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ECHO

Wicked Sick!
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Joined: 09/03/2006 23:12:48
Messages: 1335
Location: orange county
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Szlat wrote:
The other point is Repulsion pushes enemies directly away from the player initiating it. For you to be sent up in the air, the person would have to be underneath you? 


Yeah, that's why I figured it must have been some weird quirk or a feature of the map. If it was the result of someones repulsion I figure we must have been pushed into a jumping pad. The thing is I'm not even sure if an AM was on at the time. Maybe Flak Monkey remembers better than I do.

You can never have too much precision in your soup.

"I don't think it's fair for me to be on the jury because I'm a hologram..." - Liz Lemon

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ECHO

Wicked Sick!
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Joined: 09/03/2006 23:12:48
Messages: 1335
Location: orange county
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Szlat wrote:
Once you have repulsed a titan and it is fading off into the distance, if someone else shoots it with an instant hit weapon (e.g. assault rifle) will they get the points when it dies? 


Yes, but it's still 1 point. Unless, for example, an AM blasts a titan off into the waters of Masauro (think I spelled that right), which does not instantly kill monsters/players. Someone else can walk up to the edge and kill the monster for full xp with the aid of the deadly water.

You can never have too much precision in your soup.

"I don't think it's fair for me to be on the jury because I'm a hologram..." - Liz Lemon

turtle power!

Skin packs!
[Email] [Yahoo!] aim icon
Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
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Szlat wrote:
Looking at the team artifacts.....

An alternative might be to drive those spheres using a different set of conditions. For example, make a sphere run until the summoner moves. So, while he is still, the sphere remains. Or it stays until he fires a weapon. And just take say 200 adrenaline as the initial charge for setting it off, rather than taking adrenaline every second. 

It would perhaps help others if they knew exactly how long the spheres were going to last for. For an artifact like the globe or the triple, it is really useful to be able to switch them on or off. But a sphere - you have no idea if a team mate is relying on it.

So, we could have them on a timer. Either a fixed 200 adrenaline and they last for 30 secs, or make it last relative to the amount of adrenaline - 100 adrenaline lasts for 15 secs, 200 for 30 secs etc. The advantage would be we could give players a visual indication of when the sphere is about to die so they can be prepared. Either a numeric onscreen countdown, or make the sphere start to flicker.

(The medic one would of course have a lower adrenaline requirmeent than the other two)
Piper

Killing Spree
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Joined: 02/27/2006 00:15:38
Messages: 34
Location: Puget Sound
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BotFodder wrote:
Adrenaline and Damage Spheres: I use them but mostly on tighter maps when I know there's a bunch of people around me. 

All I can say is, "If you build it, they will come."

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