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Extreme(subclass) Additional Ideas  XML
Forum Index -> Druids RPG
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Elite

Godlike
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Joined: 10/21/2007 13:24:50
Messages: 417
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There was an idea brought up about letting sentinels and monsters stay alive after the player has died. Now this might sound wrong and unbalanced.

If the extreme engineer is able to keep sentinels alive even after he has died gaining xp or killing monsters it might persuade other players to play the extreme engineer. Perhaps not buildings or turrets just the sentinels and this ability would only be available only to the Extreme engineer. Of course there would have to be limitations on how long the sentinels are alive. A timer? or until the last person dies are all possibilities.
The same would go for the Extreme monsters subclass, but obviously involving monsters instead of sentinels. The only problem are the crashes which are frequent which would cause a player to leave the game, and that would also cause the monsters or sentinels to be destroyed.


I am currently playing and have been playing as the Extreme WM. It is fine the way it scores and the way it is played, my only concern is that I as a WM I rely much on the triple and globe since the extreme subclass cannont use the rod. I was thinking, if its possible if not well okay, to remove the globe from being picked up by the EWM in order to substitute an ability like that of the EAM. Instead of energy shield it would be called "endurance" it would trigger when the player comes to a health of 5, just like the EAM. It will make the player invulnerable for a few brief seconds. It would also need to involve a timer, since it would be a passive ability and not one that could be activated like an artifact. This was an idea to make the EWM rely less on artifacts hence the name extreme.

Any thoughts just bringing up ideas as they come. If its a bad idea or a good idea I would like to hear feedback on this topic.

WM: 383 Elite_Guard(AI)
AM: 381 Elite_Junkie(AI)
MM: 382 Elite_Medic(AI)
EN: 384 Elite_Engine(AI)

My skin: Elite(AI)


Most rocket launcher kills: 459
Ryuxen

Rampage

Joined: 10/08/2009 09:10:26
Messages: 131
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I guess this skill should be on sentinel specialists, because they are kinda limited againts other classes and they depend too much on sentinels.

That skill woulb be perfect for them
F8_AL

Rampage

Joined: 05/31/2008 05:21:22
Messages: 145
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I think it would make bases too powerfull, becuase at the moment the weak point of the base if whether or not the engineer dies, as this will cause the whole thing to collapse. if this didnt happen, then bases would be much much stronger, and the engineer who created the base woudln't need protecting.

I do think it would be good for the monster master though.

((> > F8_Al < <))- level 159 engineer

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Proton



Joined: 06/22/2010 14:26:11
Messages: 1
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Forgive me if I've misinterpreted any of the above, but if one is concerned that an Engineer's base is too powerful to exist after death, then the Engineer's constructions could take on more of a Team Fortress 2 style, with turrets being a glass cannon. That is, a turret would be a very effective damage-dealer, but also be fragile, but also easy to heal by the Engineer.

Essentially, what this would do is, after an Engineer dies, the survival of his turret is not based so much on how much health it might have, but how strategically-placed it was and how it is being supported by the other players. If monsters are busy focusing on all of the players, then they won't try to destroy the turret (possibly), but if the turret is left alone, it will not last long without its Engineer's nurture.

While the Engineer is still around, it would take less than a few seconds for him to completely heal his turret. This is because he likely has other constructions that need tending to as well. If he leaves for too long, though, the wrong monsters at the wrong moment can easily destroy it.

Anyway, there's an idea to consider. Have at it.
Trooper

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Joined: 05/17/2008 15:32:06
Messages: 367
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you could have a dot on the engi constructions or medic pets while the player owning them is dead. that way you dont make the engi have to babysit the sent while he is alive. so after the engi dies, the sent starts degenerating at a steady but slowish rate., allowing players so inclined to heal them if they want. same with medic monsters
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Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
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Of the Engineer subclasses, the most popular is the Sentinel Specialist. So it sounds to me as if it may be more powerful than the other engineer suclasses already. In which case, I will not be giving it more power in the short term.

Likewise, the Extreme Monsters subclass is pretty popular. So again I will hold on making changes to make it stronger.
Elite

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Joined: 10/21/2007 13:24:50
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My original idea was for the extreme engineer not the sentinel specialist, I only suggested the extreme monster subclass to compensate for equality. The main reason to add it to the extreme engineer was to increase it popularity as it is not played by anyone I know.

WM: 383 Elite_Guard(AI)
AM: 381 Elite_Junkie(AI)
MM: 382 Elite_Medic(AI)
EN: 384 Elite_Engine(AI)

My skin: Elite(AI)


Most rocket launcher kills: 459
Ryuxen

Rampage

Joined: 10/08/2009 09:10:26
Messages: 131
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Wait Wait...

The Extreme Engineer has 20 points of construction, right??

Does that mean that they can spawn 2 offense sentinels just like the Sentinel Specialist and then they can spawn turrets and vehicles, so whats the point of playing a sent specialist??
Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
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Elite wrote:
My original idea was for the extreme engineer not the sentinel specialist, I only suggested the extreme monster subclass to compensate for equality. The main reason to add it to the extreme engineer was to increase it popularity as it is not played by anyone I know. 
Wow, I misread that one didn't I? However, I think we need to let the Sentinel Specialist summon better sentinels than the extreme, since the extreme also gets turrets and vehicles.

Ryuxen wrote:
The Extreme Engineer has 20 points of construction, right?? 
15 points.
But they get +20% on vehicle damage and sentinel damage.

I think I want to wait until after the next build to re-assess the engineers. The changes to the defense sents will have an impact.
 
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