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greg11

Wicked Sick!

Joined: 02/10/2008 20:00:40
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(DC)DEMONSLAYER wrote:
I wish there was a way to turn "berserk" off and on. 

thats what the TC is for
Trooper

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just ask a engi to make a toilet car in a safe place so you can use that to turn it off
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RoadKill v3.4

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greg11 wrote:

(DC)DEMONSLAYER wrote:
I wish there was a way to turn "berserk" off and on. 

thats what the TC is for 




I've been known to hop in a turret when I accidentally turn on speed, but berserk on the toilet yipes

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(DC)DEMONSLAYER

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RoadKill v3.4 wrote:

greg11 wrote:

(DC)DEMONSLAYER wrote:
I wish there was a way to turn "berserk" off and on. 

thats what the TC is for 




I've been known to hop in a turret when I accidentally turn on speed, but berserk on the toilet yipes  



Oh, picturing that!!!!!!!!!!!!!! >

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UT2004
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UT3
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Mystic

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Joined: 12/21/2004 21:36:56
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is there anyway to limit the amount of monsters the rod hits? like instead of a aoe cant it be like 4-8 max. or something similar?


id work on these myself but i cant get druids rpg to function where i can log in a engi and test. no monsters or interferance. i downloaded the files.and extraced them to there ut2004 corresponding files.,but the mutator isnt takeing effect.
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Szlat

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Mystic wrote:
is there anyway to limit the amount of monsters the rod hits? like instead of a aoe cant it be like 4-8 max. or something similar?  
It could be done. A few extra lines of code.

Mystic wrote:
id work on these myself but i cant get druids rpg to function where i can log in a engi and test. no monsters or interferance. i downloaded the files.and extraced them to there ut2004 corresponding files.,but the mutator isnt takeing effect. 
Have you added lines like

ServerPackages=UT2004RPG
ServerPackages=DruidsRPG216
ServerPackages=SatoreMonsterPackv120
ServerPackages=DCMonsters112

to the appropriate part of your UT2004.ini file?
Szlat

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  • Allow AMs to fire a projectile from one weapon, switch to another weapon, and get the magic from the new weapon applying to the projectile when it hits 
  • So I have coded this, and it seems to work quite well. But I got to thinking. AMs are Adrenaline Masters, and what has this skill got to do with adrenaline?

    Is our viewpoint really that AMs are "Magic Masters" and can do all sorts of things with magic - increase it, change it, amplify it etc. - which would fit in with such a skill.
    Or are they characters that can use adrenaline either offensively or to improve their weapon set? Which doesn't really include this, as it doesn't use adrenaline.

    The wiki says "Adrenaline masters focus on gaining adrenaline and using artifacts", so that does not mention magic. The wiki also says "Weapons Masters focus primarily on improving their weaponry through the Loaded Weapons skill and using their weapons to best their opponents." So no mention of magic there either, but at least weapons are mentioned.

    So, should this new skill go to
  • a) AMs only
  • b) WMs only
  • c) AMs and WMs
  • d) No one
    Opinions please - but don't just vote for your class!
  • Szlat

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    Thinking about it, there are two types of damage - weapon damage from flaks etc, and artifact damage from the rod/bolt/beam etc

    Should WMs get the magic of the current weapon applied to their weapon damage, and AMs get the magic of the current weapon applied to their artifact damage?
    (and unfortunately nothing for engineers or medics as they are not supposed to be front line fighters)
    Wail

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    Joined: 09/20/2007 21:14:41
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    Szlat - Isn't the behavior you're describing the functionality as it exists in DruidsRPG200?

    I believe it is. With the way things work in Druids200, you can shoot out, for example, a rocket, change to a Vorpal weapon and have the Vorpal effect apply to the rocket.

    I am not sure why you'd want to bring this behavior back, given that it was apparently something that warranted removal before. It's not intuitive behavior, and regardless of any codification into an ability, shooting a weapon and then switching to another weapon which might not be meant to have a specific modifier is ... tricky, and seems more like a glitch than an ability.

    I think the idea of applying the current weapon's magic to an artifact's effect is interesting - But, to be honest, this would reduce value of several artifacts (Freeze and Poison blasts, in particular) and substantially improve certain weapon modifiers over others. Weapon modifier balance is already problematic given that certain weapon modifiers are far more desirable than others. I don't see that change as balanced in anyway without reducing the overall power of the modifiers, and that would also be unfair to the classes who can't exploit these weapons in that way.


    Direct responses:

    Is our viewpoint really that AMs are "Magic Masters" and can do all sorts of things with magic - increase it, change it, amplify it etc. - which would fit in with such a skill.
    Or are they characters that can use adrenaline either offensively or to improve their weapon set? Which doesn't really include this, as it doesn't use adrenaline. 


    I don't agree with either the idea that AMs are Magic Masters or with the idea that "AMs" have any exclusive prima facie ownership or right to abilities that use adrenaline.

    The first idea is pretty meaningless - What's Magic in UT2004RPG? Magic is whatever is called Magic. There's no reason you couldn't turn the Lightning Rod into a "Static Field Generator" and give it to an Engineer, or Weapons Master, or call it "Prayer of Zeus' Wrath" and give it to Medics. The flavor itself is pretty much irrelevant.
    As for ownership of adrenaline abilities - Adrenaline is essentially a "special power pool." I see no reason why any class could or should have any special claim in that respect. To use an example from another game - The Sorceress in Diablo 2 may be called the master of magic in flavor text, but this doesn't mean that the Barbarian's abilities are any less effective, or that he has any fewer of them.

    So for me, on this issue: D, followed by B.
    Szlat

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    I think based on this thread I will refrain from implementing this until Druid gives the ok.
    WildCard


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    I had an odd idea for a while now for another kind of class. I know the adrenalin master and other classes have aspects like this but there are a few things I could see that it could expand on.

    How about a 'field-master' class designed to make full use of the available terrain, that gains abilities like climbing/running up walls, nullifying falling damage, reducing damage from water sources that cause it, and possibly stuff other classes doesn't/shouldn't have like expanded/evolved radar, capturing/taming monsters, storing field pickups (max 1-3 or something) for throwing (using it himself or giving to an ally), and maybe that ninja-hook mutator as one of his items so he can hang on a rope attached to a wall or roof and take on airial monsters without wasting adrenalin on flight.

    >_> I'm expecting people to just outright say no, but hey, I like the idea. Even if Adren/Weapon masters hold over half his abilities between the two of them. Then again, I came up with the idea back when I thought about redoing all the classes into something a bit more specialized, and allowing multiple classes once you hit high levels. (additional class every... 150 levels or something. Depending on points per level.)

    (Hmm, that might be a neat idea too.)

    In other news, I want a 'resurrect' ability on the medic that lets you choose who you rez (probably heard it a million times by now) and the idea of medic super-weapons is neat too. BUT if it's a balance issue preventing it you could just as easily cost like 500 adren to rez someone (making it nearly impossible to do more then once per wave if you aren't fighting) and the super-weapons would be it's own ability that requires loaded medic 3 and other things. Medics aren't adren/weapon masters after all.


    Not that I'll go out complaining if you tell me no to everything, but I thought I'd give my two cents, after all if enough people pitch into the same idea the owner might think about it more seriously.

    EDIT: To the debate just listed above, as far as that goes I way Weapon Masters all the way. How does transferring effects from one weapon to another say anything about artifact use? >_> Then again, that would be a neat artifact on it's own. But again, as of now no-one should be TRYING to do that.
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    Wail

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    WildCard wrote:
    Then again, I came up with the idea back when I thought about redoing all the classes into something a bit more specialized, and allowing multiple classes once you hit high levels. (additional class every... 150 levels or something. Depending on points per level.) 


    Just on a basic level, anything which requires you to remove abilities from other classes in order to build a design space ... Is probably not going to work, at least not for a server with an established playerbase like DC.

    Naturally if you have your own server, those types of ideas are something you could experiment with. But I think it's rare for someone to ever want a downgrade, so if you would want to think about removing some of the nonessential abilities, I think it'd be a good idea to think about adding new stuff that people might want as well.

    As for your idea itself, I think it's an interesting idea, but the real question is how do those abilities help the class itself gain levels? Jumping around, using radar, holding pickups, and so on don't help you level up. Summoning monsters, in theory, does, but at least as implemented in DruidsRPG I couldn't really support any other class infringing in on Medic territory. Medics' most unique ability is summoning. Neither the Healing weapon, nor ADR are terribly special, and the healing artifacts they get are good, but hardly worth an entire class.
    WildCard


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    Well yeah, the idea of simplifying the classes wasn't meant to be an idea for this server. You do bring up some good points though. Heh, if I do go about making something like that to play with I'll remember to ignore the level limit, just make buying some classes more expensive then others. Like the field master class could be practically free, and weapon/artifact masters more. All the same not for this server, you got a great thing going here and I don't see any reason to mess it up. <_< There I go talking off-topic, see that? Well, only partially, but even so it's off topic. Anyway, I'll be sure to think up more changes. Maybe get around to playing engineer to see what could use changes there.
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