Proposed Changes, Abilities
Shields Up - Change to 10 per level. No cost increase per level of ability. Rename to "Shield Proficiency"
Cautiousness - Introduce % chance to remove Freezing, Null/Petrification, Poison, etc effects. Cost to 10 (from 15). No cost increase per level of ability.
Smart Healing - Change to cost 2. No cost increase per level of ability. Rename to "Alchemic Boost"
Speed Switcher - Change to cost 10. No cost increase per level of ability. Rename to "Quick Draw"
Power Jump - Change to cost 10. No cost increase per level of ability.
Iron Legs - Cost remains at 10. No cost increase per level of ability.
Experienced Healing - Grants 2% additional Healing per level (Damage Increase vs. Friendly Players). Rename to "Healing Mastery."
Proposed Abilities
Caduceus of Remedy- MM only. Cost 15. Req. level 60. Grants an artifact to create a RemedyWeapon of Infinity (see below for Remedy). One level.
Aegis of Protection - MM only. Cost 15. Req. level 90. Grants an artifact to create a Protector's Weapon of Infinity. Protectors would grant protection effect to friendly players struck by the weapon's attacks. One level.
Proposed Changes, Weapons
"of Rage" weapons renamed to "of Immolation"
"Null Entropy" weapons renamed to "of Petrification"
"of Luck" weapons changed to have a chance to spawn various magic artifacts
"of Force" and "of Knockback" combined. Renamed to "of Wind"
Proposed New Weapon Modifiers
"of Earth" - Combines "Sturdy" effect with 30% self-damage reduction per modifier level (max 100%). Earth damage.
"Chilling" - Adds vulnerability effect to enemies struck (See below). Cold damage.
"Flaming" - Adds burning effect to enemies struck (See below). Fire damage.
"of Wind" - See above. Air damage.
"of Rejuvenation" - Grants health, adrenaline, ammo regeneration
"of Remedy" - Immunity to Poison, Freezing, Null. Attacks made with this weapon remove these effects from friendly players
"of Cat's Grace" - Combines "of Quickfoot" effect, adds +% chance to Ghost when killed.
"of Etherealness" - Grants Flight. Reduces speed by %. Grants % damage reduction.
Proposed Artifacts
Artifact of Flame - Pickup only. Consumed after 1 use. Turns one weapon into a fire weapon ("Flaming" or "of Immolation")
Artifact of Frost - Pickup only. Consumed after 1 use. Turns one weapon into a cold weapon ("Chilling" or "of Freezing")
Artifact of Earth - Pickup only. Consumed after 1 use. Turns one weapon into an earth weapon ("of Earth" or "of Petrification")
Artifact of Air - Pickup only. Consumed after 1 use. Turns one weapon into an air weapon ("of Wind" or "of Energy")
Proposed Status Effects
"Null Entropy" - To "You are petrified!"
"You are vulnerable!" - Take % more damage from enemy attacks. (See: Harm)
"You are burning" - Damage over time effect (as Poison), fire damage.
General
As more monsters are created with more non-standard effects, I'm looking to establish some more traditional RPG tropes. The primary one of these is resistances and vulnerabilities amongst various different forms of damage.
Fire vs. Water.
Earth vs. Air.
etc.
In terms of game effects this means,
"Flaming" and "of Immolation" weapons will be considered Fire damage.
"Chilling" and "Freezing" weapons will be considered Water/Cold damage.
"of Earth" and "of Petrification" weapons will be considered Earth damage.
"of Wind" and "of Energy" weapons will be considered Air/Electricity damage.
Creatures which utilize these energy types as part of their natural attacks will generally be somewhat or completely resistant to these forms of damage.
There are also a few other potential oppositions that I am mulling over.
Healing vs. Undead
Remedy vs. Poison
Protection vs. Vulnerability
More likely I think I will just have Healing/Remedy vs. Undead/Poison, as that is sensible and intuitive, and leave out any opposition for anything else.
Miscellaneous
-Infernals
-UniPsycho Clowns
-Badger Badger
-Mine Monsters
-Unreal Devilfish
-Unreal Squid, Spinner
-Unreal Gib chunks
-M:R Spht, Enforcers
-UTR Weapons
Invasion Proposed Changes
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- DW Clan Member
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Last edited by DW_WailofSuicide on Sun Sep 30, 2007 4:28 am, edited 4 times in total.
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- 1337 Haxor
- Posts: 435
- Joined: Mon Aug 06, 2007 11:00 pm
ill do it!@
Its Pronounced Taz-Cross-Blade, not Tazer-Blade, not Taz-Crows-Blade, not Taco-Blade, Taz-Cross-Blade
Sounds like someone's been doing some RPG gaming! :colors:
But seriously, that Restoration sounds WAY too overpowered.
1) It offers Medics the ability to use magic weapons, like Vorpals and Energies (because of the ammo regeneration.)
2) I foresee problems with medics being able to give adrenaline. We would be incessantly pestered by needy Adrenaline Masters on maps that are short on Adrenaline (i.e. good maps.)
Other than that, I think all of your ideas are excellent.
After reading this, I began to form some ideas as well, here are the abilities I came up with for medics:
Protection Weapon Maker: Conveys an artifact to the Medic that allows him to create Protection Weapons, which he can then give to other players. Level of Protection depends on the level of the skill.
Level 1: Cost 10. Required level 70. Costs 100 Adrenaline. Changes Weapon into a Protection +1.
Level 2: Cost 10. Required level 70. Costs 100 Adrenaline. Changes Weapon into a Protection +2.
Level 3: Cost 15. Required level 70. Costs 100 Adrenaline. Changes Weapon into a Protection +3.
Level 4: Cost 20. Required Level 70. Costs 125 Adrenaline. Changes Weapon into a Protection +4.
Level 5: Cost 25. Required level 75. Costs 10 Adrenaline. Gives the Medic a Protector's Weapon Maker, which allows him to turn one weapon into a Protector's Weapon of Infinity which reduces damage to the Medic by 15% and contains unlimited ammunition.
Restoration Weapon Maker: Conveys an artifact to the Medic that allows him turn one weapon into a Restoration Weapon of Infinity, at the cost of 10 Adrenaline, which does 15% extra damage and who's shots give teammates an "enchantment" that heals him over time (like booster.) Duration of the enchantment depends on the level of the skill.
Level 1: Cost 10. Required level 100. Duration: 20 Seconds (100 health.)
Level 2: Cost 15. Required level 100. Duration: 40 Seconds (200 health.)
Level 3: Cost 30. Required level 120. Duration: Heals until full.
Warding Weapon Maker: Conveys an artifact to the Medic which allows him to turn his Link Gun into a "Warding Link Gun of Infinity," which adds 10% extra damage, at the cost of 10 Adrenaline. Which allows him to link to any teammate (regardless of what weapon the teammate is holding.) Linking to a teammate in this manner reduces damage done to the teammate by half and gives experience to the Medic similar to the XP he would get for linking them.
Level 1: Cost 20. Required level 100.
Portable Shield: Conveys an artifact to the Medic which allows him to create a dome of concentrated particles around him which stays in one location for a skill-level-dependent amount of time. The shield itself would be similar to the shield gun, but it would be large enough to shield several teammates. Teammates would have the ability to walk in and out of the shield dome, but would be unable to shoot out of, or into, it. Monsters would be unable to walk, or shoot, into the dome. The artifact is one-use and the shield disappears if the Medic dies.
Level 1: Cost 20. Required level 200. Duration: 30 Seconds.
Level 2: Cost 20. Required level 200. Duration: 1 Min.
Level 3: Cost 20. Required level 200. Duration: 1.5 Min.
Level 4: Cost 25. Required level 200. Duration: 3 Min.
Level 5: Cost 50. Required level 200. Duration: Until the Medic dies.
But seriously, that Restoration sounds WAY too overpowered.
1) It offers Medics the ability to use magic weapons, like Vorpals and Energies (because of the ammo regeneration.)
2) I foresee problems with medics being able to give adrenaline. We would be incessantly pestered by needy Adrenaline Masters on maps that are short on Adrenaline (i.e. good maps.)
Other than that, I think all of your ideas are excellent.
After reading this, I began to form some ideas as well, here are the abilities I came up with for medics:
Protection Weapon Maker: Conveys an artifact to the Medic that allows him to create Protection Weapons, which he can then give to other players. Level of Protection depends on the level of the skill.
Level 1: Cost 10. Required level 70. Costs 100 Adrenaline. Changes Weapon into a Protection +1.
Level 2: Cost 10. Required level 70. Costs 100 Adrenaline. Changes Weapon into a Protection +2.
Level 3: Cost 15. Required level 70. Costs 100 Adrenaline. Changes Weapon into a Protection +3.
Level 4: Cost 20. Required Level 70. Costs 125 Adrenaline. Changes Weapon into a Protection +4.
Level 5: Cost 25. Required level 75. Costs 10 Adrenaline. Gives the Medic a Protector's Weapon Maker, which allows him to turn one weapon into a Protector's Weapon of Infinity which reduces damage to the Medic by 15% and contains unlimited ammunition.
Restoration Weapon Maker: Conveys an artifact to the Medic that allows him turn one weapon into a Restoration Weapon of Infinity, at the cost of 10 Adrenaline, which does 15% extra damage and who's shots give teammates an "enchantment" that heals him over time (like booster.) Duration of the enchantment depends on the level of the skill.
Level 1: Cost 10. Required level 100. Duration: 20 Seconds (100 health.)
Level 2: Cost 15. Required level 100. Duration: 40 Seconds (200 health.)
Level 3: Cost 30. Required level 120. Duration: Heals until full.
Warding Weapon Maker: Conveys an artifact to the Medic which allows him to turn his Link Gun into a "Warding Link Gun of Infinity," which adds 10% extra damage, at the cost of 10 Adrenaline. Which allows him to link to any teammate (regardless of what weapon the teammate is holding.) Linking to a teammate in this manner reduces damage done to the teammate by half and gives experience to the Medic similar to the XP he would get for linking them.
Level 1: Cost 20. Required level 100.
Portable Shield: Conveys an artifact to the Medic which allows him to create a dome of concentrated particles around him which stays in one location for a skill-level-dependent amount of time. The shield itself would be similar to the shield gun, but it would be large enough to shield several teammates. Teammates would have the ability to walk in and out of the shield dome, but would be unable to shoot out of, or into, it. Monsters would be unable to walk, or shoot, into the dome. The artifact is one-use and the shield disappears if the Medic dies.
Level 1: Cost 20. Required level 200. Duration: 30 Seconds.
Level 2: Cost 20. Required level 200. Duration: 1 Min.
Level 3: Cost 20. Required level 200. Duration: 1.5 Min.
Level 4: Cost 25. Required level 200. Duration: 3 Min.
Level 5: Cost 50. Required level 200. Duration: Until the Medic dies.
Last edited by Desko on Sun Sep 23, 2007 8:16 pm, edited 2 times in total.
When submersed in a liquid, creatures with lungs are typically unable to breathe.
Sounds interesting indeed, and would make/keep things logical also.
The artifacts addition would be great, that is something I think most players would like right away. Would this be something where you could break it up into parts and slowly add to the mix, so the changes would be in small parts for the seaoned players to adjust to? Like add the artifacts, then maybe modifiers etc, as an example...????
Sounds like its time to get the test server dusted off once again!
The artifacts addition would be great, that is something I think most players would like right away. Would this be something where you could break it up into parts and slowly add to the mix, so the changes would be in small parts for the seaoned players to adjust to? Like add the artifacts, then maybe modifiers etc, as an example...????
Sounds like its time to get the test server dusted off once again!
I'd like to add...
Medics
Rock protection - something to give medics a chance on the later waves - even the very max dr + adv dr + a lot of health doesn't stop the rocks
cheaper exp healing and regeneration. far too much for what they are currently.
Medics
Rock protection - something to give medics a chance on the later waves - even the very max dr + adv dr + a lot of health doesn't stop the rocks
cheaper exp healing and regeneration. far too much for what they are currently.
Okay Medics sound like they get a big boost, but with the addition of certain mosters and a few things taken away adren masters have been toned down quit a bit. Lets just also say Weapons masters have yet to be given anything worth while to add to the mix. So what about balance issues? Maybe we need to rethink the whole balance issue! Just a thought, Wail lords being immune to vorp, Mega sliths absorb energy have made it end game for adren masters who don't play smarter. :D I'm still learning how to play smarter with the changes :colors:.

No shame, no dishonor, will run away to fight another day!
ACY
I believe the biggest problem is we can't control the ratio of monsters. The energy slits are fine if we can control there numbers.
It just means you need to have vamperic or infinite. These will allow you to take out any of the sliths. With the vamperic you shouldn't need to run the globe unless there are titans around.
Speed Switcher for the win.
It just means you need to have vamperic or infinite. These will allow you to take out any of the sliths. With the vamperic you shouldn't need to run the globe unless there are titans around.
Speed Switcher for the win.