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Messages posted by: Dracos  XML
Profile for Dracos -> Messages posted by Dracos [176] Go to Page: Previous  1, 2, 3 ... , 10, 11, 12 Next 
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-Jason_x- wrote:
My one question is that in the UT RPG arena its not only about gaining xp and helping out teammates..amny look for the ability to get decent scores...sooo..If the support classes do no damage...or severally little
How will they ever score?

Ps Wonko that T-shirt will have to modified though if a lady plays to cool dudette wouldnt it? 


Perhaps there a way to award score points for doing support things as well. Kinda like how the XP works.
Them some nice idea's Wail. This might be going to far to the op'd side but Wail make me think it when he said D2. We could maybe seperate the abilities out and have them as a prefix and suffix. (Healing Rocketlauncher of Damage +5 or Vorpal Shock Rifle of Regeneration +4). I think having the full ability of both Powers would be a little Op'd but perhaps on weapons such as these, each ability does half of its Main. Like Vorpal Shock Rifle of Regeneration +4 would have a 2% chance to instagib, regenerates 2 hp a tick but still have the 40% damage (if + modifier was set to 10% per +)


So, in the RPGRules, we will be trapping the weapon pickup and drop, the switching of weapons, and adjusting damage done by weapons. That ought to be sufficient? 


I'm pretty certain that would work just fine. Not only would that save a lot of work as you said but it would allow compatability with other mutators and be I think a little less buggy too.

Szlat wrote:

Szlat wrote:
Damage = Damage * (100+DB)/(100+DR) 
This basically means each point of DB gives +1% extra damage. I think this is too much - it makes the DB too important. Perhaps
Damage = Damage * (200+DB)/(200+DR)
would be better.
Each point of DB gives +0.5% damage.
The effect of DR is more difficult to explain. For a 100 damage attack:
Code:
 DB   0 DR   0 damage 100  (currently 100)
 DB   0 DR  50 damage  80  (currently  75)
 DB  80 DR  50 damage 112  (currently 115)
 DB  80 DR   0 damage 140  (currently 140)
 DB  80 DR 375 damage  49  (currently   1)   (lvl 300 player against monster)
 DB 375 DR  50 damage 230  (currently 260)   (monster against lvl 300 player)
 
So, personally, I think I like the *(200+DB)/(200+DR) solution best.
DB/DR are very useful, but do not dominate the game.
And lvl 300 players as the last player alive will find it a challenge, but not impossible (monsters doing 2.3*damage, players doing half damage) 


I have to agree with you Szlat, the Damage*(200+DB)/(200+DR) works out real nicely and that the DB/DR bonus's shouldn't be the main stats.
I dunno about a hard level cap. Depending on what the cap is and what abilities you can get, it might make it where the person would just roll another class.

Soft Cap I can see maybe if you want to go down that road. By soft Cap I mean have a normal XP curve up to the supposed Cap then Levels beyond that take expodential XP requirements so that increases are much farther.

Ex. Lv 100 is the Soft Cap.

98 - 90,000 xp required
99 - 95,000 xp required
100 - 100,000 xp required
101 - 250,000 xp required
102 - 300,000 xp required

Something like that. I dont see a hard cap as a good idea.

But your idea on various classes is interesting.

Szlat wrote:

Wonko The Sane wrote:
I like the idea of regeneration weapon. Another thing you could add is of shielding (same as healing only for shields) 
Also could add a retaliation weapon, but base retaliation on the max of expected damage and actual damage. So if you are running a globe and a titan throws a rock at you, it suffers some serious damage. 


If im not mistaken the rock damage would kill the titan. I cant remember off the top of my head as I havent played on my server in a while but I think according to my damage popup mod, it showed the rocks damage ranging from 1000-3500 damage that showed up over the persons head. Would have to have some reduction on the returned damage or a person could just run into the middle of a titan group, slap on globe and kill all the titans without firing your weapon.
I think the only ones that would really either need an overhaul or chucked completly are the magnet and teleporter. Fly is good in maps where theres a void below (rooftops) and you get sent flying faster then you can translocate.

Also It would be nice to add icons somewhere to show what artifacts are currently active on you, like how DD and Trip works.

-Jason_x- wrote:
Yip...
Or even have it some some artifacts work of timers and some of health...
Eg: Summoning is timed.....an attacking artifact health based... 


Heh would have to put a limit on how far to drain health though. I can see it now.

Player dies of adrenal overdose.
Player: Oops, forgot to turn artifact off.

Szlat wrote:

Dracos wrote:
.... "of Rage" comes to mind. Right now its what +6 to +10 with 10% per plus and some damage delt back. So its damage range was what 60-100% more damage.  
It would be easy to have Rage weapons doing +60% to +100% based on a modifier of 1 to 5.
(modifier * 10) + 50.
At least if you got a +4 you would know it is not at its max yet.
 


Eh, Either way. I think that way would nerf the double though if you chose to implement it that way.

(Modifier * 10) + 50. So if it was +4 (Eq. would be +9).
(4 * 10) + 50 is 90% before double. (Same as +9)
(8 * 10) + 50 is 130% after double. (Would be 50% less damage from a +18)

Both ways are good. is a bit easier to tell the max, other is easier to tell the damage%. I will agree on that a set range is a little easier to tell the maxs cause I've done it several times where I forgot what the max + was. Of course if double is taken out I can see the ease.

Edits:
But what would the universal + stand for then 10%?. So weapons would range from -20% to 50% base with an additonal modifer for some weapons, (Rage comes to mind) as you said +50 (Range +30% to +100%). "...Of damage" is an additional +25 (For a range of +5% to +75%. I just think that having either the + range different or the +damage% per plus different to have a little more customization with the damage ranges.

-Jason_x- wrote:

Dracos wrote:
...
3. Have it instead draw on the users Health. Using an artifact drains health. (Maybe some abuse if you have a Medic just plain heal you) 

Or if a medic just heals them self...And this would be adding a 'rage' touch to all artifacts woudlnt it?
Maybe in lack of 1.
2. and 3. can be used simultaneously?...Or do I make no sense...? 


Like have an artifact take a certain amount of health on use and cant use it again for some time.
I think one of 3 things would need to happen.

1. Implement Adrenaline and use it like Ut2004 does.
2. Add timers and recast timers
3. Have it instead draw on the users Health. Using an artifact drains health. (Maybe some abuse if you have a Medic just plain heal you)

Szlat wrote:
Having said that, a couple more questions arise:

Should it be possible for the Class to override the Stat limits?
So one class could have a higher max damage bonus or max adrenaline than another class? (e.g. fighters getting a higher weapon speed max). I think yes. At the moment, you get other abilities like "Enhanced Damage Bonus", that only that class can buy, which we would then no longer need.

And should it be configurable to allow a player to belong to more than one class? I think no, but the question has to be asked. 


I def thing that Class's should have thier own Stat Limits. As of the current version, Weapon Masters do only 10% more damage then say Medics since both have the same damage bonus but Weapon Masters having the ability to increase by 10%. Having different caps based on the class can help bring out the strengths (and Weaknesses for that matter) of each class.

Ok dont take these classes to heart but I'm just putting out ideas.

Machine Gunner - High RoF, High Ammo Counts, Lower Damage and Defenses. This class can hold lots of ammo and when they fire, they spit out ammo very quickly. However the damage they do is less. and cant stand under heavy fire for long.

Survivor - High Armor and Health Counts, High Defense but lower damage. These guys can stand toe to toe with titans and live but it takes them awile to kill things.

Beserker - Very High Damage but low Defenses, Armor, Health. These guys put out the big damage numbers and kill quickly but fold like paper against heavy fire.

Again dont flame my names, just giving out some generics.

For multi-class possibility, i say no.
I really would like to see a more standarized set of weapon powerups but I dont think you can do both the same % increase per plus and the same plus range (like -2 to +5) or you would prob have to do away with a few types. "of Rage" comes to mind. Right now its what +6 to +10 with 10% per plus and some damage delt back. So its damage range was what 60-100% more damage. If was nerfed to 5% with the before range. it would only be 25% which would be the same for any weapon with the penalty of losing health.

I say either make the +range the same or the +% damage the same. I think I'd rather see the +% damage the same so its easier to tell on the fly how much damage the weapon could due just by looking at the +.

For Types.
~of Healing
~of Vampire
~of Regeneration (NEW, works like regen skill based on the +)
~of Damage (basily instead of just <Weapon Name> +X it would be <Weapon Name> of Damage +X, just for consistancy.)
~Vorpal
~Piercing
~of Protection
~of Quickfoot
~of Jumping (NEW, works like Power Jump)
~of Beserking/Rapid Fire (NEW, works kind of like the Combo Beserking)
~of Force
~of Freezing
~Null Entropy
~of Infinity
~of Luck
~of Poison
~of Reflection
~Sturdy

(Knockback and especially Penetrating I really never seen much use for. Monsters cant be penetrated.)

For weather to have the ability to assign weapons. I dunno really if you should. Again some types are inherently better then others based on the weapon your using.

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.
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)

Ya I had gotten caught up in the Monster DB/DR one time myself when I started having my own lan server. Origionally I had it where it was 2 points per level but the levels were shorter on mine. Well I had a couple of guys get into the 1000's for level and needless to say everything was hitting for 1.

I know it was for 1 cause I also use (i think its) Satore's Damage Popup and Monster Managers Health Values (took out awareness) to have players see how much damage they were doing and how much life monsters had.

I also had limits on DB and DR for players as well. I finally had to rework my entire system and chop the levels by a factor of 10 to lower the monsters bonus's down. And you really cant uncheck Monster Levels or all mobs just die wayyy to fast for high level players.
 
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