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Wil there ever be another class?  XML
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greg11

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Szlat wrote:
I haven't checked, but it should be possible. Have an option to sell all abilities, and just put the points onto the PointsAvailable count. You would have a special flag on the Class ones to stop them being sold. 

Well my idea was to allow people to change class.
ex: say a player is lvl 100 and wants to change class...it would sell back all abilities and stats...the player is still level 100, but will only have 680 points because of a 20 point reset penalty (assuming it is 7 points per level).
The way I figured this could be done would be to have an dummy ability to store the penalty points. Personally this was something meant for a server that I was running at the time to deal with all of the players requesting to change their classes. I don't know if druid would really want something like this.

Some of the other things that I was working on were monsters that affect your abilities...I had plans to make a zombie that suck out your experience points (for those players that like to idle all the time) Oh yeah...it is possible to have negative experience.
After that I was going to make another monster whose attack takes away points from your stats. It was meant to be frustrating in the heat of battle because your wep speed could drop or db, and you will have to find a safe place to buy them back.
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bad idea on the last part unless you get them back at the end of the wave or end of the map. otherwise every level will have to be small... immagine being Fodder... and having stats taken away and having to get 10000 xp to get back a fraction of it... bad idea
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greg11

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no you get your stat points back...it is just meant to be an inconvenience to have to put the points back into your stats.
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oh so it moves them from where they are to unassigned. that works fine untill you get to things like artifacts or loaded weapons or things like that... then you have other issues like how exactly do you fix that coding
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greg11

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Really it would affect core abilities like wep speed, dr,db, health, max adren so that players can't exploit it to change abilities or their classes.
Other than that I don't see an issue with it stealing other abilities.
If a AM has loaded artifacts, then the AM class ability is removed...the loaded artifact ability will still work...the only issue is that the server logs will have an entry that 'soandso has loaded artifacts but not the associated class required for it.' When the AM levels up and tries to buy a class dependent ability he wont be able to until he buys his class back.
Coding it so it doesn't select certain abilities would not be hard though.
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FYI:

Dru's mod includes an upgrade function where you can program certain ... exceptions in. The example that comes to mind is when we developed Medic Awareness, which would replace regular awareness for Medics. It was fairly simple to have the upgrade mod check a character when they first connected after the upgrade and have the skills switch based on class and skill set.

However, what you guys are suggesting involves *splitting* a class. How do you decide someone is one or the other? You'd have to basically *remove* all class related abilities from M/MMs and then they'd have to go through the process of choosing a class and assigning points ...

But what you're also missing is that, still, by themselves, as far as I know, as individual classes they would be very weak with a very low set of skills (well, maybe not MMs, but certainly Medics would be). Until you can come up with a practical set of skills for medics to buy (and come up with a way to offset the loss of medic abilities for monster masters), this discussion lacks a certain concreteness ... or practicality.

Of course, I haven't touched the code in a while and log in maybe once a month these days, so what I have to say is just blathering ...

And someone else has already pointed out that development work on UT2004 may stop if Dru decides to pursue UT3. In which case, it will probably take a bit of time just to get DruidsRPG UT3 compatible, much less decide on changes. And since a lot of the work depends on Mysterial's, there may be some waiting or wholesale rewriting (IE, doing a lot of stuff from scratch that we didn't have to worry about before).

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BotFodder wrote:


And someone else has already pointed out that development work on UT2004 may stop if Dru decides to pursue UT3. In which case, it will probably take a bit of time just to get DruidsRPG UT3 compatible, much less decide on changes. And since a lot of the work depends on Mysterial's, there may be some waiting or wholesale rewriting (IE, doing a lot of stuff from scratch that we didn't have to worry about before).

 


Actually, Dru has already said that he may take Galtanor's Invasion version as the basis for DruRPG. After playing a while on Battlemode's server, I can definitely say that UT3 invasion is gonna be exciting once developers start looking at the code.

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You guys had an idea of a new class or at least back then you did, not sure if you guys are still up for new ideas on new classes but anyhow...
Has anyone ever played Warcraft III (its a few years old and kinda outdated), but the points is there were classes and the one I was curious about was an undead class.

What I am suggesting as ideas would be an undead class possibly for ut3:
Instead of loaded weapons, loaded minions, you are able to summon skeleton warriors but fairly weak like nalis. I believe there are already skins of skeletons out there that can be used.
I do not propose on you being able to heal the skeletons, I would say that would be the medics job, or depending on how you look at it you can decide. The different levels of loaded minions could control as to how powerful the skeletons get maybe a total of 2 or 3 would suffice, causing a max damage of an average nali or possibly more depending on how you see fit.

Also what came to my mind was the ideas of (Auras). It can either be a passive ability or a ability requiring adrenaline to activate. These auras would do special magic like the ones weapons do but limited... like for example it could do the same as a force weapon (increasing the rate of fire but not the damage) or like a quickfoot weapon (increasing the rate you walk but again not increasing the damage), or possibly a vampiric. But notice i would not consider on a regen aura or null or freezing as that might unbalance it, just keeping the auras simple and increasing simple minorities.

All classes all have a special powerful ability: wep have redeemer, eng paladin, medic titan, junkie rod or megablast. What if the undead class could summon a lucifer, but obviously it would think and possibly behave like a titan, the only catch would be that it shoots balls of fire and not rocks thus it wouldnt have instant kill to anything it attacks but would shoot fire faster. Any ideas?
In warcraft there was a demonic figurine that when summoned you point at a monster (and the demonic figurine could only be summoned this way, no other way) and it would be like a parasite in it, eating away at it from the inside until it died. Think of it this way, you point at a titan, press the artifact, the parasite gets in like a simple beam that causes no damage. But no matter who tries to kill it, the kill would be yours, it would take like 10 to 15 sec to take out the titan because of the titans immense health, the parasite practically eating it away like a poison weapon would, then the titan dies and out of it is summoned a lucifer.

This class would probably need either a timer like the engineer class or adrenaline drip like the medic and junkie. I believe this class would be like a jack of all trades because it would have the characteristics of 3 of the classes... being able to summon skeletons like medics can with pets, would possibly need regen or adren drip but only 1 or 2 levels max. And possibly a undead weapon that does not have unlimited ammo but you always get it when you spawn resulting in the need for resupply 1 or 2. Thus being part medic, part wep, and part junkie, but not as powerful. Any ideas or is this too much, I use to play a lot of strategy games before so... you get the picture.

Hope you like my idea


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the demon thingy would have vamp. a parasite is naturally weak until it strengthens itself off what it feeds on. so the more damage that it does, the more health it should have. make it similar to a vamp fly BEFORE it dies. I propose making it so only melee attacks have vamp and when health reaches X and it melees again, it plants a new parasite. but it would be ridiculously high to get. and the fireballs don't vamp and no way to heal it with medics. after all... its a demon. that would be scary in DM... medic running around healing himself FEEDING the Lucifer. when medic finally dies, it could have titan health and be ready to re parasite
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Also forgot to mention, for the skeleton minions how about 3 different type of skeletons close range, long range, and then necromancers:

The close range would be like nalis with shield guns practically a little different maybe, possibly different gun
The long range would be like nalis with lightning guns but just shoot faster or so... I would prefer them to shoot like arrows or so but the lightning gun or sniper is the closest thing we got.
And the necromancers do the least damage (like say the damage of an assault rifle) but if they actually do kill something they can resurrect their bones converting it into 2 close range skeletons or 1 close range and 1 long range depending on your level.

And if you like the idea of this being like the jack of all trades, how bout this idea, the auras can be either around a person like a sphere or planted into the ground that gives that ability to nearby friendly units, kind of like sentinel just not offensive or defensive kind of like a passive one and no xp for its aura... or any thoughts on this?

And for the parasitic demon, I propose there be a cap as to the max health it can reach maybe 600 or so maybe more, maybe less
Other than that i also think it should not be able to be applied to people only to monsters, thus ending that idea of a lucifer in a medic, creating havoc. So if a medic spawns a pet you can use it to take out the pet and summon your demon, but as I said before it should have a timer or cost a considerable amount of adrenaline

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200 adren I say
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Szlat wrote:
Sorry, before I start, this is a long one.

Any changes have to take into account the characters people have already created. If someone has put thousands of hours into a particular class, they quite rightly do not want it messed with. So the combined medic/monster master has to stay.

Personally, I find it difficult to think of a new class that would compliment the others. Possibly an explosives expert, but I am not convinced.

One way it could be extended is to just extend what we already have. At the moment, we have 4 classes. All are a bit of fighter and a bit of something else. So one option is to go for an extreme version of each class, that loses a lot of the fighter bit. I would also add a middle class, with no particular strengths but a bit of everything - {RAD}Raze2K5 called it a "Jack of all Trades".

So, have:
  • Extreme Adrenaline Master (or Magician) Much stronger adrenaline skills. Perhaps even unlimited adrenaline. Useless with weapons - perhaps only one damage regardless of weapon. Perhaps can't even pickup weapons and is limited to assault rifle.
  • Extreme Fighter. No adrenaline abilities, but much more powerful weapons. Infinite ammo. No pickups. No armor. Loads of vampire.
  • Extreme medic. Much better healing skills with greater xp reward. But healers do not like killing anything, so much reduced weapon damage - perhaps limited to poison attacks against enemies. No Pets. Can revive others.
  • Extreme Monster Master. Can heal pets but not people. Much stronger pets, with better intelligence. Some sort of command interface so pets can be directed. As greg11 suggests, the ability to convert monsters to pets.
  • Extreme Engineer. Include explosive capabilities. Allow better turrets/sentinels/vehicles. Remove damage from Engineer's link, and reduce damage from normal weapons - so have to use their constructions.
  • Jack of all trades. A bit of everything - like the original UT character. Ok weapon ability, some adrenaline use, some healing capabilities etc. E.g. limit to level 1 vamp and leech, have medic weapon maker but not infinite and no exp for healing, can use any powerup he picks up, limit to level 2 LW and level 2 LA (ish). etc.
    These classes to run as well as the existing four classes.

    But I think the changes will be too great, and will rock the boat too much. It was very difficult trying to balance the engineer. It will be much more difficult balancing this lot, so probably not worth the effort. Plus, it will give too many classes, and too many decisions to make on which class to choose for what.

    An alternative would be to provide sub-classes. More specialised variants of each class. Then allow each player to choose each day which subclass he wanted to play. So he could re-spend his points within that class - not changing the class, but selecting a different subclass, and then respending his points within that subclass.

    So, for a fighter you might have
  • the current setup for WMs
  • an extreme fighter class. As above.
  • Jack of all trades. As above
  • A hybrid WM/AM, with more powerful adrenaline skills but less Weapons skills than the current WM
  • Berserker. Permanent rage effect. Or perhaps a combined double damage + Harm effect, so do more damage but take more

    for the medic you might have
  • Medic/MM as now
  • Extreme medic, as above
  • extreme monster master, as above
  • Medic with enhancing fighting skills, but no pets and limited exp healing

    And so on, including ones for Engineers and AMs. All would have "as now", and a variant of the "Jack of all trades", and an extreme one, plus any others that seem fun.

    The possibilities for sub-classes are endless, and would allow each player variety within their current class, depending on their mood. It would also allow for novelty ones like Beserker - no one would want to commit to that character long term, but for the odd match for fun? Again, this will be very difficult to balance, but I could see it getting much wider acceptance as everyone benefits. The guys who have invested a lot of effort keep their rewards, but also gain extra things to try.

    Told you it was long  





  • that was a good idea...


    i have a 2 penny idea here why not let characters to pick as a skill..

    for example lets say paradoxx as a WM reach lvl XX (pick a number)
    and now he can buy -extreme weapon master- or -WM/AM,- or even he could just stay in -normal WM stage - now once he pick that "subclass" he must stick to it , that be cool and will open a wide fan of options, however i must feel this could be hard to balance or hard to code.. but at the end might be rewarding so those really high lvls player will have something to spend those points ...

    now here is the other penny, as a AM you cant pick let say -Medic with enhancing fighting skills- or any other "subclass" that will alter the game limits ( so no adrenaline master gain regeneration or a Engi and LW )


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    I'm back... saw the post about my jack-of-all idea... my server is back up, the IP is 68.226.19.187 jack of all is there... heavily modded, about 10 minutes of downloads (including first map) + every map after that...

    please visit my forums to report bugs and ideas, feedback, etc: www.1radpc.com/ut

    thanks guys

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