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Unique Weapons  XML
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[DOF]SteelAce

Killing Spree
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Joined: 01/05/2005 20:11:00
Messages: 66
Location: Dundee, IL
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I think we shouldn't get too complex with this idea, particularly if it is going to clash with existing abilities, or even render them useless. It would be somewhat irritating, for example, if I spent 40 stat points to get level 3 quickfoot, only to watch the player next to me pick up an artifact that gives him/her the same ability or better on a continual basis. You could try stacking these unique items with existing abilities, but then you start running into play balance issues. I like the idea of the monster drop off, but let's keep it within the same parameters of the existing artifacts you get (ie: some of these unique weapons would be good for one use, others until you die and respawn). It should be easier to incorporate, and would allow for greater flexibility in application choices.

By the way, I would also like to see the gravity vortex implemented. This would be a prime example of a single use artifact. The last vortex we played with would only kill opposing team members and the person who threw it.

BuG


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Joined: 01/13/2005 12:35:17
Messages: 29
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a larger spread would be a downfall IMO.

an ability to decrease the spread would be cool... flak would pwnz for long distance mmmm super flak.......




i like the whole uniques idea. what about making them only respawn with you a cretain number of times before the magic burns itself out?

chain lightning gun would teh rox... have it so u shoot a monster, then the next monster you shoot, both monsters take the damage. allow this linking up to 5 monsters or 7 shots, or have the number of shots/monsters controlled by the + bonus.

or for unique weapons, disallow loaded weapons from spawning uniques.

you cxould also make them only spawn from harder monsters, to prevent little monsters from having uniques.

another idea (sorry my thoughts need a defrag ) adding elemental damage to weapons. fire ice etc.


-=BuG=-
Ignetos



Joined: 01/06/2005 20:34:49
Messages: 15
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I like the monsters dropping weapons idea. To balance it though. You could make it like Ghost and Ultima. You could only have it or loaded weapons. So one would have to choose which good guns they would like better.

Although you'd have to have some pretty unique guns to put it on par with loaded. So it might be better to go with only being able to get two or three of those unique guns. After that you have to give up one to ever pick up another.

I really like the idea but not sure how you could balance it.
Tritium


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Joined: 01/26/2005 07:46:44
Messages: 13
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Just let players stick with some sort of magical weapon.. my personal "unique" would be a flak of energy +10 or something...

I'd say 1 weapon should be good enough as long as we have a chance to get what we prefer.

- I know Kung Fu -
[DOF]SteelAce

Killing Spree
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Joined: 01/05/2005 20:11:00
Messages: 66
Location: Dundee, IL
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In that case, I'll take a +100 Vorpal MiniGun. That should be good enough for me.





BuG


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Joined: 01/13/2005 12:35:17
Messages: 29
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lollers if u get one can it be renamed "minigun of Pwnage!!!!"?? Please??


one unique would be a good idea. you buy the skill, and then get to "create" (within certain bounds) your unique. make it max 1 level.
biceps1

Killing Spree
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Joined: 12/29/2004 09:16:19
Messages: 72
Location: Montana
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I enjoy the server the way it is Druid. The server has been lagging lately with all the popularity it is rarely less than at full capacity. With further mods I wonder if it will affect the lag even more. Just my 2cents worth.

biceps1

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Thaddeus K



Joined: 01/27/2005 19:27:44
Messages: 1
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I like the chain lighting gun idea. I think that for every additional monster it attacks it takes up 1 lighting gun ammo.

Thaddeus Koscuisko
emetakleze

Wicked Sick!
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Joined: 01/02/2005 18:15:15
Messages: 1241
Location: north east, ny.
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i was thinking perhapse a vorpal type weapon, no modifier, but u need 100 adrenelin and perhapse it uses a percentage of your health as well, but you can inst-gib with your use key like an artifact. Maybe it can be set so you can only use it once per wave or something as well, to help balance it out a little. Maybe not just a weapon, an artifact of vorpal?

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{RAD}Raze2K5

Killing Spree

Joined: 04/20/2005 14:25:39
Messages: 82
Location: Tempe, AZ
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TheDruidXpawX wrote:
These weapons would have multiple weapon effects, (Possibly both good and bad) 


what about adding dual mods on a weapon? like vorpal shock of burning +1 or something... first... before adding unique weapons? burning shock of slowfoot, things like that.. would be really interesting to see players balancing their weapons with good and bad modifiers...

uniques would be good too, but a powerful unique with denial could be a bit overpowered for a player...

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Continuum

Wicked Sick!
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Joined: 03/09/2005 05:20:36
Messages: 479
Location: Indianapolis, Indiana
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How about artifacts using something like a magic stat instead of adrenalin so that if you built up both of them (magic and adrenalin) you could create you own combo?
i.e. boots of flight artifact alongside speed combo,, (would be greate with a sheild gun I think)




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[BGE]macadamia

Killing Spree

Joined: 03/03/2005 14:56:29
Messages: 41
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well i know it would greatly improve my game

and i agree with ignetos, to make it a skill that contrasts loaded weapons (a certain level loaded weapons and up), using ultima and ressurrection as an example.

"Duck tape is like the force... it has a light side, and dark side, and it holds the universe together."
KZXten



Joined: 05/01/2005 20:31:39
Messages: 18
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I have to say that the chain lightning gun is a nice idea and should be easier to code being that an artifact is Lightning Rod. Being that lightning rod isn't used on the server it would make a chain lightning gun that more valuable.

Two things I would do though, make it so that if dropped it could not be picked up by another and that you could have the newly aquired weapon in hand to make the decision about what will/would be tossed. Of course the very next action would to make a decision on what is being kept, knowing that someone would always find a way of having two and using the third.

Something else to think about is the possibility of picking up something like magic weapon maker to add to your special weapon. Of course the probability of picking one up should be small and take away from other stats like mentioned above. Again keeping with RPG type gaming you can usually find a artifact type magical weapon and depending upon the character/abilities usually can cast/use magic on a weapon. When doing so it most always drains some sort of stat...along with adenaline .

I like this idea though, it's in line with true RPG.

KZXten
[BGE]Cha-Chi

Rampage
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Joined: 02/06/2005 19:30:36
Messages: 117
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I just had a thought. If people wanted something that would make there weapon better and at the same time not create to much stress on the server, an artifact could possible be created that increases the "+ level" of a weapon. For example turning a Flak of Energy+2 into a Flak of Energy+3. It would be a minor thing to do to a weapon but definately not something people would disregard when they picked up. How many times have you died with a +3 weapon and came back with a +4. Maybe be a small difference but definately a lucky and appreciated one.

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Tarl

Killing Spree
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Joined: 02/10/2005 11:56:09
Messages: 53
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I like that idea cha chi, sounds to me to be a fair comprimise and with druids skills may be easily accomplished.
 
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