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Monster Master, similar to Loaded Artifacts or Loaded Weapons  XML
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emetakleze

Wicked Sick!
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Joined: 01/02/2005 18:15:15
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Location: north east, ny.
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acydreign wrote:

Maybe go another route... more of a Monk type class Shield Gun only Of course we'd all expect them to have some other kewl stuff... like mega quickfoot, power jump, airmaster, autoload electromagnet, etc. More of a 'fun' class, versus a power class. 


Perhapse you are on to something there. If memory serves, there was great discussion on this very idea of "class" of character back when i first joined the server. Maybe this monk class could not only incorperate the skills you mentioned, but also make them a healer class? They in and of them selves may seem weak against monsters, but they can advance in the ranks because they are equiped with the tools necessary to heal others and gain comparable exp from that rather then killing monsters?

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edomingox

Dominating

Joined: 05/22/2005 16:57:45
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well, why not make the Monk and the Monster Master. The Monk can be a combo of all 3. You don't have to call it a Monk also, maybe "Jack of all trades". But we'll go with Monk for now. Keeping in mind my last post for Monster Master statistics, this is what a Monk can look like:

Natural Benefits: Aquires EXP for healing others, other classes will not have this ability. Same rate as damage.

Monk Skill requirements: Vampirism, Monster Tongue, Adrenal Drip
cannot have Regeneration, Energy Leech, Monster Swarm.

Monk Skill (needs a real name) 1: granted Triple Damage Charm, Heal Others Charm (new charm that changes weapon temporarily into a healing gun. charm is undroppable). Charms not counted towards 3 artifact limit. Must be level 30.
Monk Skill 2: granted onslaught weapons. Must be level 55.
Monk Skill 3: granted Super Duper Pooper Scooper Combo Charm (new charm that allows all 4 adrenaline combos to be active at once using this charm at the rate of a normal combo (Booster), maybe leave out invisibility. charm is undroppable). Must be level 70.
must purchase Regeneration, Monster Tongue, and Adrenal Drip first.

of course, this is just a rough draft and is subject for change.

My character skin -
http://skincity.beyondunreal.com/?section=skins&action=show_infos&id=1513
or
http://www.utzone.de/include.php? path=content/download.php&contentid=4280
http://friends.GameFly.com/r/5c9eec123614102a919d
Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
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Location: UK
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a Monk type class Shield Gun only Of course we'd all expect them to have some other kewl stuff... like mega quickfoot, power jump, airmaster, autoload electromagnet 

I like the sound of this class. Unfortunately, my lag would probably be too high to use efficiently, but I'm for it anyway. Especially if it could have an electromagnet that didn't use adrenaline.

Perhaps give it a really good close quarters weapon (e.g. instagib shield gun), so you run in, dodging the fire, strike, and get out again.

Could give it an "artifact of charity" (see separate suggestions post by klok718 ) to give it additional damage but spreading exp or healing out to less fortunate players.

Could also make the class "sturdy".

Lots of possibilites, and it could be fun. Don't really know who would prefer it to Loaded Weapons though?
edomingox

Dominating

Joined: 05/22/2005 16:57:45
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I think since we are going to be having classes, that there should be some way of indicating that. perhaps the loaded weapons class should have there name in blue, while maybe the loaded artifacts have their name in red, etc. Think that is possible?

My character skin -
http://skincity.beyondunreal.com/?section=skins&action=show_infos&id=1513
or
http://www.utzone.de/include.php? path=content/download.php&contentid=4280
http://friends.GameFly.com/r/5c9eec123614102a919d
Pyramidion

Wicked Sick!
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Joined: 02/21/2005 14:31:28
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Location: Brick City
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as edomingox said if we have classes I was also wondering if there'd be an easy way to see what skills you can buy for your class and what you can't in the skills menu without looking at each info. I love the idea of choosing your class and think that adjusting colors in menus may help, but I don't know if any of this is possible...
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[BGE]Cha-Chi

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Joined: 02/06/2005 19:30:36
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I think we are going a little off topic on the posts here now. Thought we were talking about the pros and cons of a monster class? Just curious of Dru's thoughts on some of the post. So what's up, what do ya think of some of the post? Let us help you with your thoughts and concerns .

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klok718

Killing Spree

Joined: 07/07/2005 12:20:41
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Location: Cooperstown N.Y.
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I would work it like this:

Monk/monster master should be clean and simple. Can only summon nali, cannot have loaded weapon or artifacts or monster toung (only restrictions), must have max health bonus (only requirement) only weapons would be vorpal shield gun +5 and healing assault rifle +5 no others. Monks/MM can heal themselves, their nali and other players only. The idea is for their nali to be running around getting the frags while they are healing people left and right. You would gain XP for both your healing of other players and your nali getting kills. Your nali would have all the bonuses you have (in power ups (so if you have DD or get a sheald so do all your nail) and in stats (if you have vamp so do they)) the nali would be spawned with there weapon chosen at random with a random chance of it being magical. If you die all (up to) three of your nali die as well and if all of them die so do you! Bah, I?m tired you get my drift.

[edit] seeing as this class is doing what palidins do in most RPGs why not just call them that?
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edomingox

Dominating

Joined: 05/22/2005 16:57:45
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that sounds too restrictive. and if you ever had monster tongue, you'll know that your monster dies 3 to 4 times each wave and so that means all your nalis would die quite quickly.

there has to be balance. there should be a definate advantage for one class over another, and vice versa.

My character skin -
http://skincity.beyondunreal.com/?section=skins&action=show_infos&id=1513
or
http://www.utzone.de/include.php? path=content/download.php&contentid=4280
http://friends.GameFly.com/r/5c9eec123614102a919d
Spike

Wicked Sick!

Joined: 01/05/2005 07:50:20
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The ultimate "monster master" class would be something akin to DAoC's Necromancer class. When you summon your "pet", your character goes into "shade" mode and can't be harmed. Your health is linked to your pet's and if your pet dies you pop out of shade mode with very little health left. This said, your pet is roughly your own level and you can enhance it depending on the abilities you spend points into. Some other abilities allow you to do "direct damage" in shade mode (like the lightning rod artifact).

That would be cool - and even harder to play

Of course, at this point I think Dru needs to go to work as a developer for one of the upcoming MMORPG's (DDO?)

"Not all those who wander are lost" -J.R.R.Tolkien
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Dr.Stimpack

Killing Spree

Joined: 08/06/2005 14:19:45
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The most obvious skill I could think of was damage transfer. Multi level skill, increases percentage of the damage tranferred and gives it to the pet. I find myself shooting my pet to death a lot, so some kind of skill to prevent friendly fire to your pet would be great. Monster Masters should have a bit of control over enemy monsters; adding a skill that stuns a monster for a few seconds at the cost of health and adrenaline would be interesting (cost decreases and chance of working goes up per level). A skill that increases the pet's health should probably be there as well, otherwise nali summons are pretty much a waste. If it's not too hard to code, a skill where you charge up the monster with the link gun alt fire to give it increased attack speed and damage would be kinda fun too. Having Awareness as a requirement is a great suggestion since its hard to heal your pet to full health and save ammo without knowing how alive or dead it is.

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MedMonster: lvl 45 junkie and counting
Continuum

Wicked Sick!
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Joined: 03/09/2005 05:20:36
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Location: Indianapolis, Indiana
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Something that would kill and respawn after x time would be useful to get them unstuck or out of a doorway you want to get through. hehe




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Nonya-Biz

Killing Spree

Joined: 06/05/2005 02:21:02
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it would be cool if you could take controll of your monster after you died could be a skill or something
Mr.Clean(TM)

Killing Spree
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Joined: 04/24/2005 12:12:45
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Location: Western Mich.
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i think the idea of a monk type class w/ the whole sheild gun quickfoot thing sounds like fun. but i really liked the idea that was mentioned of having player names different colors to show what path they've chosen. it seems like something that wouldn't be to hard to make, and would be very informative and helpful.

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SkyBurner



Joined: 08/20/2005 20:11:25
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Maybe the monk could have a special charm that lets him make a negitive demmer explotion on the teamates around him. The deemer would heal 50 health to the people that are in range. Just a thought. It would cost like 80 adrenalin. I think the monk should have a shild gun that is healing and vorpal combined. As far as attinking enemys i don't think we need more pets in the game. The monk should be able to get loaded wepons 1 and only 1. this skill would be reachable around level 45.

just my thoughts on the issue.
dirty_deeds

Dominating
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Joined: 12/19/2004 19:19:16
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Location: checotah, oklahoma, usa
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im with acy and cha_chi on this one, bad pets bad!! with 20 peeps and there pets.

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