Community College Hero: Knowledge is Power (old WIP thread, now closed)

I do not like this because then the game is turned into a min-max mini-game and instead of enjoying the story some of will be focused on the “best” way to “win”. Some people like to min-max but I don’t feel it would add much if anything positive.

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Fair enough , i just thought it would be better to be able to at least control some of your powers when you first get them

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Here’s my take on how the powers are gonna work.

Your MC finally reached the end of their research and are going to get their powers. They think that they’ll get something relatively tame,but BAM! They get 6 really strong powers.

As time passes,the MC will get familiar with certain powers and start to favor them over the other.But,one day the MC realizes something! They’re losing their powers! Luckily,the 2/3 powers that they favored in most battles stick with them,so they’re happy with that.

Basically,I see you getting all 6 powers,and in the final book,you lose them all save for 2/3 powers which you’ve used the most in battle.Maybe there’ll be some bars that shows you how frequently you use a certain power.

It’s (hopefully) less work for Eric,we don’t get hammed into a dual power set,and we actually get to pick the powers that we keep with us, instead of just being given a dual power set.

It’s a win/win/win,if you ask me.

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Wow, great idea. This is starting to be better than the second part of Heroes Rise

I think you misunderstood or overread the part where I said:

I didn’t mean that the powers work never how they should, but that an extensive (mis)use while not being trained in them - yet - could reasonable lead to drawbacks besides the powers just plain stopping to work when needed (also because part of me sees the comical potential in those situations).

This way the drawbacks could also be delayed so they don’t set in during a critical situation without the powers ending up to seem unreasonable/useless/obviously plot dependent.

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This would probably be far more difficult than just giving us all six of them. The latter just requires balancing, the former requires Eric to work out each and every possible combination, to check for potential synergies, to make sure that each particular variation is capable of getting by any particular challenge.

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This is the inherent weakness of using the “unreliable” route too much. If your not going to have problems in important junctures then why have unreliable as an issue at all? For flavor?

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Yeah the “coupling” of numerous combos and all the complications involved therein present huge challenges - it’s the reason I brought up just giving the MC all 6 in the first place.

The Zenith power allocation is a tiny tiny (tiny) part of the overall game. I need to give equal love to the other two paths, and then really, I am much more interested in devoting writing time to character development, dialogue, creating some tough choices, and slowly revealing information to the reader (this is the hardest one, but also the most important one for Part II, considering the subtitle “Knowledge is Power”) to push the plot forward. There are a LOT of moving parts, and while not every development is central to the main plot, much of it will gradually intersect.

But these talks are still very helpful! I’m definitely going with the 6 powers.

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Today is really not a good day for me to communicate what I mean it seems…

Now again hopefully this time understandable: I like the idea of new powers being unreliable, but I disagree that this could only manifest in the powers just disappearing, but that powers acting up because used too much also could show the drawbacks of powers. This acting up because of overuse makes sense to set in after these powers got used.
If using that specific power to begin with was effective would depend on how reasonable the decision was anyway…sometimes even he superpowers MC has could be useless to dissolve a critical situation and only would make the situation worse.

What is really annoying is powers exactly then acting up/working when the plot didactes it in a specific way, at least when it happens too often, because then the MC has no super- but plotpowers, there are other ways to make it reasonable that MC fails.
But to make this clear: I’m not saying that acting up powers can not set in during critical situations but that there are other ways “unreliable” can work and that moments in which the powers acting up ends up not reasonable for the the player (in contrast to: power makes no sense in this situation, MC already is suffering from the power acting up etc)/is completely didacted by the plot should be rare. Just to not end up too frustrating.

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To be honest,I just wanna kick the Wyverns ass with my powers.

Hedonist,as well. He’s going to get a lesson once I get those powers.

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I think we are on the same page and total agreement - I think I just did not comprehend what you were trying to say. Sorry.

as I said earlier:

So we even use the same idea. :heart:

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I would be happy to just seal him in an unbreakable coffin and throw him down the Mariana Trench to hopefully never see him again. I don’t even need to successfully punch him or anything.

Eh, no need to be sorry. I noticed that what I actually wanted to say was somehow difficult to understand, so it’s probably good that I had to rephrase it.

We can always put him in a big black square prison thing and set it floating in space forever … oh wait, Superman did that already huh? :wink:

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Very glad to hear this.

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To be honest, I would probably settle for a single punch. As long as he also lost all his fans and became a drunken wretch. :grin:

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You just made my freaking day. X-D

Sorry for the misunderstanding

Not a lot of people seem to have taken the Dr. Stench route. I can see why (I went the Tactician route), but I’m curious to see what Eric will do with it. I keep imagining a Batman-esque suit but with noses instead of bats.

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I’ll try it to see how it is. I think in another post Eric compared it to Iron Man, so I assume it will be about competing with powered characters on the basis of the MC’s engineering and gadgetry.

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Tactician:Stay behind the scenes and train your mismatched group of friends into an elite hero fighting force. Stealth and Awareness are the stats for this route.

Dr Stench:Get souped up with your dads weapons and armor. Range,Stealth and Defense are the stats for this route.

Zentih:Flip the middle finger to everyone and get 6 OP powers.I think Strength and Defense are the stats for this route,since there’s an experiment of sorts.

Of course,you don’t need to be good in these stats to be successful in your chosen improvement route.These are just the stats associated with them.

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