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> Skills we're working on, So you can focus your ideas
Kunin
post Feb 17 2008, 10:23 PM
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I will use this list to let you know what types of things we are designing, so that you can gear your ideas towards those projects and increase the chances that we may take all or part of your ideas.

As a note, for new threads, I think it would be helpful if we use the "Topic Description" to say what type of skill it is. IE: "A priest secondary skill" or "A general skill" that way it is easier for everyone to know exactly what you intended it to be.

Currently we are moving into one of our Priest Subtypes. This one will be mainly healing and defensive style, we already have the basic outline for it's primary skill. For secondary skills it can branch out to either further the theme of healing and helping, or they can use their knowledge to curse and spread disease.

We also are lacking in a few general skills, so any ideas for those would be helpful. We already have your "Survival" type skill, so lets see if you can think of some others.

Currently looking at priestly type things, something akin to curses most likely. The primary skill already deals a lot with healing afflictions, and some neat offensive things so secondary skills that give afflictions will be very helpful.


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Shortly after first contact, humans felt immensely compelled to call them "buggers", and Robert A. Heinlein books suffered a brief surge in popularity.
- Karol Salieri, A Brief History of Human Culture - Or Lack Thereof
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Kunin
post Feb 26 2008, 06:31 AM
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Added some more information about where we are... apparently I have to make a new post to bump this thing up... stupid forums.


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Shortly after first contact, humans felt immensely compelled to call them "buggers", and Robert A. Heinlein books suffered a brief surge in popularity.
- Karol Salieri, A Brief History of Human Culture - Or Lack Thereof
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Kunin
post Apr 2 2008, 03:53 PM
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Here is what we're working on right now:

Empathy still has room for a few more abilities, look at the thread for details.

Priests could use a more affliction centric skill, we have a few ideas floating around but nothing concrete yet.

A new warrior subtype, an all around warrior type. They will have a "focused combat" type skill that gives defenses, mostly short termed ones(like beserk). A telepathy secondary skill, looking for something a bit more unique than the Achaea/Aetolia mind lock type. The primary skill will be a general combat skill, a mix of hand-to-hand and weapon(gun) based attacks(on top of the ones gained from the general gun skill), only pistol weapons not rifle/staff weapons. They will also gain weaponry(melee weapons) as a secondary choice, so they'll be fairly offensive. Of course there is room for more secondary skills, these are just the main ones we're looking at.

We're also working on the next mutant subtype, physical manipulators and brawlers. Yrael's Biomerge is a good basis for where we wanted to go with their primary skill(See my post in that thread). For secondary skills they will have some psionic abilities(such as telepathy) as well as martial arts(which would be the main combat skill). Also need an alternative main combat skill, as I want to take my time with martial arts(I studied for 11 years... always hated how games did them). I see these as true "mutants" in that they get funky mind-powers via major rewiring of the brain, as well as physical alterations an enhancements. Mainly offensive/damage oriented with some afflictions to aide in that goal and slow down opponents.


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Shortly after first contact, humans felt immensely compelled to call them "buggers", and Robert A. Heinlein books suffered a brief surge in popularity.
- Karol Salieri, A Brief History of Human Culture - Or Lack Thereof
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Kunin
post Jun 6 2008, 08:01 PM
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Currently there is one set of skills we're working on that is open for suggestions, perhaps I will add more later, but here we go:

Phasers, a general skill with four branches:

Pistols - Using one handed(only one weapon) weapons, good for close range(melee) and usable at missile range.

Rifles - Two handed weapon, good for missile range and usable at long(other room) with a big to-hit penalty.

Staff - Two handed weapon, usable as a melee weapon(literally, a staff) and also the same as Rifles. Staves have a longer equilibrium attached to firing them.

Armourer - Construct all types of weapons, also gains a few unique abilities for fighting.

Phasers is a base skill, granting you usage in all three types of phasers and some other basic moves. Each weapon branch(not Armourer) should grant more specific abilities for using that type of weapon. When held a phaser integrates itself with the mind/nervous system of the user, greatly increasing accuracy, but at a cost of mental equilibrium when firing.

All phasers have three attack types, with a variable power level, and they are:

Blast - The basic attack. Deal decent damage and energy wounds.

Beam - Cut through flesh and armour like it's nothing. Slightly higher energy cost than Blast, the higher the strength level the more damage that goes through armour(not blocked by armour). Beam gives normal wounding, not energy wounds, so it can be more helpful to warriors.

Burst - A large, quick, burst of energy. The most expensive of all the attacks, and also the weakest of the attacks. Burst does energy wounding, in the same manner as Blast, but also has a chance to stun the target for a maximum of 2.5 seconds.

All attacks have a base equilibrium of 4 seconds and have a battery pack which stores how much energy they currently have. The base skill Phasers will teach the users how to construct their own battery packs for quick replacement.

Armour, depending on how it is made, can have a 4th reduction statistic of Energy. This statistic is used to reduce all damage against phasers, with the exception of some damage from beam.

Now for what parts are open for suggestion. Besides the basic attacks phasers could use a few things, for example an aim ability, and other simple maneuvers. Each branch should have some additional methods of attack (perhaps a trick shot, lower damage but can hit to people, or maybe just two locations on one person, at a time). In addition each branch should have some possible afflictions that can be given via energy wounds, which are very much like wounding the warriors use but of a different type(more like radiation wounds) and don't count towards warrior wounding or are healed in the same manner. With the exception of staves these should be at best supporting skills, more likely something to use when you've run out of other options. Phasers were never intended to be the end all of combat, with the exception of a planned skill that would build on to staves (think SG1 Jaffa fighting).


--------------------
Shortly after first contact, humans felt immensely compelled to call them "buggers", and Robert A. Heinlein books suffered a brief surge in popularity.
- Karol Salieri, A Brief History of Human Culture - Or Lack Thereof
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Kunin
post Dec 7 2008, 06:36 PM
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Been a while since I posted anything here, so let me give you all an update.

We are working on the Disease Creation skill, a Manipulators secondary skill.

The Monk primary skill as discussed during the brainstorming session, now named Channeling.

Monk secondary skill Martial Arts (will also be used for others, primary combat skill). This one we intend to use the wounding system and be more "realistic" than Tekura.

Manipulators secondary skill as a Singularity version of disease creation. This one will work on manipulating the sub-atomic level of the target via a Singularity device.

Telepathy type skill, secondary for a few.

Trade skill using a mechanic similar to Channeling as our enchantments/tattoos. Creating devices with different powers (like high and low energy shields) that can have X uses. Perhaps some could be added to other items to give them new powers.

Monk secondary skill, some mix of healing and damaging.


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Shortly after first contact, humans felt immensely compelled to call them "buggers", and Robert A. Heinlein books suffered a brief surge in popularity.
- Karol Salieri, A Brief History of Human Culture - Or Lack Thereof
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