Would anyone else love to see co-op? Ideas inside.

Post » Sun May 05, 2013 8:59 pm

I know it is unlikely, but I for one would be happy to spend money on some good co-op DLC.
The way I imagine it is a group of 2-4 players would take the role of a team of Daud's assassins fulfilling a contract (mission). Each contract would take place in one of several different maps with the locations and types of guards and obstacles somewhat randomized. The specifics for any objective for a mission would also be randomized and would be chosen from one of several types.
These types might include:
  • Assassination - Eliminate a target
  • Kidnapping - Extract a target without killing him/her
  • Heist - Make off with a particular
  • Mayhem - Generate chaos by killing and destroying
After the players are presented with their objective, they would choose one of several classes. Each class is limited in powers and equipment with strengths and weaknesses designed to encourage team play.
The classes might include: (These are general ideas that would of course need balancing)
Commander
Built with a collection of utility powers that aid in the planning and execution of maneuvers.
Powers and Upgrades:
  • Dark Vision 2
  • Blink 1
  • Bend Time 2
  • Devouring Swarm 1
  • Shadow Kill 2
  • Pistol Upgrade
  • Pistol Accuracy 2
  • Pistol Reload 1
  • Bullet Capacity 1
  • Spring Razor Radius
  • Spring Razor Capacity
  • Mask Optics 2
Equipment:
  • Pistol
  • Bullets x10
  • Spring Razor x3
The Commander's Dark Vision allows him to communicate vital information to his teammates. Bend Time allows a well coordinated team to perform strikes with surgical precision The accurate but relatively slow firing pistol allows the commander to contribute from the back of a fight, but he is not suited for toe-to-toe combat. Shadow Kill and Devouring Swarm allows the commander to clean up any messes left behind.
Brawler
Eschews magic in favor of combat might.
Powers and Upgrades
  • Blink 1
  • Vitality 2
  • Blood Thirsty 2
  • Pistol Upgrade
  • Pistol Magazine 3
  • Sword Crossing
Equipment:
  • Pistol
  • Bullets x5
A straightforward class, the Brawler excels in close combat, but lacks many stealth options. The pistol is powerful in clutch situations, but lack of ammo means it cannot be relied on as a primary means of attack.
Stalker
Suited for stealth and long range silent kills.
Powers and Upgrades:
  • Dark Vision 1
  • Blink 1
  • Bend Time 1
  • Shadow Kill 1
  • Crossbow Accuracy
  • Crossbow Range
  • Crossbow Reload
  • Bolt Capacity 2
  • Combat Sleep Dart
  • Mask Optics 2
Equipment:
  • Crossbow
  • Bolts x15
  • Sleep Darts x5
The Stalker's upgraded crossbow and mask optics allow him to strike silently and accurately, picking off targets one by one.
Sorcerer
Armed with a variety of powers that enable creative solutions to problems.
Powers and Upgrades:
  • Blink 1
  • Possession 2
  • Devouring Swarm 2
  • Wind Blast 2
  • Grenade Capacity
Equipment:
  • Crossbow
  • Bolts x5
  • Grenade x3
A heavily magic-oriented class, the Sorcerer can bypass defenses with Possession and create chaos in combat with Devouring Swarm and Wind Blast. The Sorcerer relies on Wind Blast in a fight and so must manage his mana reserves careful.
Flanker
Highly mobile and able to access unusual paths through an environment.
Powers and Upgrades:
  • Blink 2
  • Wind Blast 1
  • Agility 2
  • Shadow Kill 1
  • Boot Stealth 2
Equipment:
  • Crossbow
  • Bolts x5
The Flanker excels at reaching places others can't and tearing through enemies whose focus is elsewhere (such as the Flanker's teammates). Not suited for a straight fight, Wind Blast allows the Flanker to create some breathing room if engaged.
Demolisher
Equipped for raw destructive power.
Powers and Upgrades
  • Blink 1
  • Vitality 2
  • Pistol Upgrade
  • Pistol Accuracy 2
  • Pistol Magazine 1
  • Pistol Reload 2
  • Pistol Explosive Shot
  • Bullet Capacity 2
  • Grenade Capacity
  • Sticky Grenade
Equipment:
  • Pistol
  • Bullets x15
  • Explosive Bullet x4
  • Grenade x5
  • Sticky Grenade x3
The Demolisher has access to an immense amount of firepower. The upgraded pistol serves as his primary means of attack, supplemented by an array of explosive options.
Additionally, players' are granted an amount of cash that they may spend before the mission begins on additional ammunition, tools, and potions, or on improved armor if survivability is the top priority.
The existence of bone charms allows for a system of player advancement. Successfully completing missions allows chances to unlock new bone charms, with higher difficulties more likely to result in this occurrence Players can apply any 3 of their unlocked bone charms to further customize their choice of class.
Ideally, the maps would be designed to allow different classes "times to shine." This might be a locked path bypassing an obstacle, where the only way in to access the key to unlock it is for a Sorcerer to possess a rat and guide it through a vent. Another option may be a lever only accessible by a Flanker to lower a drawbridge, or an arc pylon positioned so that the only way to deactivate it is the Leader's use of Bend Time.
Would you want to play this? Any other thoughts? Ideas for classes or objectives?
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no_excuse
 
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Post » Sun May 05, 2013 1:30 pm

No. Single-player only please.
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Valerie Marie
 
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Post » Sun May 05, 2013 12:02 pm

Can you explain why?

I think tacked on pvp multiplayer wouldn't work, but I see no reason co-op couldn't be incredibly enjoyable and provide immense replayability.

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Pumpkin
 
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Post » Sun May 05, 2013 4:00 pm

NO, online ruin games such as Dishonored.

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Courtney Foren
 
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Post » Sun May 05, 2013 2:33 pm

Online doesn't by itself ruin anything. Time/resources spent on developing an online component that doesn't fit in/add to the original game at the expense of these resources going to the singleplayer can ruin a game.

I quite like the idea of co-op in this setting, myself.

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kirsty joanne hines
 
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Post » Mon May 06, 2013 2:06 am

There are games that are meant to have an online mode. Dishonored isn't in that category.

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Samantha Pattison
 
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Post » Mon May 06, 2013 3:01 am

I'm not quite sure what I think of it. On the one hand I don't want anything to take the focus away from single player. This is a story driven game, multiplayer wouldn't have place there.

But then, there are games, good single player games, where the multiplayer in its co-op version doesn't feel tacked on and is very satisfying. I'm thinking of Portal 2 right now, I had much fun going through the multiplayer maps with my boyfriend. Arkane already made a set of challenges that don't have anything to do with the main game, there's no reason why something like that shouldn't appear in a version for more than 1 person, either in the form of back alley brawl for two or something more sophisticated that would really force people to plan, communicate and cooperate. It COULD work, potentially.

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Katie Pollard
 
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Post » Sun May 05, 2013 11:25 pm

......

Why?

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Rude Gurl
 
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Post » Sun May 05, 2013 8:03 pm

Nope-bought the game (and many other games btw) because it didn't have any type of mp. Same for the other SP games I bought. Tacking something on after completion/gold for release usually results in mediocrity. Everone knew when they bought it that it was SP. SO get over it, if it wasn't there for the original release it isn't going to happen,nor should it ever. If you are going to buy an SP game then ask for and wonder why a MP/CooP wasn't included from day one, then I suggest you don't don't buy games that are designed to be SP only , and if you do--don't ask for MP.

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Ricky Rayner
 
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Post » Sun May 05, 2013 8:45 pm

Because it's an additional game mode, which is something that has to be planned for and designed in from the beginning. Adding it in afterward to a game not really meant to have such a mode almost always leads to a markedly sub-par experience, since the game in question is not set up to properly integrate it. This is especially true where quests and dialogue are concerned, as they would (presumably, at any rate) only be accessible to whomever was hosting the session; this would basically leave the rest of the group 'out in the cold', so to speak, which would be counter to the intent as it would push them towards not grouping next time so that they could experience the story too.

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Jose ordaz
 
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Post » Mon May 06, 2013 2:07 am

You're assuming too much.

All of the challenges significantly changed the way the game works. And all of them are distinctly not story based.
There is no reason co-op would need to be story based. Or even if they were, the story could be presented in the loading screen.


EDIT

I'm not even sure you read my initial post. I don't want to see co-op tacked onto the initial game.

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Alexander Lee
 
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