Skykes
Well-Known Member
- Joined
- May 23, 2009
- Messages
- 514
- Reaction score
- 84
I’m playing with a server concept inspired by City of Heroes / City of Villains, adapted to a classic OT base but set in a modern, superhero-style world (loosely Marvel-themed).
High-level idea
Origins instead of traditional classes
Everyone starts as a normal human, then unlocks an origin:
Mutant – mutatnt with adapting powers
Your mutation evolves based on how you specialize.
Tech – gadgets, armor, drones, preparation
You customize an exosuit
Enhanced – peak human skill /ability / performance
Super Serum and training to specalise more in meele or ranged.
Combat & progression
Mostly looking for opinions:
Just gathering feedback at this stage. If anybody is interested, does it make sense, what systems or ideas you would like to see.
I made a quick version using TFS 1.6 and OTC 8.6it's a solid code base and I was able to do a simple prototype. I also played around with canary but the modern clients just annoy me, so much bloat and extra pointless systems I don't like.
High-level idea
- Modern city setting instead of medieval fantasy
- Players act as Heroes, Villains, or somewhere in between
- Alignment isn’t chosen — it’s based on actions (who you fight, who you protect, what you destroy)
- Police, corporations, and governments act as neutral forces and can oppose both sides
Origins instead of traditional classes
Everyone starts as a normal human, then unlocks an origin:
Mutant – mutatnt with adapting powers
Your mutation evolves based on how you specialize.
- Melee – durability, regeneration, physical mutations
Examples: claws, enhanced strength, rapid healing
(Wolverine, Beast) - Ranged DPS – elemental or energy-based mutations
Examples: fire, lightning, energy beams, weather control
(Storm, Cyclops) - Support (Healing) – biological and regenerative mutations
Examples: accelerated healing, regeneration auras, mutation-based restoration
(Elixir)
Tech – gadgets, armor, drones, preparation
You customize an exosuit
- Melee / Tank – heavy armor designed to absorb damage
Examples: reinforced suits, shields, shock fists, ground slams
(Hulkbuster) - Ranged DPS – weapons-focused combat suits
Examples: missiles, energy beams, cannons, targeting systems
(War Machine) - Support – battlefield sustain and control
Examples: healing drones, shield generators, deployable devices
Enhanced – peak human skill /ability / performance
Super Serum and training to specalise more in meele or ranged.
- Ranged DPS – precision weapons and mobility
Examples: bows, firearms, gadgets, traps
(Hawkeye, Black Widow) - Melee / Tank – defensive combat and frontline control
Examples: shields, counters, leadership buffs
(Captain America)
Combat & progression
- Abilities use a Diablo-style generator / spender system
- You build a resource with basic abilities, then spend it on stronger effects
- Talents focus on changing how abilities behave, not just adding stats
- Each origin can lean more defensive, more damage-focused, or more control-oriented
Mostly looking for opinions:
- Does a modern/superhero OT concept sound interesting?
- Does adapting City of Heroes–style structure make sense in this space?
- Any obvious issues or things you’d avoid?
Just gathering feedback at this stage. If anybody is interested, does it make sense, what systems or ideas you would like to see.
I made a quick version using TFS 1.6 and OTC 8.6it's a solid code base and I was able to do a simple prototype. I also played around with canary but the modern clients just annoy me, so much bloat and extra pointless systems I don't like.




