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Damien

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  1. I like it. I think it's a step up from Comic Book Hero. I disagree that there is a need for you to play one character. Think of if there was an MCU mod, you would want to fly around all the different worlds within it. I just think there needs to be a bit more to invest in several characters. Flesh out the relationships a bit e.t.c. Not quite sure how but i've mentioned before that if there is ever a future version it could be good to see a relationship play out more, it's history play out more, so show that Spiderman has had a run in with Green Goblin a lot. Or Batman has teamed up with Robin a lot e.t.c. So you can see which characters other characters have had the most runins or team ups with and the net result of those. That way you see the relationships play out more.
  2. So it is, exactly answering what I asked. My bad, sorry.
  3. How does the AI simulating battles you choose to skip work at a high level? I was experimenting to see what i could get to happen and if I could create a character that could destroy everything by giving them 5 levels of 12 health, 10 rerolls, and 25 everything as well as powers where every hit was 12 points but they would still lose to average heroes? I suspect it may be number of heroes vs number of villians?
  4. Cheers. Does the relationship between the hero and villain make any difference?
  5. When characters are knocked out and have the consequence rolls what dictates the options that comes up? I've noticed different characters have different possible options come up in the same battles?
  6. In a future version would it be worth considering a tab on the character seen that shows the history between that character and other characters? There is obviously the relationships bit where someone is a nemesis or friend e.t.c. But what i am thinking about is seeing the history between them. For example which character has the character I am on had the most team up or runs in with? You that rogues gallery screen that appears for you, the user? What about one for a character? Rather than simply a box that says Lex Luthor is the nemesis of Superman why not show they've had run-ins and the results of them? I think it will make the world feel more immersive and lived in.
  7. Yeah the 2nd one isn't a big thing. As for the capitalisation that would help? Maybe at the end of the headline info as well. So JAILED. I am guessing a different colour is a bigger task? I am just thinking that you're having a cursory glance though the game world it would be help for inactive characters to stand out immediately.
  8. Loving it so far. Messing around with attempted mods and have a few questions/suggestions around the status of a character. Is there anywhere to make it more obvious on quick scan of the characters which ones are deceased/recovering/jailed e.t.c? You click on a character at the moment and it's sort of just there as part of the heading rather than a more obvious symbol or more prominent text? Likewise for the non-active status is there a way to find out why they're in that state from the character sheet or do you have to and hunt though the issues? Thanks! Looking forward to buying it when it comes on sale.
  9. Cool. I believe CBH had a nemesis rating but not nemesis specific schemes? As for storylines the idea I was having is if you could chain them using the 'Requirements; functionality to effectively have arcs?
  10. One thing I felt was missing from CBH was the lack of feeling like you were in an active, breathing, world. The world almost resets between turns with little change other than the status of specific characters. Reading through the journal I think this has been addressed with CBU with the storyline and event functionality. Can we use for example to create the sense of having a nemesis, a rival, as Lux Luthor to Superman situation across issues? Where a villain targets a hero, maybe targets the hero's allies and/or teams up with other villains ala Sinister Six?
  11. I wonder how death, injuries and 'turns' work in this game? I remember from CBH that's deaths typically only happened on 'world ending' schemes if you lost a battle. Will villains set out to take down heroes for example? Also what kind of storylines there are. Will storylines carry across 'issues' as this was something CBH lacked IMO. There wasn't a sense of a villain with a plan.
  12. Does unmasking/hair loss do anything long term to the workers involved? I ask because they are then listed under title history? What's the short term impact, just overness?
  13. What's the point of the 'career on the line' angle? Does this have any material effect on the game? Has anyone actually found a consequence to it that can be found in terms of narrative as well?
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