I think the Damage and Adrenaline globes should be re-introduced, but I also think they should be altered
Damage Sphere/Globe= 40 Adrenaline to use, Effect gives 20% damage increase to all users within the sphere and lasts 25 seconds
Adrenaline/Mana Sphere/Globe= 50 Adrenaline to use, Effect gives 1% of all users within sphere adrenaline back every 3 seconds, lasts 25 seconds
Also a Repair Kit for WM would be very nice, it works 1-3 times and repairs all negative weapons to +0/no+ Costs 15 Adr. per use
WM Artifacts/AM Artifacts
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Unfortunately giving a lesser/scaling value of bonus damage like that is not possible currently.Animality wrote:I think the Damage and Adrenaline globes should be re-introduced, but I also think they should be altered
Damage Sphere/Globe= 40 Adrenaline to use, Effect gives 20% damage increase to all users within the sphere and lasts 25 seconds
Adren-regenerating abilities are kind of weird in the first place, and I don't think this kind of ability really fits on a WM either.Animality wrote: Adrenaline/Mana Sphere/Globe= 50 Adrenaline to use, Effect gives 1% of all users within sphere adrenaline back every 3 seconds, lasts 25 seconds
Animality wrote: Also a Repair Kit for WM would be very nice, it works 1-3 times and repairs all negative weapons to +0/no+ Costs 15 Adr. per use
Possible, but do we really need 3 different ways to get rid of negative weapons (MWM, EWC)? In general I don't think negative weapons really pose much of a problem and on the occasions they do can encourage you to break out of routine habits (e.g. always need the same weapon setup to play).
"Adren-regenerating abilities are kind of weird in the first place, and I don't think this kind of ability really fits on a WM either."
The adrenaline sphere is for AM's, hence the titles
The adrenaline sphere is for AM's, hence the titles

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- 1337 Haxor
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Off the thread topic but EWC doesn't necessarily help get rid of negative weapons. Earlier today my WM had flak of Earth-1, and trying to apply an EWC didn't do anything other than give a message something like "Can't make a negative weapon 0." Is it not possible to have a 0 variant of magic types which can be both negative and positive?DW_WailofSuicide wrote:... do we really need 3 different ways to get rid of negative weapons (MWM, EWC)?
Agreed. :sbigsmile:DW_WailofSuicide wrote:In general I don't think negative weapons really pose much of a problem and on the occasions they do can encourage you to break out of routine habits (e.g. always need the same weapon setup to play).
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How about a skill that only WM could buy called "No misfortune".
The skill would cost some stats points and would permanently giving the WM the ability to nerver get a negative(-) weapon out of a locker/wep spawn, only plain or positive.
The skill would cost some stats points and would permanently giving the WM the ability to nerver get a negative(-) weapon out of a locker/wep spawn, only plain or positive.
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Does this mean that a DD Blast for wm would not be possible either? The blast could give players dd for 15 to 20 seconds and cost 50 adren.DW_WailofSuicide wrote:Unfortunately giving a lesser/scaling value of bonus damage like that is not possible currently.Animality wrote:I think the Damage and Adrenaline globes should be re-introduced, but I also think they should be altered
Damage Sphere/Globe= 40 Adrenaline to use, Effect gives 20% damage increase to all users within the sphere and lasts 25 seconds
That is possible since the xPawns have a simulated function called HasUDamage(). But the U damage will not apply for something like Half Damage unless you'll willing to create subclasses for each monster to overwrite their Take Damage function.MOOKE wrote:Does this mean that a DD Blast for wm would not be possible either? The blast could give players dd for 15 to 20 seconds and cost 50 adren.DW_WailofSuicide wrote:Unfortunately giving a lesser/scaling value of bonus damage like that is not possible currently.Animality wrote:I think the Damage and Adrenaline globes should be re-introduced, but I also think they should be altered
Damage Sphere/Globe= 40 Adrenaline to use, Effect gives 20% damage increase to all users within the sphere and lasts 25 seconds
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
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not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
since wm's have an ability to stop negative weapons, ie, 'loaded weapons', that pretty much works for me, yea every once in a while i somehow pickup a negative weap but it's rare an it don't bother me.
it's possible to easily implement damage modifiers in ut2004, i have written many of them. you have to add a new game rule (extends 'GameRules') which implements the NetDamage function. you would not have to subclass each monster, but just dealer with the logic in that function, as you get passed who did the damage, who got the damage and etc. you can access the instigator's inventory from there to see what artifacts they have in effect.
of course something like a dmg sphere would be a bit more complicated coding as the effected players don't have that item, so you'd have to mark them in some other way. probably the best way would be to implement storage arrays in the base mutator itself which keeps track of these things (unless thr's a pawn subclass for storing another variable).
it's possible to easily implement damage modifiers in ut2004, i have written many of them. you have to add a new game rule (extends 'GameRules') which implements the NetDamage function. you would not have to subclass each monster, but just dealer with the logic in that function, as you get passed who did the damage, who got the damage and etc. you can access the instigator's inventory from there to see what artifacts they have in effect.
of course something like a dmg sphere would be a bit more complicated coding as the effected players don't have that item, so you'd have to mark them in some other way. probably the best way would be to implement storage arrays in the base mutator itself which keeps track of these things (unless thr's a pawn subclass for storing another variable).
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- 1337 Haxor
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Or maybe call the skill "Less Misfortune" since monsters and eviscerated players can drop negative weapons. :stongue: Either that or having the skill maxed would transform such a negative weapon into its positive counterpart. :swink:DW_FrankyTheFly wrote:How about a skill that only WM could buy called "No misfortune".
The skill would cost some stats points and would permanently giving the WM the ability to nerver get a negative(-) weapon out of a locker/wep spawn, only plain or positive.
Level 1 - no negatives from lockers or weapon spawns.
Level 2 - [optional, if split from level 1] no negative super weapons from their respective spawns.
Level 3 - negative weapons from monster drops and fallen players are transformed into positives.
I'm neutral on the idea for a new skill. I'm not against it but I don't need it.warhead2 wrote:since wm's have an ability to stop negative weapons, ie, 'loaded weapons', that pretty much works for me, yea every once in a while i somehow pickup a negative weap but it's rare an it don't bother me.