by someone who has devoted most of his life to fighting people who use guns (and has an excellent track record for that sort of thing). :p

:wolverine
 
Herr Logan said:
Anyone who relies on guns is at high risk of getting their ass kicked by someone who has devoted most of his life to fighting people who use guns (and has an excellent track record for that sort of thing). :p

:wolverine

But let's not forget...

Joker: Still an active threat.

Riddler: Still an active threat.

Clayface: Still an active threat.

Ra's Al Ghul: Still an active threat.

Poison Ivy: Still an active threat.

And Jack's record...

Victor Drazen: Neutralized with extreme prejudice.

Steven Saunders: Neutralized.

Habib Marwan: Neutralized.

Osama Bin Laden (oh sure, they called him something else, but we all know it was him): Tortured, then neutralized.

Kim Bauer: Still an active threat (to good taste).

Batman's good if you need the same dozen or so guys taken care of over and over again, but Jack Bauer faces new threats on a literally daily basis. Winner: Bauer.
 
Zev said:
But let's not forget...

Joker: Still an active threat.

Riddler: Still an active threat.

Clayface: Still an active threat.

Ra's Al Ghul: Still an active threat.

Poison Ivy: Still an active threat.

And Jack's record...

Victor Drazen: Neutralized with extreme prejudice.

Steven Saunders: Neutralized.

Habib Marwan: Neutralized.

Osama Bin Laden (oh sure, they called him something else, but we all know it was him): Tortured, then neutralized.

Kim Bauer: Still an active threat (to good taste).

Batman's good if you need the same dozen or so guys taken care of over and over again, but Jack Bauer faces new threats on a literally daily basis. Winner: Bauer.

Matching track records as to who's killed more people isn't what I was talking about. In a one-on-one fight, the Batman would kick Bauer's ass. Sure, Bauer would kill the Batman if he could, but he couldn't. That's the point.

I doubt Bauer could do much better against Clayface than the Batman, too.

:wolverine
 
Alright, we know that 90% of the game is mental, right? Well, Batman's a brooding loner with LOTS of issues, while Jack's a happily-married family man with a loving daughter. It's not the size of the fight in the dog, it's the size of the not-psychotic in the dog.

Winner: Sanity (and Bauer)
 
Zev said:
Alright, we know that 90% of the game is mental, right? Well, Batman's a brooding loner with LOTS of issues, while Jack's a happily-married family man with a loving daughter. It's not the size of the fight in the dog, it's the size of the not-psychotic in the dog.

Winner: Sanity (and Bauer)

Didn't he lose his wife, and possibly his daughter? He's a drug-user.

Whatever. Let's pretend Jack Bauer caught the Batman on a really, really bad day. I shouldn't have taken us further off-topic.

:wolverine
 
Herr Logan said:
Didn't he lose his wife, and possibly his daughter? He's a drug-user.

Whatever. Let's pretend Jack Bauer caught the Batman on a really, really bad day. I shouldn't have taken us further off-topic.

:wolverine

Okay... but let's not forget Batman's little escapade with Venom. At least Jack only used drugs because it was necessary to maintain his cover.
 
But turning attention back to your Batman game, how much of an impact is the Bat-family going to have? Is it just cameos or will they be a full-fledged supporting cast?
 
Zev said:
Okay... but let's not forget Batman's little escapade with Venom. At least Jack only used drugs because it was necessary to maintain his cover.

He took Venom? I didn't know that. Why the hell would he do something like that?

:wolverine
 
Zev said:
But turning attention back to your Batman game, how much of an impact is the Bat-family going to have? Is it just cameos or will they be a full-fledged supporting cast?

Most of the Bat-family would be mostly cameos. I want it to be mainly about the Batman, with a couple of other characters you can control. Alfred is the secondary character, and Robin is third.

Actually... what do you guys think of having the option (or forced task) of controlling Commissioner Gordon at times? That may be too complicated, but if it was kept at a superficial level (as in, no detailed paperwork dynamics and no personally conducted detective work), the real treat would be dialogue with other cops like Bullock and Montoya.

:wolverine
 
Herr Logan said:
He took Venom? I didn't know that. Why the hell would he do something like that?

:wolverine

He was depressed over failing to save a kid, so he started taking a steroid.

My big idea of the evening: You said you wanted flashbacks to Batman's early cases as well as training missions that didn't imply Batman was just starting out. So let's have Batman be training Robin III. We'll also flashback to Batman's "classic" missions with Robin II (this will play a little fast and loose with continuity, but we're already dead set on having the game in present-day while keeping Gordon as the commish, so...), leading up to the infamous Death In The Family and the revelation of Red Hood's identity.
 
Here's another question:

Would you guys prefer it if there were no mini-games in the crime lab? Even though it's an easy way to squeeze in another reward (new equipment that can analyze evidence automatically), I'm thinking it could get a bit tedious. I do believe that there should be mini-games at the crime scene itself, however. You'd also have a limited amount of time in many instances, if you've got other business to attend to or if someone has called the cops (and you don't always know if someone has reported the crime). If you're surveying the crime scene after the police have been there, you should still move quickly, but if you are caught after the CSI is through with the scene, it usually isn't the end of the world. It won't help your Dark rating, though, unless you're talking to Jim Gordon or maybe Renee Montoya.

I also wonder if you should be able to analyze some evidence outside the cave. For DNA, soil and various residue samples, I think you should have to at least go back to the Batmobile (which officially is supposed to have a miniature crime lab). For fingerprints, that could conceivably be done on the fly with a miniaturized scanning unit in your crime scene kit that has all the fingerprint records in the Batcomputer and in police databases.
Yay or nay on that one? If you get a positive print scan, you can gather all the other evidence you can and then check the Batcomputer's database to see if it can point you in the right direction for the owner of that fingerprint. Thoughts?

:wolverine
 
Zev said:
He was depressed over failing to save a kid, so he started taking a steroid.

My big idea of the evening: You said you wanted flashbacks to Batman's early cases as well as training missions that didn't imply Batman was just starting out. So let's have Batman be training Robin III. We'll also flashback to Batman's "classic" missions with Robin II (this will play a little fast and loose with continuity, but we're already dead set on having the game in present-day while keeping Gordon as the commish, so...), leading up to the infamous Death In The Family and the revelation of Red Hood's identity.

Would these flashbacks be FMVs or playable scenarios?

:wolverine
 
With all this Batman talk,this thread needs some Joker fish:

0930289366.01.LZZZZZZZ.jpg
 
Doc Ock said:
With all this Batman talk,this thread needs some Joker fish:

0930289366.01.LZZZZZZZ.jpg

Thanks, Ock. ;)

Care to add anything regarding any of the game concepts we've been discussing?

:wolverine
 
Herr Logan said:
Thanks, Ock. ;)

Care to add anything regarding any of the game concepts we've been discussing?

:wolverine

Well you guys have pretty much covered everything thoroughly :up:

But I'll add this.When fighting the villains,meaning level bosses,I would try to make it as close to the comics as possible.

For example when fighting the Joker,he would use all his nasty tricks like long barrelled guns,squirt streams of acid from his breast pocket flower,throw Joker bombs at you,try and spray smilex gas at you.The whole lot.

When fighting the Penguin,you'd not only have to avoid his many deadly umbrella weapons like machine gun,flame thrower,gas,knife,electricity,but you'd also have to avoid attacks from his trained killer birds.

See villains like those guys don't offer much in the way of physical strength.They rely more on their nasty toys,so it makes it harder to get in there to lay the pain on them,because you're counter acting all their deadly tricks.But with bosses like Catwoman,Clayface or Bane.There's none of that kind of stuff.It's purely physical with them.
 

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