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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 06/05/2009 03:59:52
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Wail
Rampage
Joined: 09/20/2007 21:14:41
Messages: 183
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I wanted to throw out a couple of ability ideas here.
These are actually abilities I've tested out myself, but for inexplicable reasons I am merely sharing my ideas and not the code itself. These abilities would probably be rather good on DisastrousConsequences especially since the server runs mostly stock/traditional-style maps.
We have Smart Healing. So why not Smart Adrenaline? Smart Ammo? Smart Shields?
I'm sure there are some Adrenaline Masters who would like to be getting 4 adrenaline per pickup instead of 2, or Medics/Engineers who would like to get double ammo from all ammo pickups. The fact that Smart Healing is rather expensive also implies that the rest of the Smart abilities would be pricey as well -- Good to give the high levels something to burn points on.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 06/05/2009 06:16:33
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Szlat
Wicked Sick!
Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
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Sounds a good idea to me.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 06/05/2009 06:53:11
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Dracos
Rampage
Joined: 09/27/2007 13:36:52
Messages: 176
Location: South Carolina
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Good idea Wail. Your code is something along these lines for example?
Smart Healing - (Max Level 4) - Current Ingame
Smart Healing cost: Level 1=15, Level 2=20, Level 3=25, Level 4=30
Smart Healing total cost: 90 for 100% bonus.
Description:
Causes healing items to heal you an additional 25% per level.
You need to have a Health Bonus stat of at least 50 and a Max Ammo stat of at least 25 to purchase this ability.
Smart Adrenaline - (Max Level 3)
Smart Adrenaline Cost: Level 1=20, Level 2=40, Level 3=60
Smart Adrenalien Cost: 120 for 150% bonus
Description:
Causes Adrenaline Pills to award you an additional 50% more adrenaline per level.
You need to have a Adrenaline Max stat of at least 150 to purchase this ability.
Note: This will bump adrenaline pills to award 3 at level 1 and 4 at level 2 and 5 at level 3.
Smart Ammo - (Max Level 4)
Smart Ammo cost: Level 1=15, Level 2=20, Level 3=25, Level 4=30
Smart Ammo total cost: 90 for 100% bonus.
Description:
Causes ammo pickups to award an additional 25% ammo per level.
You need to have a Damage Bonus stat of at least 25 and a Max Ammo stat of at least 25 to purchase this ability.
Note: This stacks with Max Ammo's built in multipler to ammo pickups.
Smart Shields - (Max Level 2)
Smart Shields Cost: Level 1=20, Level 2=40
Smart Shields total cost: 60 for 50% bonus
Description:
Causes shield pickups to award an additional 25% more shielding per level.
You need to have a Damage Reduction stat of at least 25 and a Health Bonus stat of 50 to purchase this ability.
(Note: Small Shield - 50/62/75, Large Shield - 100/125/150
Requirements are easily tweaked .
Also, Id recommend switching Smart Healings Requirements to Health Bonus 100 and drop the ammo bonus requirement. Still keeps the 50 point requirement that I set for all Smart abilities.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 06/05/2009 10:44:18
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RoadKill v3.4
Wicked Sick!
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Joined: 06/03/2007 18:43:42
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great idea makes "shields up" ability even more useful when non engineers are on
only issue I can see is Adren , on certain maps there is LOTS of it around and could cause some balancing issues
and ammo makes resupply less valuable
other than that I'm all for it
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 06/05/2009 16:42:26
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Wail
Rampage
Joined: 09/20/2007 21:14:41
Messages: 183
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Dracos wrote:
Good idea Wail. Your code is something along these lines for example?...
Yep, that's the basic idea. I would probably allow higher levels of Smart Shields though. Shields on levels are actually pretty uncommon so I don't think it would out of line for a 100s on a map to grant a player 250s so they could max it with Shields Up.
As for the Adrenaline issue, there's definitely a potential balance issue. But even without the skill, a mapmaker can make adrenaline pills that respawn every second, and stack 100 of them in one spot. I think it's a bit of a design flaw for DruidsRPG that map setup can drastically change the gameplay (see: Maps on Monster Mash server that have adren pills that AMs can literally stand on top of while Globing and Tripling and Rodding and Electromagneting and continue to gain Adren), but that's mostly a theoretical issue as long as you take care what maps are actually available to play on the server.
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