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Idea for next version of Druid RPG  XML
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FrankyTheFly



Joined: 09/01/2007 15:14:21
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Hi there,

I've been playing invasion RPG alot recently and i did paly every classes (Medic, Adren Master an Wep Master) and i have some idea for the next release of this mutator.

1. The double magic modifier for Adren Master should not be applied on Rage and Vorpal gun. Alot of player like me agree that vorpal +22 is overpowered, +11 should be the maximun, same for rage.

2. If a medic made a medic gun of inf, he should respawn with is medic gun after he die.

3. An ability called "artifact denial" (only appliable to medic and wep master) could be used for keeping at least the used/selected artifact medic and wep master have collected.

4. Wep master should have an ability called "weapon pickup" that allow them to never obtain negative weapon on pickup. The ability could have 2 level : level 1 - all pickup wep cannot be cursed, level 2 - all pickup wep are 100% magical and cannot be cursed.

5. Adren Master should have an ability called "suicide proof" that make denial work even for a suicide (that way they dont lose their weapon by suicide).

Thats it, hope you'll find those idea helpfull.
Shantara

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Joined: 12/19/2004 18:35:28
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Hi Franky,

Thanks for the feedback. Here's some thoughts that have come up when some of your ideas have been discussed previously:

FrankyTheFly wrote:
1. The double magic modifier for Adren Master should not be applied on Rage and Vorpal gun. Alot of player like me agree that vorpal +22 is overpowered, +11 should be the maximun, same for rage. 

There are a few balancing factors here: First is how much adrenaline the double magic modifier uses. At most a high-level LA can keep it going for a wave or so. Second, for rage the damage done is balanced by how much damage you take. Third, for vorpal, when you vorpal a monster, you only get one xp, not the full amount of exp. So you're saving everyone from dying by killing off the big monsters.

FrankyTheFly wrote:

2. If a medic made a medic gun of inf, he should respawn with is medic gun after he die.  

Many medics may not like that option, but also it is not that difficult for her or him to make a new medic weapon.

FrankyTheFly wrote:

3. An ability called "artifact denial" (only appliable to medic and wep master) could be used for keeping at least the used/selected artifact medic and wep master have collected. 

The different classes are designed to focus on what their class does best- allowing other classes to keep their artifacts would decrease the power of the LA character, and distract from the primary purpose of the other classes.

FrankyTheFly wrote:

4. Wep master should have an ability called "weapon pickup" that allow them to never obtain negative weapon on pickup. The ability could have 2 level : level 1 - all pickup wep cannot be cursed, level 2 - all pickup wep are 100% magical and cannot be cursed.  

Loaded Weapons level 5 already gives the character all weapons and makes them all positive.

FrankyTheFly wrote:

5. Adren Master should have an ability called "suicide proof" that make denial work even for a suicide (that way they dont lose their weapon by suicide). 

The reason that denial functions this way is because it is exploitable otherwise.

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LagMast3r



Joined: 08/22/2007 20:21:20
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While we're posting ideas, I'd like to bring up the Health Sphere.

There seems to be no advantage to using it, vs the Medic Blast. Medic blast heals for large amounts, can hit large amounts of players, even those some distance from you.

The health sphere even requires 50 adren to turn on (same adren costs as the blast), so there's no benefit for medics with low adren either.
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There are actually several benefits to using the health sphere. The first is that on some maps, the "ground" is under the texture that you are standing on, the healing blast goes off under it, in some cases, without healing you or anyone else, also the sphere provides a beacon and attracts other players, I have found it helpful even when I did not need health but was alone and needed help killing the monsters that were after me. Lastly the healing starts right away and continues to work so it has a better tendency to "keep you up" rather than save your life.

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Also....If a high lvl medic has maxed out their adren/drip....It can runn for looooong.....especially if they get fed adren...o.0...

-Jason_X- : lvl 97 Medic
-Jas0n_X- : lvl 59 Engineer
-Jasôn_X- : lvl 47 Engineer
-Jas@n_X-: lvl 42 Adren. Master

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Grizzled_Imposter

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I thought drip shut off when you activated an artifact?

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It does?......oops....must be my imagination then.. still..feed adren..o_o...

-Jason_X- : lvl 97 Medic
-Jas0n_X- : lvl 59 Engineer
-Jasôn_X- : lvl 47 Engineer
-Jas@n_X-: lvl 42 Adren. Master

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ZippyMuffin


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Another Idea:
Would it be possible to Display only related abilities in the RPG Window once you've chosen a class? I find that it is quite crowded in there, especially with the new Engineer class abilities increasing the list length.
And even before you chose a class, you could list only the classes and the abilities anyone could use, even without a class.


Here is a sent mutator I like:
About - http://home.comcast.net/~meholick/
Download - http://home.comcast.net/~meholick/sents.zip
Maybe there are some ideas that can be gained through the study of it.

It has Off and Def sents, as well as Walking spider things that you should be able to build sents on (I think)

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Walking spiders i dont think they doo..cus ...then it wil eb just like pets...
HOWEVER...that give em an idea for engineer Spider mech suit.....lol..(yes jason dream on)...thatd be sweet..expically seing i wuld proly be abel to manveur in smaller maps unless its uge..but still.....hmmm..lol..

-Jason_X- : lvl 97 Medic
-Jas0n_X- : lvl 59 Engineer
-Jasôn_X- : lvl 47 Engineer
-Jas@n_X-: lvl 42 Adren. Master

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BotFodder

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ZippyMuffin wrote:
Another Idea:
Would it be possible to Display only related abilities in the RPG Window once you've chosen a class? I find that it is quite crowded in there, especially with the new Engineer class abilities increasing the list length.
And even before you chose a class, you could list only the classes and the abilities anyone could use, even without a class. 

Not sure how easy this would be to change.

It's part of the core UT2004RPG, which isn't based on classes. I admit it would be really really nice, but I also think it would take rewriting parts of the core that are quite ugly.

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Still...spider mech.....yeah..ima dreamer....

-Jason_X- : lvl 97 Medic
-Jas0n_X- : lvl 59 Engineer
-Jasôn_X- : lvl 47 Engineer
-Jas@n_X-: lvl 42 Adren. Master

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ZippyMuffin


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BotFodder wrote:

Not sure how easy this would be to change.

It's part of the core UT2004RPG, which isn't based on classes. I admit it would be really really nice, but I also think it would take rewriting parts of the core that are quite ugly. 



Well, if it is ugly, maybe I should have a look at it. Is there somewhere that I can get the source for that part of it? I'm not sure how much I can do though. I haven't worked much with the coding of mutators.

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BotFodder

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Actually getting ahold of the UT2004RPG mod isn't impossible - visit Mysterial's site (the URL's in the forums somewhere) and download it. The thing is ...

DruidsRPG is an "extension" of UT2004RPG, and there are certain things you just can't "extend". A lot of what's in the core (and I'd suspect the code for the display of the skill list is included in this) can't be "extended" (or at least, easily extended). It would have to be completely recoded, and we'd end up wholesale replacing the core UT2004RPG. And thus far Druid is quite against doing so (and I agree with him).

Mysterial did a lot of cool stuff where things were very modular and easily extended or replaced. The thing is, a lot of the core isn't.

So I guess what I'm saying is, that if you really really want to figure this out, what you'd have to do is figure out how to put code into the DruidsRPG mod for what you want to do that doesn't 100% invalidate the UT2004RPG mod. And for this particular problem, I don't think that's really an easy thing.

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deadoon



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ZippyMuffin wrote:
Another Idea:
Would it be possible to Display only related abilities in the RPG Window once you've chosen a class? I find that it is quite crowded in there, especially with the new Engineer class abilities increasing the list length.
And even before you chose a class, you could list only the classes and the abilities anyone could use, even without a class.


Here is a sent mutator I like:
About - http://home.comcast.net/~meholick/
Download - http://home.comcast.net/~meholick/sents.zip
Maybe there are some ideas that can be gained through the study of it.

It has Off and Def sents, as well as Walking spider things that you should be able to build sents on (I think) 


ahhh new sentinels that is link you put up for that is a very powerful sentinel mod i bit powerful even for the engineers b/c he could just sit there for an hour healing it and upgrading it or PASS it to a medic and that becomes a medic weapon and basically it well yeah no effect lost for being medic and it is also affected by resupply so not good here or ANY rpg server that has druids or infinity makers unless the server is almost all insta-death enemies or just-about insta death...... not good unless lots of powerful enemies

my poinion is never us that thing here way to powerful though the vehicle gun is actualy a good idea for engineers add all VEHICLE weapons to it and it a quite handy tool though far from perfect due to vehicle specific things like on manta

engineer should have vehicle gun not sentinels spider is ~ok~ but you have no control and it wanders stupidly and is melle only though good for a mobile weapons platform 3 people and 3 floor sents and bingo you have a death platform that moves just add a minigun turret and bingo a super death platform though would require alot of team work it is deadly efficient though it sucks at melle

yeah yeah i to much

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Heh...Dotn worry about it i tlak too much too.......alogn witht hat I use excessive dots.....Ive been told they make ppls eyes bleed...but I just...cant...stop!!........lol..

-Jason_X- : lvl 97 Medic
-Jas0n_X- : lvl 59 Engineer
-Jasôn_X- : lvl 47 Engineer
-Jas@n_X-: lvl 42 Adren. Master

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