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Marvel mod circa 1991


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<p>Here's a list of the dimensions I currently have in the mod, just to show how I'm doing it:</p><p> </p><p>

Earth-616 (Primary Dimension)</p><p>

Earth-1191 (Bishops future)</p><p>

Earth-295 (Age of Apocalypse)</p><p>

Earth-811 (Days of Future Past)</p><p>

Earth-9200 (Maestro's Dimension)</p><p>

Earth-928 (2099)</p><p>

The Void ***this one has no "Earth-xxx" designation that I could find</p><p> </p><p>

Of course, all the alternate dimensions won't be nearly as fleshed out as the main dimension - but I am certain that they will all add a great deal of flavor and excitement.</p>

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Do you have enough material for Bishops future?

 

I have enough info for a single location, nothing else really. But I don't see it as a major problem, not all dimensions needs to be equally fleshed-out imo. And I think it would be a huge shame not to include Bishop and his timeline at all.

 

As I see it, Earth-616 is the "main" game - and everything else is just a bonus.

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<p>I did a little conversion chart for anyone who wants to help out with this mod. I'm not saying it's set in stone and I'm certainly open for tweaks to this chart, but I think it's nice to have a common framework for balance purposes:</p><p> </p><p>

Marvel RPG --> Comic Book Hero</p><p> </p><p>

(All MRPG stats multiplied by 10 for CBH conversion)</p><p> </p><p>

Agility --> Agility</p><p>

Strength --> Strength</p><p>

Endurance --> Endurance</p><p>

Reason --> Reasoning</p><p>

Intuition --> Cunning</p><p>

Psyche --> Willpower</p><p>

Agility +/- 50-150, depending on whether he's a melee og long range fighter --> Reactions</p><p>

(Strength+Endurance)/2 --> Tougness</p><p>

(Endurance+Fighting)/2 --> Stamina</p><p>

Stamina +/- 1-200 --> Recovery</p><p>

??? (case by case measurement) --> Technological</p><p> </p><p>

Thoughts?</p>

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<p>Here's my thoughts:</p><p> </p><p>

Reactions is basically the defensive half of the fighting stat more than it has to do with agility.</p><p> </p><p>

Reasoning is logical thought but it's used in-game for understanding technology and inventing stuff- it's about half reason, half technological in CBH. Since reasoning in CBH also involves puzzle solving, there should be some element of intuition involved too.</p><p> </p><p>

Psyche is used for a combination of willpower and magic effects in the MRPG. </p><p> </p><p>

Also I mentioned it a page or two but a simple x100 scale doesn't work at all, since the MRPG was built on a steeper curve- a basic level thug is a 6 or a 10 in strength, but needs around a 250 in strength to be only average. On the other hand, Unearthly strength tends to represent only about a 900.</p>

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Reactions is basically the defensive half of the fighting stat more than it has to do with agility.

 

The way the editor describes the two, agility is for dodging long-range attacks while reactions is for dodging close-range attacks. I would personally just have had one single stat for both combined, and I think they are very similar.

 

Reasoning is logical thought but it's used in-game for understanding technology and inventing stuff- it's about half reason, half technological in CBH. Since reasoning in CBH also involves puzzle solving, there should be some element of intuition involved too.

 

You could be right about this one. I'm a bit undecided.

 

Also I mentioned it a page or two but a simple x100 scale doesn't work at all, since the MRPG was built on a steeper curve- a basic level thug is a 6 or a 10 in strength, but needs around a 250 in strength to be only average. On the other hand, Unearthly strength tends to represent only about a 900.

 

Using the MRPG, the universe will definately turn out much different from the default database. But I'm not fully convinced that has to be a bad thing, I'm looking to do some tests when there's enough characters in for a such.

 

According to the MRPG site though, 'unearthly' is 100 - which would then be 1000 in CBH.

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The way the editor describes the two, agility is for dodging long-range attacks while reactions is for dodging close-range attacks. I would personally just have had one single stat for both combined, and I think they are very similar.

 

Okay, but in the Marvel RPG, agility handles dodging range attacks (and shooting), while fighting covers evading melee attacks. Since they are different skills, they would be represented by different stats. As for why they're there, it's to represent different attack options against a given character. You can't bear hug the Hulk, you can't shoot Spider-Man with a gun, and you can't punch Captain America- because Hulk, Spidey, and Cap would all have great strength, agility, and reactions, respectively. But that doesn't mean you can't hit them with another style of combat.

 

Basically it's not one stat in order to deepen combat strategies.

 

Using the MRPG, the universe will definately turn out much different from the default database. But I'm not fully convinced that has to be a bad thing, I'm looking to do some tests when there's enough characters in for a such.

 

 

Yeah that doesn't make a lot of sense- use the data given to you, and from that it's pretty clear that just adding a zero just won't work from a modding standpoint- the MRPG data is a useful tool, not a panacea. You still have to do some work translating the numbers to CBH's scale.

 

 

According to the MRPG site though, 'unearthly' is 100 - which would then be 1000 in CBH.

 

 

The thing is, 1000 is the absolute top of the curve in CBH, Unearthly is not top of the curve in the Marvel RPG- Shift X, Y, and Class 1000 are used as placeholders between "top humanoid abilities" and the powers of Mephisto in his realm or various other gods- again on a curve, since the damage classes were weighted on a curve. And Adam's data re-enforces that by not giving an "unearthly" strength guy like Captain Awesome a 1000 for strength but around a 900.

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I see your points, but the MRPG is still the best source of fairly balanced stats I can think of. And unlike wrestling, I can't just watch some matches on youtube to determine what kind of skills a guy has... and I have to work off <em>something</em>. So while I agree that this solution is not perfect, I still think it makes for a good basis that can undergo tests and scrutiny and then be tweaked as necessary. I currently can't think of a better way, personally. But I'd love to be enlightened.
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Hive" data-cite="Hive" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="32612" data-ipsquote-contentclass="forums_Topic"><div>I see your points, but the MRPG is still the best source of fairly balanced stats I can think of. And unlike wrestling, I can't just watch some matches on youtube to determine what kind of skills a guy has... and I have to work off <em>something</em>. So while I agree that this solution is not perfect, I still think it makes for a good basis that can undergo tests and scrutiny and then be tweaked as necessary. I currently can't think of a better way, personally. But I'd love to be enlightened.</div></blockquote><p> </p><p> Right, which is why I promoted it as a resource. But if you don't convert it to Adam's game, it doesn't particularly work. If you look at a typical thug in the MRPG, they have Good fighting and typical for all other stats- a 100 in reactions, a 60 in agility, a 60 in strength, a 60 in endurance. If you put that into Adam's data, you get someone who Aunt May could punch out. Sandy Spokane, an unknown waitress/actress hopeful, has a 90 in strength, and Blind Delphi has a 180. </p><p> </p><p> Basically, looking at the default data, "typical" in the Marvel RPG translates to around 200-275 or so, while "good" is 276-375 or so. "Excellent" is generally around 376-500, where you see guys like Big Kev and Tower Block- people who are on the high side of human, but not superhuman. 600 is the general cut-off point in general in CBH for superhuman abilities, with pretty much no non-powered human having a stat that high other than reasoning. I got all this from looking at the data in the game. In the Marvel RPG, that cut-off point is Remarkable (30), so adjustments have to be made to pretty much all stats to fit them on a scale.</p><p> </p><p> So if you'd "love to be enlightened," just measure the CBH data against the Marvel RPG model and see how things need to be adjusted. Find characters that seem like they're somewhat parallel in ability and see what numbers Adam gave them. Then use that standard for the next character and so on.</p>
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<p>The thing just is that I see rather "average" characters in the default database having quite high stats, making the gap from average to the highest level much less severe than what I feel is the case in the Marvel Universe. I *want* the jump from a common thug to Galactus to be <span style="font-size:18px;">huge</span>.</p><p> </p><p>

To me, it doesn't matter if the equivalent of Aunt May in the InfinityVerse can kick Doctor Octopus in my mod's arse 10 out of 10 times - because the Aunt May equivalent of the InfinityVerse won't be in my mod, my own Aunt May will be. And she'll be much, much weaker in comparison. Everything is relative.</p><p> </p><p>

But of course, it may turn out that the mod won't play and balance well if I do it this way... but that's why I first want to test a small portion of it in a controlled environment before doing the entire Marvel Universe this way, as an experiment.</p><p> </p><p>

Again, I'm not saying my solution is nowhere near perfect - but as long as noone is offering an alternative and only telling me that I simply can't do it my way, that's how I'll do it. At least for a trial run.</p><p> </p><p>

Don't get me wrong, I appreciate critique and inputs... it's just that I need a system of sorts for this, and if not the one I proposed, I need something better to go from.</p>

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Right, and I am offering an alternative by suggesting that maybe you should adapt your mod to the game you are trying to incorporate it into. But whatever, don't think I'm telling you you can't do it your way. If you find some way to reverse engineer data that plays the way it's supposed to, more power to you.
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<p>Adam has kind of said that the average abilities of heroes etc ... could be set by the person making the database. So if a person wants humans to have a 30 average stat they could, so that Hulk can be 20 times stronger.</p><p> </p><p>

The only major issue I can see with faithfully recreating the Marvel verse ... the game is going to be 10x harder most likely since you only have 10 different levels of popularity. </p><p> </p><p>

It's going to make certain regions of that scale into a massive death trap for your average player character. I think popularity will have to be scaled for playability 100% ... ie you don't want anything but a team of heroes tackling the Hulk.</p>

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="lazorbeak" data-cite="lazorbeak" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="32612" data-ipsquote-contentclass="forums_Topic"><div>Right, and I am offering an alternative by suggesting that maybe you should adapt your mod to the game you are trying to incorporate it into. But whatever, don't think I'm telling you you can't do it your way. If you find some way to reverse engineer data that plays the way it's supposed to, more power to you.</div></blockquote><p> </p><p> With all due respect, I don't feel that you are offering an alternative as much as just critisizing what I have. How exactly would you handle the stats you don't think I can just carry over from the MRPG, such as strength?</p><p> </p><p> Also, I disagree with the notion that any mod for the game HAS to be play out exactly like the default database. But that's an age-old discussion present in eg. TEW modding as well.</p><p> </p><p> I did actually at one point decide to use the characters who are equivalents of Marvel heroes/villains in the default database as templates and go from there. But after bringing in Xtinction, whom I see as being 95 % Deadpool and intending to use him as such, I simply felt his stats were waaaay too high. I mean, he has 3 stats at 700 or above and 3 more at 600 or above... and this is a character I wouldn't personally rate as much more than 'average'.</p><p> </p><p> The way I see it, the default database is built to be a balanced game where most people wouldn't just outright get slaughtered in battle no matter what kind of opponent they face and where all characters are playable. And I totally get the reasoning behind that, but it's just not how I see the Marvel Universe or wish to play it.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Pinke" data-cite="Pinke" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="32612" data-ipsquote-contentclass="forums_Topic"><div>Adam has kind of said that the average abilities of heroes etc ... could be set by the person making the database. So if a person wants humans to have a 30 average stat they could, so that Hulk can be 20 times stronger.</div></blockquote><p> </p><p> That's what I have been feeling all along, good to hear that Ryland has even said so himself.</p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="32612" data-ipsquote-contentclass="forums_Topic"><div>The only major issue I can see with faithfully recreating the Marvel verse ... the game is going to be 10x harder most likely since you only have 10 different levels of popularity.</div></blockquote><p> </p><p> Yes and no... most really really powerful beings would be placed in areas where average characters can't (easily) traverse. Like Asgard, hell dimensions, outer space, etc. So they won't risk being ambushed by Thanos every time they go out for the newspaper. </p><p> </p><p> Also, I don't see a steep difficulty curve as a problem but as an interesting challenge and more accurate depiction of the source material. But like I've said before: I want to test this in a mini-world before making anything final. See how it plays out.</p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="32612" data-ipsquote-contentclass="forums_Topic"><div>It's going to make certain regions of that scale into a massive death trap for your average player character. I think popularity will have to be scaled for playability 100% ... ie you don't want anything but a team of heroes tackling the Hulk.</div></blockquote><p> </p><p> Yes, certain regions will certainly be death traps... but as I've said before, the worst regions won't easily be accessable for average characters. So it hopefully won't be the biggest of problems.</p><p> </p><p> About Hulk, I'm actually a bit undecided on how to depict him... as the classic green Hulk who's kind of a wildcard but super powerful, and who turns into Bruce Banner every now and then? Or as the clever but less strong and mostly Banner-free grey Hulk? Or as the fusion between Hulk and Banner that, iirc, was introduced around this period as well? I'm currently leaning towards the latter, though I'm aware the former is of course much more iconic...</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Pinke" data-cite="Pinke" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="32612" data-ipsquote-contentclass="forums_Topic"><div>Adam has kind of said that the average abilities of heroes etc ... could be set by the person making the database. So if a person wants humans to have a 30 average stat they could, so that Hulk can be 20 times stronger.</div></blockquote> Yes, but there is an underlying problem with that.<p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Pinke" data-cite="Pinke" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="32612" data-ipsquote-contentclass="forums_Topic"><div>The only major issue I can see with faithfully recreating the Marvel verse ... the game is going to be 10x harder most likely since you only have 10 different levels of popularity.</div></blockquote> <p> Actually, I don't think that's going to be the case... although the mod will balance with all the "Pre-Made" character's in it, don't forget the starting level ability's are around 200-250. Taking Strength as an example, the strongest MRPG is around Class 5000. You can only go to 1000 in CBH. The transfer from MRBP to CBH is bassically them adding a "0" or x10 to th abilities, up to Unearthly=100. The maximum strength of a human in the MRPG is 20 (which transfers to 200 for thier conversion). Meaning, you start with maximum Human abilities (for the most part) according to MRPG... while the game is set up for around 600 for Max Human. Your starting out with the capability to be 3 times stronger then other opponants in the same level/popularity. It also makes the strongest of MRPG around 50 times weaker (CBH conversion), as the strongest is Class 5000 - 5000 strength (with CBH maxing them out at Unearthly 100). <strong>50 TIMES WEAKER</strong> means that the challenge isn't going to be as big as you think.. as you will start at "BATMAN" level, even if you want to be Zatanna. </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Pinke" data-cite="Pinke" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="32612" data-ipsquote-contentclass="forums_Topic"><div>It's going to make certain regions of that scale into a massive death trap for your average player character. I think popularity will have to be scaled for playability 100% ... ie you don't want anything but a team of heroes tackling the Hulk.</div></blockquote> The Hulk will have 750 strength, 400 fighting, 100 agility, 40 reason, etc.. Not really going to be the huge "Menace" you think he is.... at least not as a player (to the rest of the world, sure). You're going to be able to hit him, right out of the box (in other words). Defending against him might not be that easy, but if you spend your points just to be able to, I imagine that will make him pretty much no problemento.<p> </p><p> See... The MRPG is set up with "Beyond Infinity" in mind (think 10,000 in CBH terms). Most stats max out around 1000 (with a few exceptions) in the MRPG. That would be around 10000 in CBH using the current conversion system they are using. In all honesty, the most "realistic" ability stats would be to give someone with "GOOD-10" a "1" in CBH. Alternatively, you could just half the MRPG and you will cover everyone with ease.... again, this is only with each other, not the player character. So Unearthly 100 would equal 50 CBH, and Class 1000 would equal 500, and so forth (2000 would be 1k). As I said, all stats actually maximise around 1000, so you could even make a believable mod by doing NO changing at all... and the characters will balance out with each other.</p><p> </p><p> To Balance it with the default database, you would have to establish the maximums and averages of humans first, and the maximums period (I believe fighting max's around 200 in the MRPG, while Psyche maxes at 5000. (Character wise). SO using Strength (maxing at 1000 in CBH---Talking about heroes and villains maximums, not what is possible), your maximum would be the same. CBH maximum human is 600, in MRPG it is 20 (the lowest of human maximums). So 20 would equal 600, and 1000 would equal 1000 (MRPG is first number, CBH second). Filling in the blanks.. Typical is 6 in MRPG, 200 in CBH. So 6/typical would be 200 in CBH. The scale ends up scaling well with the default database, but doesn't show the power level difference of each person at all, really.</p>
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<p>A lot of all that makes sense. I still think it's a challenge, though not impossible. </p><p> </p><p>

If the averages do get changed though ... one big thing to take into account is the levelling system. The rate of progression will be quite dramatic if averages are lower. </p><p> </p><p>

Balancing it with the existing game would be interestin. I'll just wait and see. <img alt=":)" data-src="//content.invisioncic.com/g322608/emoticons/smile.png.142cfa0a1cd2925c0463c1d00f499df2.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p>

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Pinke" data-cite="Pinke" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="32612" data-ipsquote-contentclass="forums_Topic"><div>A lot of all that makes sense. I still think it's a challenge, though not impossible. <p> </p><p> If the averages do get changed though ... one big thing to take into account is the levelling system. The rate of progression will be quite dramatic if averages are lower. </p><p> </p><p> Balancing it with the existing game would be interestin. I'll just wait and see. <img alt=":)" data-src="//content.invisioncic.com/g322608/emoticons/smile.png.142cfa0a1cd2925c0463c1d00f499df2.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p></div></blockquote><p> </p><p> To cover the range, and set it up with the default database, the default database would have to be changed, to go up to 100000.</p><p> </p><p> The power's don't have to be changed at all, but the attributes would have to allow probably 20 instead of 10... to be able to even come close (especially with the limit of 1000 on ability scores).</p><p> </p><p> However... If the modder could set the "Average" human level for the game (as in starting stats/and when you would need to purchase the "Super" ability ), it would be really easy (with a scale up to 1000). That limit would be very low though, like 2, and the "Super" kick in at 8... and allow for decimal point figures.</p><p> </p><p> </p><p> EDIT: Of course, balancing it out with the default would simply be making your own conversion chart.</p>
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To cover the range, and set it up with the default database, the default database would have to be changed, to go up to 100000.

 

The power's don't have to be changed at all, but the attributes would have to allow probably 20 instead of 10... to be able to even come close (especially with the limit of 1000 on ability scores).

 

However... If the modder could set the "Average" human level for the game (as in starting stats/and when you would need to purchase the "Super" ability ), it would be really easy (with a scale up to 1000). That limit would be very low though, like 2, and the "Super" kick in at 8... and allow for decimal point figures.

 

 

EDIT: Of course, balancing it out with the default would simply be making your own conversion chart.

 

Good points, dj. I said basically the same thing about strength conversion on the last page.

 

The problem with thinking "well I can just set the whole scale up differently" is that you don't control base seed numbers. It also creates issues when your characters can't avoid taking piddling amounts of damage every turn because their reactions stat is a 300 or whatever but they're taking damage from a character that the game defines as significantly below average. Also for player characters, those stats will be incredibly cheap to improve to levels over and above other character levels.

 

Hive, as far as the Xtinction/Deadpool issue, the short version is you need to do a better job of finding characters whose stats should line up, the way I already illustrated with strength on the last page. Xtinction's 770 agility means he starts out with engrained "super agility" to raise the stat past 750. That's Nightcrawler/Beast/Spider-Man type agility. Characters like Deadpool, Cap, Daredevil, Black Widow, etc., in the "Remarkable" or "Incredible" agility columns would be between 600 and 750.

 

Again, since the game sets the rule that 750 is the cut-off without the "super agility" power, things aren't going to play as they should when a relatively agile character ends up with 300 agility, since the game defines that as human level average, and since the pistols being fired at him have a seed value in the 600's.

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Good points, dj. I said basically the same thing about strength conversion on the last page.

 

The problem with thinking "well I can just set the whole scale up differently" is that you don't control base seed numbers. It also creates issues when your characters can't avoid taking piddling amounts of damage every turn because their reactions stat is a 300 or whatever but they're taking damage from a character that the game defines as significantly below average. Also for player characters, those stats will be incredibly cheap to improve to levels over and above other character levels.

 

Hive, as far as the Xtinction/Deadpool issue, the short version is you need to do a better job of finding characters whose stats should line up, the way I already illustrated with strength on the last page. Xtinction's 770 agility means he starts out with engrained "super agility" to raise the stat past 750. That's Nightcrawler/Beast/Spider-Man type agility. Characters like Deadpool, Cap, Daredevil, Black Widow, etc., in the "Remarkable" or "Incredible" agility columns would be between 600 and 750.

 

Again, since the game sets the rule that 750 is the cut-off without the "super agility" power, things aren't going to play as they should when a relatively agile character ends up with 300 agility, since the game defines that as human level average, and since the pistols being fired at him have a seed value in the 600's.

/nod... I've tested it with low number's, and alot of times a "One-Shot" is all it takes to take people out if you pick the best you can pick, as a 'new player'. SO, it would not be a challenge till you get up to people in the 300's, which mean's all humans outside of Maximum stats, won't be a problem (straight out the box). So "Batman" and "Captain America" powered villains is when it will start getting interesting for a new player... however, the new player will have (or should have) banked so many points by that time, that they can easily find powers and attributes to overcome the game till the 750 ranks.... Then the game will start.

I've tried to come up with an alternate conversion, so as to compare to the CBH data, here is the best I have (so far, including some sample's right from the MRPG Book):

 

Shift 0/0 = 0

Feeble/2 (Far below human average)= 50 ;Lift 50 pounds

Poor/4 (Below average) = 100 ;Lift 100 pounds

Typical/6 (Average Human) = 200; lift 200 pounds

Good/10 (Above average)= 400; lift 400 pounds/walk balance beam

Excellent/20 (Olympic Level)= 500; lift 800 pounds/walk tightrope

Remarkable/30 (normal Human max/Batman) = 600; lift 2,000 pounds/catch thrown objects-walk tightrope

Incredible/40 (Enhanced Human/Captain America) = 675; lift 10 tons/catch arrow in flight

Amazing/50 (Enhanced Human max)= 750; lift 50 tons/

Monstrous/75 (Beyond Human/Scary/Hulk-till he gets mad) = 775; lift 80 tons/Catch arrow in air

Unearthly/100 (Realm of the Gods) = 800; lift 100 ton's/survive vacuum(space)

Shift X/150 (Way up there) = 825; lift 100+ ton's

Shift Y/200 = 850

Shift Z/500 = 875

Class 1000/1000 (Cosmic Levels)= 900

Class 3000/3000 = 950

Class 5000/5000 = 1000

 

To me, the game is designed around more "realistic" superhero's, rather then "Galactus" types. It's not even really for "Superman" types, as you can't get all Kryptonian attributes to a believable level. In marvel, you would be pressed to make a believable Thor or Silver Surfer level character... any of the actual Cosmic beings.

 

So, that conversion is bassically depowering them about 1/5th... As the comparable damage output's are no where near what you would expect from a cosmic level entity, and anyone with 250 points of "Toughness" won't get knocked out, by the strongest "Immortal" in any mod, with it at Ultimate 10 power, and 1000 strength with a physical impact power.... when we know there are being's able to do that against a "normal" human, with but a flick to the noggin'.

 

Now... You could have the Hulk lift 100 ton's of concrete as a "Large Weapon" to drop on someone's head, but the damage isn't going to be anywhere near "believability" level.

 

For me (at least until hopefully proven or shown differently), this isn't a game for Green Lantern's, Galactus Herald's, Cosmic beings, or Kryptonians.. but rather more for an upset Hulk level, and everyone below (Fantastic Four, Spiderman, Batman, Most of the Avengers).

 

I think the game bassically goes up to someone that can lift 80 tons, which using the method here (for this mod) is pretty much as close as you're going to get for "Earthbound" characters, as it will allow for those knockout one punch's on "Typical" "Toughness" people.... although probably not as often as we would want.

 

Honestly, probably the best route to go is opposite, use MRPG stats, and divide by 5... That would make the most believable world, although the player would be starting AT cosmic level (or could get there really quickly if they played as another character instead).

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="djthefunkchris" data-cite="djthefunkchris" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="32612" data-ipsquote-contentclass="forums_Topic"><div>For me (at least until hopefully proven or shown differently), this isn't a game for Green Lantern's, Galactus Herald's, Cosmic beings, or Kryptonians.. but rather more for an upset Hulk level, and everyone below (Fantastic Four, Spiderman, Batman, Most of the Avengers).</div></blockquote><p> </p><p> I'm sadly beginning to think that you guys are perhaps right, which makes me consider whether this mod is worth trying to do at all... I'll have to re-think it.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Hive" data-cite="Hive" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="32612" data-ipsquote-contentclass="forums_Topic"><div>I'm sadly beginning to think that you guys are perhaps right, which makes me consider whether this mod is worth trying to do at all... I'll have to re-think it.</div></blockquote><p> </p><p> If I could make an observation, you're falling into exactly the same trap that killed several TEW and WMMA mods - you're tying yourself into knots trying to plan the perfect mod in your head where every stat scales exactly like you want it and every piece of data is perfectly balanced with every other, with the end result that you've almost talked yourself into giving up before beginning because you've found it's not possible. </p><p> </p><p> Trying to come up with a Marvel -> CBH conversion chart is mostly a waste of time as they're not meant to be comparable, you'd have much more success if you just picked a character like Captain Awesome, said "right, he'll be equivalent to Superman, we'll scale from there" and just did your best - yes, you'll have to fudge some numbers, give best guesses for some stats, and monkey around with it afterward to get it working right, but that's how every good mod gets made and you'd end up with something people want to play that has all the characters you want in there - which is surely the end result you're looking for.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Hive" data-cite="Hive" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="32612" data-ipsquote-contentclass="forums_Topic"><div>I'm sadly beginning to think that you guys are perhaps right, which makes me consider whether this mod is worth trying to do at all... I'll have to re-think it.</div></blockquote><p> </p><p> Honestly, I would keep it up. Take what Adam said, or heck, use the conversion I took the time to make (it's actually balanced with the default database/comparing lowbie to lowbe and cosmic being to cosmic being). Or do it the way you have been.</p><p> </p><p> Listen to Adam, don't fall into the trap. Remember, the main thing is that the mod balance's with itself, and it's fun... Look at the 9000 verse that Crayon did, with much lower stats to work with for TEW. Plenty of people had fun with that mod.</p><p> </p><p> @Adam: The mod is being made by more then one person here, so they were looking for a standard to keep it balanced with each other. No matter if it's a conversion chart, an already made chart, or something totally different that no one has thought of... the object is to keep everyone on the same page, and you know how hard that can be at times. Bassically, I think they have a great idea, and I think doing it the way they been doing it (or something similar) would actually keep it very balanced. </p><p> </p><p> @Hive. I been watching this thread closely, because I was going to do something similar... Anyways, I decided to go over to DC and start there, because of this thread already dealing with Marvel. I have 100 people already made for the data, and that's just in Metropolis (revolving around Superman). I'm already in the "Big League" area with these character's, and I think my frustrations come out in my other post... which I wish didn't.</p>
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