[Logo]
 
  [Search] Search   [Recent Topics] Recent Topics   [Members]  Member Listing   [Groups] Back to home page 
[Register] Register / 
[Login] Login 
SubClasses  XML
Forum Index -> Druids RPG Go to Page: Previous  1, 2, 3, 4, 5, 6, 7, 8 Next 
Author Message
Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
Offline

greg11 wrote:
Proficiency for WMs:
A way to specialize with a particular weapon. Once a player gets enough kills with a certain weapon (Kind of like the flak monkey message,) they become more proficient with that weapon. Weapon speed and damage goes up slightly just for that weapon. It can also be added that all other weapons become less proficient.
 
Sounds an interesting idea. Weapon proficiency has been suggested before, but as an ability. Automatically logging all the stats and automatically granting a proficiency when an appropriate number of kills is reached, is possible. I wonder just how much bigger it will make the stats file?
greg11

Wicked Sick!

Joined: 02/10/2008 20:00:40
Messages: 526
Location: Hood River, OR
Offline

Szlat wrote:
Sounds an interesting idea. Weapon proficiency has been suggested before, but as an ability. Automatically logging all the stats and automatically granting a proficiency when an appropriate number of kills is reached, is possible. I wonder just how much bigger it will make the stats file? 

It doesn't need to be saved in the stats file. It could be on a per map basis.
(DC)DEMONSLAYER

Wicked Sick!
[Avatar]

Joined: 03/18/2006 12:10:27
Messages: 2151
Location: Colorful Colorado
Offline

greg11 wrote:

Szlat wrote:
Sounds an interesting idea. Weapon proficiency has been suggested before, but as an ability. Automatically logging all the stats and automatically granting a proficiency when an appropriate number of kills is reached, is possible. I wonder just how much bigger it will make the stats file? 

It doesn't need to be saved in the stats file. It could be on a per map basis. 


So, if the limit was set at 100 kills, then a player could be proficient in several weapons since most weapons are used in particular circumstances.

Let us not fool ourselves into thinking we went to the Moon because we are pioneers, or discoverers, or adventurers. We went to the Moon because it was the militaristically expedient thing to do. Neil deGrasse Tyson

Every job is a self-portrait of the person who did it....Autograph your work with excellence. Author Unknown

UT2004
LW-DEMONSLAYER-ACTIVE
LM-DEMONMEDIC-ACTIVE
LA-DEMONMAGIC-ACTIVE
LE-DEMONEER-ACTIVE
LG-DEMONJACK-ACTIVE

UT3
LW-DEMONSLAYERII
LM-KNIGHTMAGIC

My skin is Graah, a reincarnation of an ancient African warrior mixed with the soul of a lion,
download: http://www.disastrousconsequences.com/dcforum/posts/list/2843.page
[Email] [Yahoo!] [MSN]
greg11

Wicked Sick!

Joined: 02/10/2008 20:00:40
Messages: 526
Location: Hood River, OR
Offline

(DC)DEMONSLAYER wrote:

So, if the limit was set at 100 kills, then a player could be proficient in several weapons since most weapons are used in particular circumstances. 

No, only one weapon could be a proficient at a time. It could be set so only the first weapon is the proficient wep, but I think making it changeable would be interesting.

Example:
Pyro goes through the first couple of waves using her shield gun, and kills 100 points of monsters. She then becomes a "Shield Gun Master."
At this time she can now do extra damage with her shield gun, but less damage with her other weps.
If she wants to change her proficiency she has to kill another 100 points of monsters using a now weaker weapon.
On the next map, her proficiency is reset.
Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
Offline

One slight problem is that it will encourage players to just use one weapon throughout a map. And for Engineers and medics that will mean they use other weapons even less than they currently do.
Thè-Hättêr

Wicked Sick!
[Avatar]

Joined: 06/09/2008 23:49:41
Messages: 615
Location: Mexico
Offline

oh yea but i think weapon proficient is just a WM skill

"Only a few find the way, some don't recognise it when they do, some don't ever want to."

Cheshire, The Cat


Alice and the Hatter: Quotes: Alice in Wonderland
Alice: What a funny watch! It tells the day of the month, and it doesn't tell what o'clock it is!
The Hatter: Why should it? Does your watch tell you what year it is?
Alice: Of course not, but that's because it stays the same year for such a long time together.
The Hatter: …which is just the case with mine.


HERE IS MY NEW SKIN ... please take time to download it
MY SKIN--

thanks road

working on a new skill please support and advice would be great
[MSN]
greg11

Wicked Sick!

Joined: 02/10/2008 20:00:40
Messages: 526
Location: Hood River, OR
Offline

Yes, it was meant for only the WMs
Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
Offline

My apologies. It does say for WMs.
Bacon!



Joined: 03/22/2005 23:39:15
Messages: 5
Offline

Lightning Gun or Avril master? How does one go about making a donation?
(DC)DEMONSLAYER

Wicked Sick!
[Avatar]

Joined: 03/18/2006 12:10:27
Messages: 2151
Location: Colorful Colorado
Offline

Bacon! wrote:
Lightning Gun or Avril master? How does one go about making a donation? 


http://www.disastrousconsequences.com/dc/donate.jsp


Let us not fool ourselves into thinking we went to the Moon because we are pioneers, or discoverers, or adventurers. We went to the Moon because it was the militaristically expedient thing to do. Neil deGrasse Tyson

Every job is a self-portrait of the person who did it....Autograph your work with excellence. Author Unknown

UT2004
LW-DEMONSLAYER-ACTIVE
LM-DEMONMEDIC-ACTIVE
LA-DEMONMAGIC-ACTIVE
LE-DEMONEER-ACTIVE
LG-DEMONJACK-ACTIVE

UT3
LW-DEMONSLAYERII
LM-KNIGHTMAGIC

My skin is Graah, a reincarnation of an ancient African warrior mixed with the soul of a lion,
download: http://www.disastrousconsequences.com/dcforum/posts/list/2843.page
[Email] [Yahoo!] [MSN]
Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
Offline

Ok, so I am back thinking about SubClasses, and thinking what next. And I noticed there were some good suggestions that we could add if people thought they were worth trying.

First a Weapons Specialist.
based on

greg11 wrote:
Proficiency for WMs:
A way to specialize with a particular weapon. Once a player gets enough kills with a certain weapon (Kind of like the flak monkey message,) they become more proficient with that weapon. Weapon speed and damage goes up slightly just for that weapon. It can also be added that all other weapons become less proficient.
 

Rather than just do it for one weapon, I suggest we let it track all weapons. For each kill, you get an increase on damage for that weapon. Reset at start of map, and on death. Set the increase to be +0.1% per level per kill, with 5 levels, would then give you +0.5% per kill. 200 kills = double damage.
Also have another skill that again tracks kills, but this time increases the plus modifier on the weapon. So for each 100 kills the + goes up by one - regardless of if it is maxed. So a +6 piercing would go to +7, +8 .... Weapon of course would not be droppable.
Both of these have the advantage that they do not make the player too powerful in the early waves, so low levels still have a chance.
This subclass would not be able to buy Advanced Damage Bonus, and would probably not be able to pick up artifacts, and would probably be limited to LW2 (good at using weapons, but not naturally having good weapons), but would otherwise be a standard WM. SubClass only available to WMs. An alternative extreme WM really.


The Tank SubClass, again for WMs.
Suggested by a number of people over time, but the description that fits what I am thinking of is

Elite wrote:
..... the other would be kind of the opposite: An increase in damage reduction but a decrease in quickfoot and power jump, this would fit the idea of a "tank" type of subclass 

I think a bit more extreme though. To get the increased DR, SubClass would have excessive armor, so would have "negative quickfoot" applied - so movement would be slow, and probably no Iron Legs since heavier. Would have extra damage bonus, no speed switching. Perhaps allow Shield Regen, since being slow moving will take some hammer.
I would like to have a slower fire rate, compensated for by even more damage - to fit in with the tank concept.
So half weapon speed, negative quickfoot, no power jump/iron legs/air control, half damage taken, better shield pickup, triple damage given sort of concept, with possible shield regen.

And the Engineers? Druid would like to be able to bring the Link Turret back, and this sort of fits in with this suggestion:

Elite wrote:
For the Engineers: I think 4 types of specializations could be in order. For example 1 engineer could specialize in sentinels making different types of them and perhaps more of them but is not able to make vehicles or turrets at all. The 2nd engineer could specialize in turrets making the turrets stronger and probably better turrets but then likewise it would not be able to make any sentinels or vehicles. The 3rd engineer could specialize in vehicles making them better, stronger, and more powerful vehicles. The 4th engineer could specialize in explosives like the exploding barrels... now to compensate in power with the other specializations of engineers, the explosives could be more powerful or have a wider radius (open to ideas)..... Also perhaps all the 4 specializations of engineers could make blocks. 

So we could have the
Turret Specialist - gets Link Turrets, but no vehicles or sentinels
Sentinel Specialist - get more powerful sentinels or more sentinels, but no turrets or vehicles
Vehicle Specialist - gets manta/Goliath/Cicada perhaps, or something else, but no sentinels ot turrets.
Explosives - not sure we have enough for that yet. Unless it gets just reduced sentinels/turrets/vehicles rather than none. Barrels are ok, and it could include Spider Steroids and Greg11's AbilityMaxMines? - although would also have to give the explosive engi a mine layer.
EDIT: perhaps just have the Turret/Vehicle/Sentinel/Explosives Specialists, and remove the Extreme Engineer subclass as it may be a bit too powerful?

Note on the link turret. It was taken off DC a while back for two main reasons. Firstly that the damage was too great - over 200 damage per sec with no one linking. The second was that the engineer could spawn sentinels and heal them from within the link turret - this meant the sentinels could be healed in the middle of an attack, whereas normally sentinels get healed betwen waves. So I have reduced the damage done by a link turret to be less than a ball turret, and since turret specialists cannot spawn sentinels, that problem is also reduced. So in the context of a turret specialist, it might work.

dom60

Wicked Sick!

Joined: 09/30/2006 16:10:39
Messages: 931
Location: NorCal is currant home
Offline

I would like to see a shock turret ! something that can be put in a spot where the hellbender don't fit! I love the 2nd turret/shock turret on a hellbender!
been on maps that have lost with few players and that has made it possible to survive them in the mass waves!...still hard to kill titans and queens when ya try to combo them and they get in way off the shock ball! but thats part of the game! I barely remember the link turret (never really liked it )
the shock turret can be smaller than the mini or ball turret and fit in a smaller space the damage can be the same for the HB or tone it down a notch....I would gladly give up the ball turret for a shock turret!

I may be getting old and falling apart but I can sure can raise Hell and have fun doing it!
Elite

Godlike
[Avatar]

Joined: 10/21/2007 13:24:50
Messages: 417
Offline

Well I have always been up for this idea. And also I do not know about the side hellbender turret as an actual independent turret but I do know for sure that there is already an extracted version of the rear hellbender turret in the map ONS Pipeline... It works well but kind of weak. It could possibly work as a low level turret if you szlat are in agreement with using that turret.

And I agree with you 100% with everything you've posted so far on the subclasses.

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
Flak_Bunny


[Avatar]

Joined: 12/16/2009 17:22:04
Messages: 3
Offline

Are all of you aware that Super_Sonic of UnrealInsanity -- U.I. (now gone) already wrote a HUGE mod for subclasses, Player Missions, a full player inventory system, a store to buy items in, etc... for the RPG? It is *a lot* more than what you are talking about, but he did this in 2007.

basically you could select a "sub skill" and it had "area of effect" like add health, add adren, to all players in range etc...

Just wondering. I searched the thread for "sonic" and did not find mention of it.

-Bunny


[WWW]
dom60

Wicked Sick!

Joined: 09/30/2006 16:10:39
Messages: 931
Location: NorCal is currant home
Offline

Elite wrote:
Well I have always been up for this idea. And also I do not know about the side hellbender turret as an actual independent turret but I do know for sure that there is already an extracted version of the rear hellbender turret in the map ONS Pipeline... It works well but kind of weak. It could possibly work as a low level turret if you szlat are in agreement with using that turret.

And I agree with you 100% with everything you've posted so far on the subclasses.  


nope i want the position when entering the hellbender the shock turret i love the string effect of the shock explosions! >

I may be getting old and falling apart but I can sure can raise Hell and have fun doing it!
 
Forum Index -> Druids RPG Go to Page: Previous  1, 2, 3, 4, 5, 6, 7, 8 Next 
Go to: