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Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
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The discussion here will depend a lot upon how we get around the no-adrenaline problem. But it is still worth discussing which ones we want, which we can do, and which are the priority ones. I would start off with
  • Vampire, regeneration and resupply
  • Ghost, Loaded Weapons, Loaded Artifacts? + leech? + Surge?, Loaded Healing + Experienced Healing, Awareness + Medic Awareness
  • Ultima, Quickfoot, Iron legs, Air control, Power Jump, Retaliation, CounterShove, Smart Healing, Shield Strength, Shield regen, Enhanced Damage Bonus/Reduction, Vehicle Eject, Armor regen + vampire?
    assuming we want them all that is? (And assuming I didn't miss any)
    Plus, what others do we want?
  • (DC)DEMONSLAYER

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    Why do we need the adren? Did I miss something somewhere?

    Some of the abilities we currently have use adren as part of the actual ability, but also were bought with points from leveling up.

    Yes, some of the abilities do have an adren cost when being used, mostly in the LA/LM/LE classes. So, we need to separate those abilities into the ones that do not use adren and the ones that do.

    Once the list is compiled, then we can work with the "get-around-the- problem-with-adren" list.

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    -Jason_x-

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    (DC)DEMONSLAYER wrote:
    Why do we need the adren? Did I miss something somewhere?

    Some of the abilities we currently have use adren as part of the actual ability, but also were bought with points from leveling up.

    Yes, some of the abilities do have an adren cost when being used, mostly in the LA/LM/LE classes. So, we need to separate those abilities into the ones that do not use adren and the ones that do.

    Once the list is compiled, then we can work with the "get-around-the- problem-with-adren" list.
     


    Correction Demon..LE only uses the adren for shielding blast and nothing more..they work on a counter system otherwise which works quite well (and could be the prototype for MM class if need be)

    The most effected class is the LA cus well ...adrenline masters....artifacts need adren..leech....and what not work on adrenline basis...

    So If AMs were to be included youd either have to have adrenline...or rewrite the way the class works..thus the wish for adrenaline

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    Wonko The Sane

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    I'd rearange your order a bit szlat. I think that there is no need of firstly introducing skills that usually high levels buy, since everybody will be low level (eg. ghost, unless there is "free ghost" for low levels). I do think that skills that are part of support role should be done before, since everybody is gonna need healing (or perhaps shield boosting) at first, we'll be dying a lot I guess...

    I also think that if you choose to start with several classes from the beggining, it is best that you at first try to implement skills that every class (or more classes) can buy and try to offer a balanced number of skills to every class.

    So:
    - regeneration, resuply, loaded healing, "loaded shieldboosting". This, along with health, damage bonus, reduction, weapon speed and perhaps adrenaline will keep people busy spending for qute a while. So you'd have some time to slowly introduce other skills.

    - vampirism, loaded weapons, shields up (if shieldboosting), shield regeneration, awareness, health awareness, shield awareness (if shieldboosting), loaded artifacts, adrenaline regeneration + leech (if adrenaline)

    -ghost, ultima, quickfoot, iron legs, air control, retaliation, countershove, smart healing, powerjump, speedswitcher (oh don't let this one out!), Enhanced damage bonus/reduction, vehicle eject

    One ability that I'd like but there isn't one now is "sturdiness" which would make the same effect as having a sturdy weapon.

    I'd loose the armor regen and armor vampire.

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    Wail

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    Joined: 09/20/2007 21:14:41
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    I figured I should post this before I forget --

    I'd definitely be in favor of an ability that allows a player to recover more quickly from being "knocked down" (ie, when hit while hoverboarding, when on the fringe of a Redeemer blast). I can see myself creating some monsters with knockdown weapons, so I think it'd be pretty useful. Maybe some things like ...

    Quick Recovery - Recovery time after being knocked down is reduced by 10% per level of ability (max 5).
    Weapon/Artifact of Surefootedness - Grants a % chance to resist knockdown effects while being used.

    I don't know how RPG is going to handle Translocator vs. Hoverboard -- I'd really like to have the option of both. Perhaps give the hoverboard after buying a certain skill, or make both translocator and hoverboard purchaseable abilities? Maybe we could even introduce a couple of abilities to handle this.

    Translocator -- You gain a 3-charge translocator.
    Translocator Batteries -- Add 2 additional translocator charges per level of ability.
    Translocator Launcher -- Your translocator disc launches 50% faster (more velocity) with each level of this ability.
    Translocator Reinforcement -- Your translocator disc can take 50 points of damage per level of ability before being disrupted.

    Hoverboard -- Gain a slow hoverboard.
    Hoverboard Engine -- Hoverboard speed increases by 25% per level of ability.
    Hoverboard Stabilizers -- You can take 25 points of damage per level of ability before being knocked off of your board.
    Hoverboard Thrusters -- Hoverboard jump height increases by 25% per level of ability.
    Grizzled_Imposter

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    Szlat wrote:
    The discussion here will depend a lot upon how we get around the no-adrenaline problem. But it is still worth discussing which ones we want, which we can do, and which are the priority ones. I would start off with
  • Vampire, regeneration and resupply
  • Ghost, Loaded Weapons, Loaded Artifacts? + leech? + Surge?, Loaded Healing + Experienced Healing, Awareness + Medic Awareness
  • Ultima, Quickfoot, Iron legs, Air control, Power Jump, Retaliation, CounterShove, Smart Healing, Shield Strength, Shield regen, Enhanced Damage Bonus/Reduction, Vehicle Eject, Armor regen + vampire?
    assuming we want them all that is? (And assuming I didn't miss any)
    Plus, what others do we want?
     


  • I pretty much agree with your list of first commers, except can you make loaded weapons purchasable each level for each weapon so that players can choose which weapons they want to spawn with?

    For the very first release if all of the classes will be present, I think you need to have the basis of each class.

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