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Monsters weak against Magic weapons  XML
Forum Index -> Druids RPG
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Micron(Micron)

Rampage
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Joined: 06/15/2007 11:30:22
Messages: 139
Location: Calgary, Alberta, Canada
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This is kind of a follow up suggestion to many ideas that were posted by players in the "No Triple with Piercing Weapons" topic that I started:

The idea behind the change was to make players try to find other ways to win maps(If there are only high level players left there is no other option)

So here is my suggestion:

What if we could make certain monsters weak against certain magic types.
For Example:

Poison/Null Queens weak against Poison and Null weapons
Reflective enemies could be weak against Reflective weapons
Shielded enemies weak against Penetrating weapons(lightning Skarj, Queen)
Regular Titans could be weak against Sturdy weapons
etc, etc

Just some ideas I came up with, I realize it probably sounds easy but is impossible to actually put into the game

-Jason_x-

Wicked Sick!
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Joined: 04/25/2007 11:40:19
Messages: 1107
Location: Barbados, West Indies
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Sounds interesting...ESPECIALLY seeing sturdies can be bad with titans on non drop off maps..(rocks/pebbles will bounce on you...and youll just stand there)..
This idea sounds good in theory for AM and WM...but thats just theory.....Youd get overlap though..like Refelcting titans are too sturdies /relfectives.....
and poison queens are to penetrating and poison....

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Micron(Micron)

Rampage
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Joined: 06/15/2007 11:30:22
Messages: 139
Location: Calgary, Alberta, Canada
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Yeah I meant there to be some overlap, as to accomodate all magic types.
This was just off the top of my head

Wail

Rampage

Joined: 09/20/2007 21:14:41
Messages: 183
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This is definitely feasible. I've got two sets of monsters I've made for Death Warrant's Monster Mash Invasion server which have specific resistances/weaknesses. One is a set of 3 heavily armored Warlord types with different attack modes and resistance to instant death (Vorpal) attacks. Another is a set of 4 Slith creatures with elemental attacks (Poison/Cold/Lightning/Fire).


My basic chart/guideline is...

Fire opposes Cold (Water)
Poison (Earth) opposes Electricity (Air)
Energy opposes Null Entropy
Healing opposes Vampirism (& all Undead)
Protection opposes Vulnerability (Theoretical Effect)
Rage opposes Calm (Theoretical Effect)

Rage is associated with Fire
Freeze is associated with Cold
Calm is associated with Cold
Energy is associated with Electricity
Null Entropy is associated with Earth
Quickfoot is associated with Electricity
Sturdy is associated with Earth

I think ideally I'd like UT2k4 RPG/DruidsRPG to conform a bit more to RPG-tropes (ex. Rage wouldn't be "X Weapon of Rage" but rather "X Weapon of Burning") so that these mappings would be a bit cleaner. Unfortunately, that's not how things were developed at the time and it's a little late to go back and revisit everything, especially with UT3 so close.

Obviously, since it wasn't designed that way, not everything fits into these categories all that neatly. In other cases the general rule I apply is that creatures that use a certain type of weapon tend to be more resistant to it. For example, the Energy Warlords on the Monster Mash server have a bit of resistance to Shock Primary, ostensibly because their equipment is hardened against energy-based attacks. Weaker weapons (e.g. Rockets vs. Flying enemies) generally don't get additional resistances. I want to encourage weapon diversity, not penalize certain weapons into uselessness.

Spike

Wicked Sick!

Joined: 01/05/2005 07:50:20
Messages: 636
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This is a common thing in the RPG world: the resistances and vulnerability to types of damage. It would be great to see it implemented in this mod.

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Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
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It may end up a bit complex.

You should also take into account the weapon ammo type - for example hard bullets probably shouldn't hurt ghost skaarj much, bio type attacks probably shouldn't hurt slith so much, energy fire should probably get stopped more by queen energy shields than projectile fire etc

Combining that with the power-up type coding, so freezing weapons hurt lava skaarj more etc, and it gets very difficult to follow what is happening.

Although its a tempting thought, I think keeping it simple may be easier for people to use.

Wail

Rampage

Joined: 09/20/2007 21:14:41
Messages: 183
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Well, I've actually been doing this with monsters I've been creating recently.

Ex. Explosive weapons (without a freezing modifier) are going to do more damage to Ice Slith.

I think it's fairly intuitive, and as long as the bonuses are not extreme (e.g. not +50-100% extra damage from a particular weapon) shouldn't be too big of a deal.

For example, with your ghost example, I don't see a particular need to penalize certain weapons above others vs. ghosts. I can see giving a bonus to certain weapons (e.g. Shock, LtG, etc.) but then I also feel like those weapons don't particularly need a boost. You could say that ghosts might take reduced damage from non-magic weapons, but normal damage from any magic weapon -- Which is pretty sensible *

* Although one could argue that the only players this hurts are Medics (and Engineers?) since WM and AM/LA players pretty much get all magic weapons for free.
 
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