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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/10/2007 13:25:45
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5p33d0fD4rk
Killing Spree
Joined: 01/12/2007 12:08:12
Messages: 33
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My job is REALLY REALLY boring and I have a lot of time to think about random stuff so I'll post my idea's here from time to time(don't worry I'll try to avoid the bad one's).
So I was thinking lots of rpgs that have magic weapons also have Unique weapons, so Druid's could to.
Unique weapons would be like magic weapons, but with different rules
-they get a unique names not just 'of whatever +x'
-only 1 of any given unique weapon can exist at anytime on the map
-they have to work for only one kind of weapon
-they have to alter how the weapon they are works
-they are always dropped on death reguardless of your skills
-a dropped unique stays for an extra amount of time before dissapearing
-they can't get magic modifiers
-they spawn at the same time a magic weapon would
I'll give an example to clarify:
Name: Combomaster
Weapon: Shock Rifle
Description: Has infinite ammo and when a combo is made it shoots other nearby orbs(like the hellbender turret)
feel free as always to add your own changes or ideas
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/10/2007 18:54:38
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-Jason_x-
Wicked Sick!
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Joined: 04/25/2007 11:40:19
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Interesting idea....Athough Theyd have to rather rare
cus in the case of this 'Combomaster' a person with max wep speed, and decent DB and adren could use berzerk and spam the map with shock balls only having to shoot one to basically cover an entire area with one mega chain reaction..even better(or worse) if they have a DD 30 seconds of pure madness..o_o..
So, at least in this case, It shouldnt be to much of DB (if any ) compared to your normal inf shock
Also idea for them to be thrown like the inf* weps?
As for the really boring job and free time...I can relate all too well...Luckily I forget most of them.. ...
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-Jason_X- : lvl 97 Medic
-Jas0n_X- : lvl 59 Engineer
-Jasôn_X- : lvl 47 Engineer
-Jas@n_X-: lvl 42 Adren. Master
This is my skin | Here be me Aug 07 | My myspace..which I don't check much
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/11/2007 05:12:46
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Flak Monkey
Wicked Sick!
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Joined: 08/24/2006 12:21:41
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That brought an idea to mind (about the shock). Currently, we have Slow Mo weapons. If you get one at it's max negitivity, the weapon fire is at a stand still (really quite humorous). If you used alt fire on a shock and planted balls all over the room like baloons before a wave starts, and had such a shock rifle that would shoot each one in the room regardless of position, that would really be the equivlent of a deemer blast (almost) but with the same coverage, or even greater, depending on the range of it's ability.
As for the Unique weapons in general, only one of the coders could tell you for sure if it's possible and/or implimentable. Then there has to be acceptance by Dru and Shan. Then we all have to descide how many different uniques are possible and what they do. And that process takes a long time as everyone will have their own ideas.
If it gets that far, we could do a KJ analisis typ vote. Take a week for everyone to submit ideas, then post ideas for everyone to vote their top 3. Top votes will be considered for implimentation (code-a-bility) and so forth.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/11/2007 12:42:04
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Wail
Rampage
Joined: 09/20/2007 21:14:41
Messages: 183
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This could be done easily enough as a map-specific feature.
The reason why I haven't done anything like this is because it strikes me as unfair to give one person a super weapon and others get nothing.
I'm open to the idea of skill-based challenges leading to improved weapons, but then you're generally giving an advantage to the players that need the weapon the least.
All in all, it's a can of worms I don't really want to open.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/12/2007 06:07:28
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Dracos
Rampage
Joined: 09/27/2007 13:36:52
Messages: 176
Location: South Carolina
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Couple of additional mods I though about go more along the skills like we have arleady (Vamp/Energy to name a few). I was thinking of the following.
.... Of Regeneration (+1 to +5)
4% more damage per plus
Regenerates Health equal the number of the plus every tick. Regenerates up to Max Base Health
(Acts like the current ability regeneration and can stack with it)
.... Of Degeneration (-1 to -2)
4% less damage per plus
Slowly Drains health equal the number of the plus.
Health Cannot be lowered beyond 70 Health.
(Cursed Version of Regeneration. Floor of the Health is equal to what rage drops you to)
.... Of Shielding (+3 to +6)
3% More damage per plus
Grants shield regeneration equal to the plus on the weapon. Must not take any damage for a short time for shields to begin regenerating.
(Pretty much a carbon copy of the engineers skill, Shield Regeneration)
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/12/2007 09:39:49
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-Jason_x-
Wicked Sick!
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Joined: 04/25/2007 11:40:19
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Regen idea is nice and..well ...Hmm...
I like the idea cus of the fact that AMs cant regen unless they use their adren and well..It would help them out a bit..
And seeing its stackable to the skill...Itd help out semi high WM /MMs?..(maybe?...Im not one by far...input?)
But....:
If you do a regen combo, with the regen wep, AND the regen skill..
You end up with an insane short period time of regen..:/..
(then again same can be said for the Quickfoot wep+Speed+Quickfoot skill combo...Hmm...Someone outa try that some time.. ..)
So yeah...I like the latter idea more cus it can be for anyone....Would it be a * wep though?....As in would it be like your rage.healing weps where you cant hand them out...or will it be like your Energy weps that could be handed out? Cus IMO it should be similar to healing/rage weps....
So everyone can have the chance of getting one....but It wont take over and have never ending regen for the entire population...
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-Jason_X- : lvl 97 Medic
-Jas0n_X- : lvl 59 Engineer
-Jasôn_X- : lvl 47 Engineer
-Jas@n_X-: lvl 42 Adren. Master
This is my skin | Here be me Aug 07 | My myspace..which I don't check much
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/12/2007 10:21:51
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5p33d0fD4rk
Killing Spree
Joined: 01/12/2007 12:08:12
Messages: 33
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Wail wrote:
This could be done easily enough as a map-specific feature.
The reason why I haven't done anything like this is because it strikes me as unfair to give one person a super weapon and others get nothing.
I'm open to the idea of skill-based challenges leading to improved weapons, but then you're generally giving an advantage to the players that need the weapon the least.
All in all, it's a can of worms I don't really want to open.
I see your point there. So then they would have to spawn like a magic weapon, but I think only one of any type unique should exist at any one time.
For example if a Combomaster exists anywhere on the map or in a players arsonal another one can't spawn. I'll update my original post to reflect this.
as for Combomaster being 'cheap' it couldn't get a magic modifier(so no slow motion) and the hellbenders turret works fine so I don't see a problem with it.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/12/2007 15:26:21
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-Jason_x-
Wicked Sick!
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True....Its like the hellbender one...cept it fits where benders dont fit.....and It can be used with berzerk..2 things that would increase effectiveness..and thus making it a very powerful wep
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-Jason_X- : lvl 97 Medic
-Jas0n_X- : lvl 59 Engineer
-Jasôn_X- : lvl 47 Engineer
-Jas@n_X-: lvl 42 Adren. Master
This is my skin | Here be me Aug 07 | My myspace..which I don't check much
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/13/2007 08:38:36
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5p33d0fD4rk
Killing Spree
Joined: 01/12/2007 12:08:12
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The vorpal +10 shock can be used with beserk and double magic
I was just giving an example though if the developers were to add something like this I'm sure everyone would want them to be balanced
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/13/2007 14:17:08
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Dracos
Rampage
Joined: 09/27/2007 13:36:52
Messages: 176
Location: South Carolina
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5p33d0fD4rk wrote:
The vorpal +10 shock can be used with beserk and double magic
I was just giving an example though if the developers were to add something like this I'm sure everyone would want them to be balanced
Vorp +10, Pfft, Id go with Vorp +11 to double to +22 with zerk. I still have fun with it in my server when I can .
I dunno about the Unique Weapons. I would think you would want a couple of different unique weapons which you can only have 1 of. I mean just having 1 unique weapon for the map would make that one person terribly powerful and I can hear some new people whine about it (i guess) Or a modification could be done to the spawn chances to make them like a 1% chance of showing up for anyone.
Oh and my regen idea stacked. Hmm 5 from ability, 5 from weapon and 5 from booster so 15 a tick. Not overly powerful as it still wont save you taking a rock in the back of the head. Ya Jason the regen idea did stem from giving AM's some possible way of having some sort of regeneration beyond having to run booster. I cant really see the ability being OP'ed either as theres better weapons to do damage with (Piercing for one) and would be used more like a weapon to switch to between waves or running away.
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"The fun about this sentence is that by the time you realise it doesn't say anything, it's too late to stop reading it."
Dragonmaster (AM) - 84
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DragonmasterM (M) - 40
Im back baby!!!!
My Skin
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/14/2007 04:29:20
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Wail
Rampage
Joined: 09/20/2007 21:14:41
Messages: 183
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I don't particularly like the idea of an artifact-level weapon spawning randomly in some player's inventory either. Blind luck doesn't appeal to me all that much. It's kind of interesting in that giving out artifacts this way would reward people who die a lot, and thus be more typical of newbies, but what about Adrenaline Masters? Presumably if they didn't have one on spawn, they couldn't get one. I'm assuming your suggestion implies that they could not be made with a Magic Weapon Modifier (...and if they could, it'd be a major advantage for AMs to have significantly greater chance to roll an artifact)
I also don't like the idea that they couldn't accept weapon modifiers. This would mean that any artifact weapon would be completely useless to Medics. You could, I suppose, make every artifact level weapon use no ammunition. But then you're completely removing that angle of resource management.
I don't want to seem too negative here but it seems like the idea has important issues that need to be thought through for two of the three classes, and I just don't see it working out. It sounds like you basically want some cool and different weapons to use, maybe you can convince Druid to put some new weapon packages (uWM, Excessive, Arkon, etc) on the redirect and incorporate these new weapons on a per-map basis.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/14/2007 18:33:12
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CaRnaGe
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Joined: 09/05/2007 16:59:23
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You don't really need to implement the weapon packages into the RPG. True, some are going to want it, but what about those who don't? Adding a wide variatey of other weapons into the RPG will increase the size and download time.
At one point I had a lust for doing so, but in the end, it just made it too large and added to the amount to download.
Its actually fairly simple to add your own abilities like from the tutorial here on the site to create your own. So, personally, I think we should keep out of a mandatory 3rd party's weapon pack from the RPG and make it more of a "If you want it, this is what you put in the UT2004RPG.ini for it" type of thing.
Could use a method similar to the way to change the Loaded Weapons by placeing certain things into the .ini to be recognized.
In one instance there was a custom made weapon property called " of the Demon" which gave the user absurd properties:
Reflection
Null
Penetration
Vampirism
Energy
Force
Knockback
Quickfoot
more Damage
Needless to say, Adren Masters were plowing through the waves with relative ease. Then later, the guy made it so its kind of like this
The higher level you are, the less damage you deal with it, less 'juices' (adrenaline and health), and less experience from kills. I thought that was pretty ingenious design and method to use to control it. Of course, me and my fellow AMs began to loath the Demon, so we tryied to make another weapon, like a Reflecting.
Its possible you could use the same or similar design to create the new weapon properties, were if the configured player is at a certain level, a certain amount of deducted from the total properties the user would get vs one of a lower level. Kind of like history weapons
Fists < Clubs & rocks < Swords < Guns
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