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WM Artifacts/AM Artifacts
Posted: Sat Jul 10, 2010 1:17 pm
by Animality
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
Re: WM Artifacts/AM Artifacts
Posted: Sat Jul 10, 2010 6:13 pm
by DW_WailofSuicide
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
Unfortunately giving a lesser/scaling value of bonus damage like that is not possible currently.
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
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:
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).
Re: WM Artifacts/AM Artifacts
Posted: Sat Jul 10, 2010 7:07 pm
by Animality
"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
Re: WM Artifacts/AM Artifacts
Posted: Sat Jul 10, 2010 9:36 pm
by Seven_of_69
DW_WailofSuicide wrote:... do we really need 3 different ways to get rid of negative weapons (MWM, EWC)?
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: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).
Agreed. :sbigsmile:
Re: WM Artifacts/AM Artifacts
Posted: Mon Jul 12, 2010 12:55 am
by DW_FrankyTheFly
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.
Re: WM Artifacts/AM Artifacts
Posted: Mon Jul 12, 2010 2:50 am
by MOOKE
DW_WailofSuicide wrote: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
Unfortunately giving a lesser/scaling value of bonus damage like that is not possible currently.
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.
Re: WM Artifacts/AM Artifacts
Posted: Mon Jul 12, 2010 3:39 am
by DW_Ant
MOOKE wrote:DW_WailofSuicide wrote: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
Unfortunately giving a lesser/scaling value of bonus damage like that is not possible currently.
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.
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.
Re: WM Artifacts/AM Artifacts
Posted: Mon Jul 12, 2010 11:59 am
by warhead2
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).
Re: WM Artifacts/AM Artifacts
Posted: Mon Jul 12, 2010 3:19 pm
by Seven_of_69
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.
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:
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.
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.
I'm neutral on the idea for a new skill. I'm not against it but I don't need it.