Monday, February 23, 2009

Aberrant: NWoD conversion process


Another project which I started a few years ago was the New World of Darkness conversion of the less popular white wolf D10 game, Aberrant.

Aberrant was the second of the Trinity line, based on a separate universe from the main world of darkness line.

Aberrant is a super powered genre, where normal humans erupted into super powered beings with immense powers. However unlike the comic book world... people didn't dawn tights and fight crime. Some decided they were more then humans, some decided to make alot of money using their powers for constructive purposes, and some dedicated their lives to a better humanity (for 6 figure salaries and royalties on the action figures).

The world was incredibly diverse with several factions running around with their own ideals and tactics... and the powers you wield were as diverse and customizable as the human spirit.

The down side to the game, it was incredibly broken rules wise and easily lead itself to being overpowered (i.e. I roll 25 dice for damage... you can die now).

Some years pass and White Wolf came out with the New World of Darkness line. They gutted their old D10 system, which was the basis for Aberrant and the World of Darkness, and rethought the system. The product was a much cleaner, more streamlined system. Gone are the days of 3 hour combats that take 1 1/2 minutes in game time. Also the NWoD system created the Live Action Role Play system around the same sheets, which can thus be traded back and forth between system.

However the trinity line was canceled, never slated to have a NWoD conversion... pretty much like the entire genre line.

I found the starts of a conversion based on the NWoD system... and it seem to have a good base set up... after failing to contact the author of the original project, I decided to start tinkering with the system some more, re-balancing powers, making other powers make sense... and of course... make it much easier to customize powers on the fly.

Recently I've found a group of rotating players to test out these rules... hash out the weak spots in play, then rethink and re-tinker until I get some pretty solid results.

Through out this blog, I'll be posting those experiences... and possibly getting feedback from potential followings.

Today's Note... the most broken aspect of the old game... Mega-attributes (most notably strength).

Mega-Strength allows you to lift incredible amounts, and hit really hard. In the old system, you would receive 5 automatic success on damage and strength rolls per rank of the power (ranking from 1-5 dots)... that means you could potentially hit for 25 automatic damage. The problem is most heroes would be hard pressed to attempt to soak more then 10 max. In most cases 15 damage (presuming that the hero was maxed out and very lucky with dice rolls) would knock out... if not outright kill several average starting heroes.

In the NWoD conversion, I've scaled the dice advantage back a bit and made it universal for all attributes. Per each rank of the mega-attribute... the nova (name for the common players) receives 1 automatic success towards his roll, so long as he has one success. Further, at 3 ranks he may reroll 9's and Rank 5 he can reroll 8's.

This way, the character has a major advantage for having such a potent power, but it wont necessarily be an instance knockout each time. Other stats are affected by the mega-attributes, and are reflected accordingly.

So get ready to hulk out! Next I tell some of the tales of the aberrant play testers.

Thursday, February 19, 2009

Traveling in style around the Rogue Isle

As anyone who's played around with City of Heroes/Villains at level 14 you are able to choose your first real travel power (provided you took the prerequisite between level 6 and 14).

I've been mucking around with all four trying to decide which one I like best. Each seem to have a weakness and strength for different situations. Here's a quick breakdown.

Flight: Take to the skys as you say goodbye to gravity. The prereqs for this power are either hover, which is a very slow flight that gives a handy buff to your defense or Air superiority which is an overhand hammer attack that will knock down other fliers. The latter only helps if you can reach the enemy in question, but can be nice if the rest of your team is ground locked and melee. Hover is nice for those that like to stay alive and don't have to make quick movements in battle. Flight itself is also one of the safest travel methods through the sub 35 levels. It uses a fair amount of endurance, so it's not the most ideal in combat on missions, unless you've stacked some pretty heavy endurance reduction slots. There is also the occasional problem of the enemy mob who tags you with a stun that makes you drop like rock and die from the fall.

Pros: Moderate speed, very safe over dangerous zones, defense buffs
Cons: Slight Endurance hog if you need to do anything else

Teleportation: In the blink of an eye, you travel from point A to point B. This power is the heaviest endurance hog but is also the fastest and the most supportive for a team. The prereqs are either teleport friend or teleport foe. The former is handy to summon your teammates to the mission door (especially if there is alot of dangers for them in the way). Summon foe is nice for crowd control pulling. Many times your team can smack down the teleported foe before his friends can react. Teleport itself is a very hands on travel style, as you must teleport a certain distance (usually around 100+ yrds unslotted), then dictate where your next teleport is going to land. It is very fast to travel this way as you can cover 100+ yards in the blink of an eye, but the endurance can be taxed which might lead to you falling out of the sky if you don't watch yourself. Coupled with teleport friend, this has so far been my favorite powers for Ursine Master. Since he can resurrect allies, it's handy to summon them back away from enemy mobs first, then raise them. The other minor issue I had was mobility in combat. While others can run, jump, or fly around with ease... teleportation is not always easy to do on the fly for any real benefit... and if you can't see your destination you can't use this power (so underground levels can get annoying)

Pros: Fast Travel, Great team support
Cons: Very hands on control, Worst drain on endurance, hard to use in combat.

Super Speed: Wiz around faster the lightning with this power. Prereqs are either a superfast volley of punches, which is handy for melee fighters who want another attack ability that does moderate damage over time. Or ranged fighters who want some melee capability. The second power allows for faster ability cooldown recharging for 2 minutes. This is handy for anyone who has moderate cooldowns on abilities, such as healers who have to heal through alot of spike damage quickly, or damage dealers who find themselves on cooldown with all their main abilities often. Superspeed itself is, as one might expect, very speedy as a travel power. The world just transitions by almost so fast that in busy cities you'll find yourself hitting walls often. However this usually isn't a problem since you tend to leave enemies alone, and even if they do hit you once... so long as you survive one hit, you wont be hit again... since you are miles away. This gets thrown out the window if the enemy hits you with a web grenade or similar immobilizing or stun attack. Vertical movement tends to be a problem... so walls can easily become the bane of speedster, unless you posses equipment that allows you to overcome your vertical short comings. The endurance is minimal, so you could keep this toggled in combat, however unless your Internet connection is solid and your computer is up to date with the game, you might have problems overshooting your intended destination.

Pros: 2nd Fastest power, very endurance efficient, nice in close quarters
Cons: Not always safest, Walls are problems

Leaping: Like the incredible hulk, you take to the skies with creative falling techniques. The prereq powers are either a jump attack which has an awesome animation, and can cause enemies to be knocked down. The other ability is combat jumping, which is a toggle power that increases your defense and provides protection from being rooted or knocked down. Both of which are handy. Leaping itself is very endurance efficient and relatively safe. Not as fast as super speed, but you never tend to run into walls. Occasionally there is the sky scraper you can't hit the top of, but those are far and few between. In combat, it's nice for wide open spaces to leave toggled, since it has almost no endurance costs, and can be tactfully used for positioning or reaching flying enemies... and the fine control in falling is optimal enough to hit your targets. However not the easiest to use in close quarters and low ceiling situations.

Pros: Most endurance efficient, awesome combat movement power
Cons: 3rd fastest power, poor in close quarters.


What is the best overall? Depends highly on the needs of the class and character. I've generally kept flying for healers or support toons. Teleportation also is a support friendly powerset. Leaping is great for tankers and brutes, and even scrappers. Superspeed I find handy for ranged damage and stalkers (superspeed + stealth = Love with a long pointy knife). There is also an element of fun with the exploration of the maps... flying is a really nice way to explore the world cause it's slow enough you see the world, but safe enough that you can escape most dangers (look out of the spider glider ships and flying ghosts). The other powers you generally have to worry about where you're going and avoid obstacles and dangers.

A nice addition to the game a while back is the "bank mission" where heroes stop a criminal from robbing a bank, and Villains rob the bank and defeat some hero that is foolish enough to try and stop you. The reward for completing the bank mission is a temporary travel power (generally flight and super leaping). It's usually done before level 14 which will give you a taste for the travel powers before you need to decide.

So get out there and see the world!

Tuesday, February 17, 2009

Masterminds... lords of the universe


During my revisit with City of Villains and Heroes, I quickly fell in love with the Mastermind Class. The base premise is you summon minions to your beckon call to fight for you. Much like the hunter class in warcraft (nobody tell BRK there is another hunter like convert). Unlike the hunter class in warcraft though, you eventually can control up to 6 minions at one time... and added in a later patch they have the ability to bodyguard for you, taking a portion of damage for you.

The primary choices you start with takes the form of your fighting force.
1. Mercenaries - Soldiers at your beacon call that are excellent long range gun fighters, and also later employ other military weapons such as explosives and a field medic who can help healing. A merc mastermind will also have the potential to get a super solider formula, that you inject in one of your minions to super charge them for a short time.
Your primary weapon is an assault rifle which can have excellent range and damage for when you feel like getting your hands dirty.

2. Necromancy - Nothing like a mix of magic and zombie brain eating to terrorize the good citizens of paragon city. You control up to 6 zombies of varying strength, who generally crew at people in melee range. They can however be upgraded to cast projectile vomit. Later on, if one happens to die, you can re-raise it as a ghost who has different buff/debuff/damage abilities.
Your primary weapon here is magic spells that damage and lower the enemies ability to hit.

3. Ninjas - One half of the age old battle (thankfully Pirates are not a playable powerset... yet). You are able to summon a handful of ninja warriors who primarily stick to melee range, although they have several ranged tricks too. The classic smoke bomb allows you to hide one of your henchmen allowing him to preform critical strikes against your foes while remaining stealthed.
Your primary weapon is a bow and arrow, which has a handful of techniques for hitting one enemy or several.

4. Robotics - These minions are born (or grown in a clone vat), they are made from titanium and plastic. Armed with lasers, these robots will burn down enemies from a distance. Later on you even get a force field bot who's job is to make sure everyone is protected with their own personal shield, then kill his target with a cold scientific glare of his LED eyes. Metal is stronger then flesh, and much easier to repair with wrench and welder, which a Robotic mastermind is able to do naturally.
Your primary weapon is the sci-fi Pulse Rifle, since it wouldn't be a good sci-fi villain without your own personal lasers to play with.

5. Thugs - Sometimes the best henchmen are found on the street. These gang members are a dime a dozen, but still very useful for shooting down your foes with their dual pistol attacks and brute force super strength. Once you progress some, your lieutenants are able to provide some better leadership (which raises damage output for everyone in your party and your minions). And of course if things get hairy... and 6 minions aren't enough, you can always declare a gang war, which summons 10 more friends to your aid for short time. They are all pretty green though, and little more then human shields... but any that survive might prove to be a loyal minion one day.
Your primary weapons are dual pistols that pack a heavy punch, knocking down smaller foes. It is not a powerset that blasters or corruptors can call upon (unlike assult rifle)... so there will be the occasional toon who picked up every single gun trick, and no minions... running around with pistols trying to kill bad guys. This is not an advisable stradegy for playing a mastermind, as they generally have few hit points and no real damage advantage for direct ranged attacks.


The secondary power set falls into the support category. From storm summoning, to gadgets, to trick arrows, and the recently added pain domination... you take what best suits your play style.

Personally my Merc mastermind took pain domination as his secondary power set, coupled with super speed (which allows all my cooldowns to be cut down dramatically) The powerset mimics the empathy powerset from the hero side, which is almost all healing spells, or buff spells. At level 16 I have 2 offensive attacks with my rifle, otherwise I generally let my minions attack large groups and keep them upright long enough to do all the damage. I'm also valuable in teams, since healing is not as common a talent in CoX compared to other games, such as Warcraft.

My other mastermind took thugs and poison, with slightly different play style, since poison tends to drop enemies defenses and attack power quickly, allowing my boys to pick them off while their weak. And in a pinch, I can throw a ball of poison to heal my minions in trouble.

Traps is another solid secondary choice, giving you the ability to hold your enemy in place long enough for your minions to finish the job. One major problem when fighting mobs is runners. They have little issue running to their friends nearby (and not so nearby) to bring them into the fight, which quickly turns into a clusterfu-.

So fire up your CoX client and sit back. Evil shouldn't be to hard for the CEO's of crime. Let middle management handle the dirty work and you sit back and watch the carnage.

Thursday, February 12, 2009

Why City of Heroes/Villians has got my money for now.

In starting with a blog about gaming habits of a multi-threaded geek, I figure I will start with aspects about why City of Heroes/Villains (hereafter named CoX) has captured my time and money as of late.

A preface, I've played a small gambit of MMO games before this. Starting back with CoX, then moving to Eve Online, then taking the leap to World of Warcraft until recently. While I do enjoy World of Warcraft, I am currently the owner of a laptop, which WoW has a tendency to overheat the videocard. After a couple years the poor thing just couldn't run Warcraft anymore at anything higher then 3 fps... in Naxxramus, that's usually fatal.

So I fired up my old account on CoX and to my surprise several features remained and were added since I last graced Paragon City. A small gambit of new features that were either borrowed from or by other games... and a feature or two that should be in other games.

Basic game play aspects:
1. 5 basic "classes" 2 heroic classes for each side
This is a bit deceiving. Within each class is a multitude of choices for power sets, which allow you to mix and match to suit your playing style. For example, the defenders are consider team support/healers... but not every primary power set has a direct healing capability... several are used to slow up enemies or make them unable to do anything worthwhile to your allys. Or Brutes on the villain side, who have an assortment of high burst damage attacks and a defensive ability... which could take the form of regenerating health super fast, being invincible, or avoiding damage by being agile. Add to the mix the ability to pull from a special pool of powers available to everyone that range from leadership buffs, to Travel powers (flight, super speed, Teleportation, and Super Leaping), to more mundane fighting abilities or stealth.

2. Character generator:
Hands down, CoX has the best character generator of all the MMO's... create virtually anyone you want with hundreds of little options, which can all be color coded. Later in the game you also receive extra slots for different costumes. A tailor in game can change them at will (and money)... and you can earn extra costume pieces in play through invention, events, booster packs.
Another nice touch is with the super power sets that involve weapons, you can customize them now as well. So that nice mace isn't quite your style... well, wield a shovel!

3. Customized missions:
Each mission you take on is instanced. And the difficulty is based on three things. Your level, the number of people in your team, and your difficulty settings. Your level affects the base level of the mobs and boss you fight in the instance. The number of people you have in your group dictates how many mobs you'll be fighting. The Difficulty settings are an optional setting you set with an NPC. It allows you to ramp up the difficulty by up to 5 levels (making the base level of each mob inside the instance 1 level higher.) This makes for a more difficult challenge and of course more money and experience.

4. Sidekick/ Lackey/ Exemplar system:
This wonderful system allows you to play with your friends or join a PUG without missing out on the fun. A higher level toon can artificially raise your level to 1 below them... putting your powers about on par with the enemies you'll be facing. Since there is no real equipment to speak of in CoX, you can preform well in a group so long as you stay within range of your mentor. You earn experience as you normally would at your own level. In a similar fashion, Higher level toons can deflate their level down to a lower level toon in order to play with them and not rob experience from them. The benefit for the higher level toon is they get a good chunk of money, and if they have any experience debt (the penalty for dying), all experience they would earn goes to paying off their debt. With this system, you're no longer stuck trying to stay the same level as your friends... which leads me to the next greatest asset.

5. Leveling Pact:
In it's infancy, it is one of the coolest features I've seen in an MMO, and it needs to be implemented in WoW soon. You form a leveling pact with another toon (on a different account obviously). You then split all experience evenly to ensure that you are the same level. Even if the other person is offline. When I came back, a friend of mine decided to dust off his account too, and we've taken full advantage of a couple different pacts. They only major improvement they need to implement is to allow more the 2 people in a single pact.

6. Day Jobs:
In a similar fashion to Eve Online, where you train with time spent on or offline, day jobs allow you to train while off line for special buffs or powers after spending a certain amount of time at a specific spot (like a train station for movement buffs, police station for extra experience from patrolling the streets). Not game breaking, but a nice touch.

7. Team Base Construction
With the recent content patch, bases are a little more affordable to get up and running for small groups. Much like Dark Age of Camelot. You can spend hours tweaking and moving decorative items around, and scrapping up cash to a medical bay or transporter device.

8. Invention System:
A nice touch, similar to crafting in other games... except without the skill ups required. You find recipes, find salvage from defeating enemies, and can make some very nice enhancements (the nearest thing to equipment in the game), or build cheaper upgrades for your base... which is now on a unified system.

9. Global Chat:
You have several alts across villains and heroes, even servers... well if you find a player who's worth knowing, you can allow him access to your global chat name, which allows him to know when you're account is online and which toon your playing. Even allows you to send messages offline to them, and they'll receive it no matter which toon they log onto.

10. Easy to pick up and play
The instance missions allow for a varied groups to accomplish. In a typical 5 man group in Warcraft, you would need a tank, healer, and variety of damage dealers/Crowd Control. While that formula works in CoX, it is not always necessary. It requires some special tactics, utilizing the strengths of a class, but it can be done. For example, My mastermind (a class who controls minions to fight for them) teamed up with 3 other masterminds... and with 16 minions at our beckon call, we pummeled through wave after wave of mobs... mind you many a minion died that day... but they were expendable. And the robotics mastermind had no soul to begin with... so he's even less of a concern.

So within the last year, several changes and upgrades to the game occurred that made it quite fresh... a handful I've not covered here... and 1 in the works for the next content patch. The ability to create full fledged missions, and be rated by the community for play on the live servers.

Next blog post will cover the class that makes my namesake on this blog... The mastermind.

Tuesday, February 10, 2009

Welcome to the Conspiracy

This is a test of the Emergency Conspiracy System... were this an actual conspiracy the system would be followed with content about City of Heroes or White Wolf games... possibly including pictures.

Until such a point, please enjoy the music.

This concludes our test of the Emergency Conspiracy System.

Thank you... and I look forward to your future patronage.