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> Physics, A Technomage Primary Skill
Tzekelkan
post Feb 24 2008, 12:14 AM
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All right, so this is my idea for a skill. It's more of a control/hindering skill and it's 80% offensive, with the rest being utility and defenses. The concept of "systems" is similar to demesnes in Lusternia, although much less annoying; you can only have one room defined as a system and it comes with you when you give chase, but there's a catch: you're slower, because you're basically taking your entire offense with you. In this aspect, "systems" are similar to bard songs.

An effective strategy to survive the Physicist is to remove him from the room, because that'll take him out of his system, at which point it will be completely ruined and he will have to start over again. Because of this, there are a lot of hindering abilities in the skill and an instakill based on being prone among other things. I haven't yet added special moves (e.g. combinations) and only one Celerity ability, but I'll add more later. In the meantime, offer ideas!

The fight would go like this: physicist enters the location of the enemy, sets up a system. He has a maximum of three passives: iso-processes, vector fields and optical phenomena. He has to choose one for each, since he can't have more than one of each type. Different processes each unlock two out of Volume, Temperature and Pressure abilities
(inspiration: P*V = n*R*T ~ The Ideal Gas Law) which can now be used. Fields, after being set up, can be kept as passives or "consumed" with the Divergence ability for powerful effects. Phenomena are passives which can be stacked to a limited extent. He then has to keep his oponent from fleeing long enough to work up on the other different requirements for the instakill. Blam.

I haven't yet finished the skill, but feel free to help me with suggestions. Hey, you can even suggest another ability, since I'm only at 29. Here's to us science nerds!

CODE
Physics:
=======

Isolate         Physical processes work best in ideal conditions.
Parametrisation Redefine the boundaries of your system.
Spacetime       Your sight will no longer be limited to four dimensions.
Plasma          Ionise air particles for a devastating result.
Gradient        Seek out and exploit critical points in functions.
Refraction      Cleverly fool your attacker with tricks of the light.
Volume          Altering microscopic distances affects macroscopic sizes.
Pressure        Even something as minute as molecules can crush you.
Temperature     Control the rate at which molecules vibrate.
Isothermal      Inhibit changes of temperature in your system.
Isobaric        Prevent any instability in the pressure of your system.
Isochoric       Limit the changes to air volume within your system.
Adiabatic       The Second Law of Thermodynamics may take a break.
Enthalpy        Check the heat reserves of another.
MatterDuality   You are both wave and particle!
RedShift        Alter your wavelength to become untraceable.
VectorField     Impose order unto the movements of elementary particles.
Divergence      Give your vector field a point of sink.
Electric        
Magnetic        Disable nanites with electromagnetic induction.
Algebraic       Materialise the abstract to utterly confuse your foes.
Curl            A rotating field is much more difficult to flee.
Capacitor       Discharge stored energies for a powerful effect.
Crepuscular    
Aurora          
Airglow         Cosmic rays will reveal those who are invisible.
Superposition   Superpose optical phenomena without interference.
Irradiate       Gamma rays are an indication of nuclear workings.
Fission         Create massive energy through the separation of atoms.



Isolate
Syntax: SYSTEM ISOLATE
By isolating the system he works in, the physicist effectively increases the quality of his processes.

(This would "isolate" a room, which would grant a 5% bonus to abilities (if applicable) and make it your "system"--allowing passive abilities. It cannot be dispelled, except if the caster leaves the room without the Parametrisation ability, or if they are forcibly removed from the room even with said ability.)


Parametrisation
Syntax: SYSTEM PARAMETRISATION ON|OFF
The physicist's mastery of the portion of the Universe he works in is so profound that he may change the initial parametres at will. Whenever the physicist moves, the system's parametrisation will change so as to follow them. However, due to the complex calculations this involves, the physicist's movement speed will be slightly reduced.

(This would make the system come with you if you move from the room you first isolated. All passive effects would be transfered as well. The movement penalty is there so it's not too imbalanced: instead of the normal(?) three rooms you can walk before getting the, "Don't be hasty" message, you would only go two; if you go faster, you'd lose your isolated system. At higher ranks, you'd automatically stop when trying to go faster, instead of automatically losing your system.)


Spacetime
Syntax: BEND SPACETIME AROUND <target>
The technomage can mentally bend both time and space, forming a straight line in the direction of any person.
OR (Another description of this that I've found awesome!)
The technomage can mentally add another dimension to space and time, giving himself a much clearer view of the Universe and all it contains.

(Your basic scrying ability. Maybe additional ranks in this would allow other people in the room to see the person you're scrying and their location?)


Plasma
Syntax: IONISE <target>
Damage type: 75% electrical, 25% fire.
By stripping the atoms around your target of their valence electrons, a dense cloud of plasma will form. The ions inside it violently interact with the charges of the nervous system and lead to a rapid degradation of synapses.

(Damage ability, primarily used for hunting.)


Gradient
Syntax: GRADIENT ASCENT ME
GRADIENT DESCENT <target>
After a meticulous analysis of the environment around them, the physicist may exploit either the parametric maxima or minima in order to optimise the situation in their favour. While the Gradient Ascent will increase their damage over a short period of time, the Gradient Descent may be used to reduce the effectiveness of the opponent.

(I'm not sure about whether this should increase/reduce damage, maybe it should affect stats instead: ascent increases your intelligence and descent decreases their strength/intelligence, depending on which one is higher; it'd be random if they're equal. Duration: 3 minutes?)


Refraction
Syntax: CHANGE REFRACTIVE INDEX
Even the slightest alterations to the air's refractive index will bend the light's trajectory, although for only a small amount. It will be harder for enemies to physically target vital spots on your body.

(A defense, it reduces the damage and wounding done by weapons--both melee and ranged--by ~10% (subject to rank increase). Alternatively, it could increase dodge rate, but I find excessive dodge rates frustrating to fight against.)


Volume
Syntax: RAISE VOLUME <target>
LOWER VOLUME <target>
As the intermolecular distances in the body diminish, a tightening of the the lungs and arteries overcomes the organism and binds it in place. If, on the contrary, these distances grow even for an instant, internal equilibrium will be disrupted. Modifying the volume of solids only works within isothermal, isobaric or adiabatic processes.

(Lowering the volume is a cool looking web ability to writhe out of, while raising the volume is a stun + sprawl. Downside is that you need to have can't use it without a system and a process going on in the background.)


Pressure
Syntax: RAISE PRESSURE <target>
LOWER PRESSURE <target>
Changing the impact force of hundreds of billions of molecules on a solid object can have devastating consequences upon it. A sudden increase of pressure will result in a near-instant breaking of a limb, while an unnatural decrease will cause shortness of breath. Modifying the pressure exerted on objects only works within isothermal, isochoric or adiabatic processes.

(Raise pressure will break either an arm or a leg, while lower pressure would give a 2 minute affliction which will lower the number of rooms you can go before getting the, "Don't be hasty" message. Again, must have a system and one of the passive processes indicated.)

Temperature
Syntax: RAISE TEMPERATURE <target>
LOWER TEMPERATURE <target>
As heat is directly proportional to a body's molecular kinetic energy, any increase--or decrease--in the speed of molecules would translate into a rise--or fall--in temperature which at a certain point would become very dangerous.

(Raising the temperature would ignite the target, doing a bit damage over time until put out; lowering the temperature would give them the chills, making minor balance unuseable until cured, or something.)


Isothermal
Syntax: ACTIVATE ISOTHERMAL PROCESS
Keeping the average kinetic energy of atoms in the system to a constant value will greatly hinder any attempt to change the temperature. Only one thermodynamic process may be active at any one time.

(A passive ability that lowers the effectiveness of guns, since they release bolts of energy which would naturally cause a raise in temperature. Blocks the Temperature ability though, while unlocking Volume and Pressure.)


Isobaric
Syntax: ACTIVATE ISOBARIC PROCESS
The physicist may effectively disable all devices that rely on pressure differences, including hyposprays, to function by keeping the pressure in his system constant. Only one thermodynamic process may be active at any one time.

(A passive disabling hyposprays--read Kunin's post about curatives--and forcing you to cure only with pills. Enables Temperature and Volume, but disables Pressure abilities. Works on enemies.)


Isochoric
Syntax: ACTIVATE ISOCHORIC PROCESS
The mechanical work done by an isochoric process totals to zero. Ergo, attempts to move or otherwise displace any volume of air will be met with much difficulty. Only one thermodynamic process may be active at any one time.

(A passive sprawl (+ maybe a really minor stun?), it unlocks Temperature and Pressure but not Volume. Works on enemies.)


Adiabatic
Syntax: ACTIVATE ADIABATIC PROCESS
The adiabatic process occurs at a constant entropy, therefore disallowing any increase in molecular disorder. Only one thermodynamic process may be active at any one time.

(Passive, it reduces damage by 10-20%, it allows all changes to volume, temperature and pressure. Works on everyone in the room: yourself, allies and enemies--it's more of a group PvE ability.)


RedShift
Syntax: ACTIVATE REDSHIFT
By decreasing the frequency you normally emit, you will cloud any sensors that are trying to locate you.

(A very interesting ability actually: when someone tries to scry you, you will appear to me in a random adjacent room instead of in the one you actually are.)


Enthalpy
Syntax: CHECK ENTHALPY <target>
A knowledgeable physicist is able to quickly determine the health of another by inspecting their heat emanations.

(An assess ability, showing you the health of your target--or at least a percentage of it.)


MatterDuality
The physicist has learnt of his true nature and is now more at peace with his surrounding environment.

(It's not a castable ability, but a permanent +10% buff to his resistance to forced actions--including changing rooms against his will or being dominated into doing something.)


VectorField
Syntax: IMPOSE VECTOR FIELD
The technomage has reached a level of mastery over nature to such an extent that he may impose his will unto the atoms of his isolated system. By holding sway over the movements
of the tiniest of particles, the technomage will be much harder to forcibly remove from his position.
Learning other types of vector fields will enable even further control over the forces of nature and technology. Only one field may be active at any time and you may choose between electric, magnetic or algebraic fields.

(Vector fields are the second type of passive effects that a physicist may have. They work like this: you set up a vector field, which will make 50% of attemps to move the mage fail, which wouldn't be too much since if they are moved, they instantly lose their system, whether they have the Arbitration ability or not. Vector fields can be upgraded to magnetic, electric or algebraic which would give additional bonuses. Also, they can be "consumed" with the divergence ability to get an instant effect instead of passive ones--which would be a window to an ability akin to gust or tackle to move the mage to another room, making him lose a good part of their offense.)


Divergence
Syntax: FIELD DIVERGE
FIELD CONVERGE <target>
Attributing a divergence or a convergence to a vector field allows changes in the field's nature. Divergence dissipates the current one without much difficulty, instantly opening a window for another to take its place. Convergences towards a singular point are more daunting a task, but the concentrated energy within the field makes for powerful effects:
Electric: large amount of damage to both hit and mana points (100% electrical).
Magnetic: afflicts with <affliction_1> and <affliction_2>.
Algebraic:

(Diverge: no eq cost, it just cancels the current field so can immediately set up another. Converge: consumes the field and concentrates its energy unto the target. Electric field damage is compensated by the fact that you wouldn't be able to spam it as you can only cast it every three equilibriums without doing much in-between. Magnetic field afflictions would be something to disrupt equilibrium or anything like that--confusion, diziness, stupidity etc. Not sure what I've got to work with.)


Electric
Syntax: ACTIVATE ELECTRIC FIELD
TO BE ADDED.


Magnetic
Syntax: ACTIVATE MAGNETIC FIELD
The physicist may now change the simple vector field into a magnetic one. Harmful nanites in the bloodstream will periodically be disabled by strong electromagnetic currents generated due to their movements within the field.

(It cures your afflictions, ticking every ~6-8 seconds. It also stores somewhere the last few afflictions cured to use them in conjunction with the Capacitor ability. Works on allies and yourself.)


Algebraic
Syntax: ACTIVATE ALGEBRAIC FIELD
TO BE ADDED.


Curl
Syntax: FIELD CURL
By adding a curl to his vector field, the physicist can effectively hinder their foe from fleeing.

(It increases the trip rate of people trying to leave the room. It's not absurdly overpowered, since it requires a field up, therefore preventing the user from converging it for direct effects. Similar to Carcer in Rituals from Lusternia. Works on enemies and allies, but not yourself.)


Capacitor
Syntax: DISCHARGE CAPACITOR <target>
PROBE CAPACTIOR
The nanites disabled by the magnetic field can be charged in a small capacitor and then reused on the opponent. However, due to the complex nature of nanites, a maximum of only <NUMBER> may be loaded and then discharged. You may view the nanites stored in the capacitor by probing it.

(Fairly self-explanatory. With the magnetic field you cure afflictions, store them in the capacitor and then you can unload them on an enemy. The capacity would increase with ability rank up to a maximum of three affs. I'm pondering whether they should be masked or not.)


Crepuscular
Syntax: ACTIVATE CREPUSCULAR
TO BE ADDED.


Aurora
Syntax: ACTIVATE AURORA
TO BE ADDED.


Airglow
Syntax: ACTIVATE AIRGLOW
No technology can outwit the technomage! By applying a faint glow to his system through cosmic radiation, he will reveal those who hide behind secrecy. Only one optical phenomenon may be active at any one time.

(While this ability is active in a system, all those who are invisible--if there's going to be anything of the sort in the game--will be seen by all. You will also be notified if they leave the room and where they're going. Works on allies and enemies.)


Superposition
Syntax: SUPERPOSE AIRGLOW|AURORA|CREPUSCULAR [OVER AIRGLOW|AURORA|CREPUSCULAR]
Bring two optical phenomena to the same phase and wavelength for a brief period of time.

(For about ~30 seconds, you can either add a second phenomenon to your system--syntax without the [...]--or cast two optical phenomena at the same time, with the former--i.e. the one outside the [...]--being the temporary one.)


Irradiate
Syntax: IRRADIATE <target>
Electromagnetic radiation in the form of gamma rays leaves noticeable signs of its presence.

(Your target will be marked as "irradiated". If he tries to run from you, he will have a 50% chance of leaving a "trace" of radiation behind him in each room he passes. "A radioactive print has been left here, pointing towards the north." Lasts a few minutes.)


Fission
Syntax: ACTIVATE NUCLEAR FISSION INSIDE <target>
The physicist seeks to create energy out of anything. By bombarding his enemy's atomic components with carefully aimed neutrons, he is able to trigger a chain reaction which will release huge--and even dangerous--quantities of energy. After the process is complete, the source will have been reduced to a smouldering pile of nuclear waste.

(A costly instakill which would work under the following conditions:
- they have less than ~66% health;
- they are prone;
- they are irradiated;
- you have a vector field with a curl;
- you have at least another passive effect in your system (either phenomenon or process).
When done succesfully, it will cause a massive explosion that damages and irradiates everyone in the room, including you. It will also destroy your system.)



============================


Cool celerity abilities:

BlackHole Not even light can escape its deadly grasp!
--> (A judgement/chasm-like instakill that would require a very many celerity points and need you not to perform any action during the casting; easily interruptable; cast time: ~10-12 seconds.)

I feel like a dried up peach right now. I'll add more ideas later. Tell me what you think! biggrin.gif If you feel an ability is overpowered, suggest a change! I'd love for this skill to be added to an already awesome game and if there's anyone out there like me, you'd do too!

Reason for Edit: minor syntax changes.

This post has been edited by Tzekelkan: Feb 24 2008, 12:23 AM


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Vurrock
post Feb 24 2008, 12:43 AM
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I'm not afraid to say that I don't understand most of what those ab files are trying to say. I think your language is a little too thick for your average MUD player. We're not all physicists. Basically, if you have to add parenthesis, then the ab file didn't do its job. I think it would be really hard to try and figure out what a specific ability does without what is in the parenthesis. I like the idea though. I think it needs a little tuning because it seems a bit OP, but you're on the right track.

This post has been edited by Vurrock: Feb 24 2008, 12:45 AM
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Tzekelkan
post Feb 24 2008, 12:51 AM
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Hmm. I was intentionally vague on the AB files, since that seems to be the tradition of IRE games.

Or wait... I just checked a few of my abilities from Lusternia. Hrm, seems they're not -that- bad. Oh well, AB files can be changed easily, thanks for the input! biggrin.gif

EDIT: Yeah, looking over it, I see I need to make huge changes to the descriptions. However, they'd still have to pass through a designer before they'd be written anyway--maybe they write them in a different, more futuristic style.

This post has been edited by Tzekelkan: Feb 24 2008, 12:55 AM


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Gaetele
post Feb 24 2008, 12:55 AM
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Now, as an Engineer with a background in Physics, I approve of this topic and of the skills listed within.


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Tzekelkan
post Feb 24 2008, 01:44 AM
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Oh, I forgot to mention that the skill would be mainly for missile range, though it wouldn't have too many inconveniences at melee range. Oh, and I know what I forgot but really wanted to add: an ability to summon players from one room away to you--after all, the system would slow you down a bit... now, what to call it? Hmm...


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LEO
post Feb 24 2008, 02:32 AM
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I just glanced over, but I really like it.


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Distillation
post Feb 24 2008, 03:36 AM
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I quite like it. Of course, there's no way to determine whether it's useful without knowing the other skills (this is the kind of thing that would only be good when combined with some other stuff).

Making them lose the entire system upon getting forced out of the room is a little silly though. You might consider just making them do something to recall the system back to where they are. Or only losing a single process.

For magnetic convergence, if you want it to be significant, I'd suggest making it either two non-focusable afflictions or three focusable afflictions - so, for instance, paralysis and senstivity or stupidity, epilepsy, and confusion.


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thepogoman
post Feb 24 2008, 05:02 AM
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I have to say, I haven't been a big fan of most of the skill suggestions so far, but I think this one is very cool. Its new and different and seems like it would fit well into the world. Nice job!
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Kunin
post Feb 24 2008, 05:25 AM
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So far I've refrained from commenting on too many skills... but this one does seem pretty interesting.


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Arizte
post Feb 24 2008, 09:10 AM
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Meant to comment earlier and echo the approving sentiments of the replies.

But a minor suggestion is: shouldn't Refraction affect their miss rate rather than your dodge rate because it's their perception being distorted, not your abilities being amplified? If I'm getting this mixed up, then carry on.


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Tzekelkan
post Feb 24 2008, 09:57 AM
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Ooh, people like my idea! wub.gif

@Distillation: Ok, I'll add an ability to reset your system to you then, but I was afraid of it being too overpowering if there's no feasible way to dispel the system except running away really fast. As for the afflictions... I don't know exactly what I have to work with. It seems very different from Lusternia, since the common cures (pills) work on a delayed timer; we also don't know if we'll have Focus Mind (I don't think so though, since Anansi seemed to be quite against it in one of his early posts).

@Arizte: Yeah, you're right. It's supposed to be a defense; thing is, we (I?) don't know much about the miss/dodge rate, but if there's a way to implement a defense that increases your enemy's miss chance and not your own dodge rate, then yeah, Refraction should be like that.

@Kunin: Thank you! smile.gif

New abilities!

CODE
Curvature       Bending spacetime will bring your enemy to you.
Origin          The axial intersection is but an arbitrary definition.


Curvature
Syntax: CREATE CURVATURE UNDER <target>
Curvatures in spacetime are sources of gravitational attraction. An able physicist can add a slope leading to right under another person's feet in an attempt to bring them to his location, proned. The dangerous nature of spacetime warping limits its range to just one room away.

Origin
Syntax: RESET ORIGIN
When forced out into the environment from your system, you have a limited time to reset its origin's coordinates to your position before losing it completely--since you've probably already lost a part of it. However, if you are too far away, you will find yourself unable to do so.

(You'd need to reset within 6-8 seconds or so, otherwise you have to put it up again. It only works if your system is an adjacent room. Even if you manage within the time requirement, you will have already lost either a field, a process or a phenomenon. EDIT: Oh, I got it! To keep it from being balanced, make it use a point of celerity or two.)

I'll think of effects for the fields and phenomenon a bit later though, I gotta go!

Reason for Edit: fixed the code tags.

This post has been edited by Tzekelkan: Feb 24 2008, 10:06 AM


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hermaldo
post Feb 24 2008, 10:11 AM
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I like it, definately like a bard's harmonics though

Is there an ability to call them? I read over them but I am tired and might not have noticed
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Tzekelkan
post Feb 24 2008, 10:15 AM
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QUOTE (hermaldo @ Feb 24 2008, 11:11 AM) *
I like it, definately like a bard's harmonics though

Is there an ability to call them? I read over them but I am tired and might not have noticed

I don't know of these harmonics? The bards I'm used to are different tongue.gif

Care to explain, please?


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FFR = For Future Release
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Required Reading: < Development History | Combat | Skill System | The Tears | Skill Design >
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Release Related: < Initial Size | Test Stages >
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Other Ideas: < SpecOps Skill (Mine) | Tobacco | Ship Personalities | Telepathy Skill >
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hermaldo
post Feb 24 2008, 10:29 AM
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QUOTE (Tzekelkan @ Feb 24 2008, 04:15 AM) *
I don't know of these harmonics? The bards I'm used to are different tongue.gif

Care to explain, please?

Well all of these skills sound like the bards from Achaea, which frankly it is very closely related.

The skillset where bards play songs is called harmonics

Bards in achaea play a song with an instrument that costs like 2000 gold and the song does random effects. Like they play a song that heals them a sound that does damage to others randomly and a song that lets them understand all languages etc etc

The song stays in the room for an amount of time that should be long enough to kill someone and effects everyone enemied for combative ones and eveyone allied for defensive ones.

They can propel their songs out of a room with one song, and can call songs from the area with another into one room. However, the more songs in a room works with how much you have in the skillset. However harmonics in achaea are overpowered and I think you solves that with your limits and how the limits work.

I think there should be an ability to call them, but you should keep the limits the way they are...

Overall an awesome skillset

This post has been edited by hermaldo: Feb 24 2008, 10:30 AM
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hermaldo
post Feb 24 2008, 10:35 AM
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Here is the skillset, sorry did not feel like editing out my health and all that jazz

HARMONICS

Harmonics embodies all that is beautiful in music, from voice and instrument,
brought together. Speed your allies, restore their health, and protect them
from damage. Accomplished practitioners of this art can create multiple
harmonics in one place, send them to other locations, or call them back with a
word.

Harmonics generally require use of one of the five bardic instruments - flute,
lute, lyre, mandolin, and harp. For the more advanced effects, specialisation
must be undertaken (SPECIALISE <bardic instrument type>). Specialisation can be
removed (UNSPECIALISE) but this is a costly act (the cost is 100 lessons).

(See also HELP SPECIALISE)


These are the abilities available in this skill
-----------------------------------------------
Lament The shadowy lament may cause fear in those who hear it.
Control Master the manipulation of your harmonics.
Type MORE to continue reading. (32% shown)
5667h, 4439m, 23540e, 18200w cexdb-more3
One more time?
5667h, 4439m, 23540e, 18200w cexdb-more
Anthem A mighty defensive harmonic protecting against damage.
Harmonius Allows communication in all distinct languages.
Polyphony The ability to maintain two harmonics simultaneously.
Andante Call your harmonics to you.
Cacophony Destroy the reverberation vibration of a magi.
Minuet Induce a state of extreme gullibility in an opponent.
Aeternam Access the place of eternal song to store harmonics.
POES Draw on the Place of Eternal Song for emergency needs.
Counterpoint Set up three harmonics simultaneously.
Rondo Call out the rats with their favourite melody.
Contradanse Periodically afflict your enemies' minds.
Paxmusicalis Declare an intermittent musical peace.
Gigue Decrease equilibrium recovery time for your allies.
Percussia Create a sonic explosion.
Divertimento Disrupt the equilibrium of your enemies.
Bagatelle Deliver periodic magical damage against your enemies.
Simpleharmony The ability to place four harmonics in a room.
Partita Protect other harmonics from disturbance.
Battaglia Project your harmonics into neighboring rooms.
Berceuse Put an enemy to sleep with this soporific tune.
Type MORE to continue reading. (76% shown)
5667h, 4439m, 23540e, 18200w cexdb-more
Continuo Regenerate physical well-being with this movement.
Complexharmony With this, you may set up five harmonics in a room.
Wassail Restore mana for allies with the jaunty Wassail.
Chorale A group harmonic that gives experience to the listeners.
Funeralmass The dark, mournful mass with the power to slay.
Canticle Decrease balance recovery time for your allies.
Undertonal Maintain seven harmonics in a single room.
Reel Disrupt the balance of enemies with this complex melody.
Hallelujah Carry an audience to ineffable joy.
Overtonal Your mastery is such that unlimited harmonics are yours.
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Tzekelkan
post Feb 24 2008, 01:09 PM
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If they ever introduce bards in here, I suggest giving them at least the two following specialisations: Rock (with electric guitars) and Rap (you'd just need a mic and very large trousers).

Anyway, on the harmonics thing... the list you posted is really hard to read, and wouldn't give much detailed info on the actual abilities anyway.

The Physics skill is different in that you always have to make choices and sacrifices between the different abilities; you'd also switch a lot from passive (background) to active (castable) abilities. I don't know how well it'd work though, with just 1-3 passives. Like Distillation said, it'd work well in conjunction with other skills.

For some reason, we seem to have a limited ability to edit our posts, so I can't update the first post with my new ideas... is this on purpose/a good idea?

==============

Ideas for combination attacks:

- When you IMPOSE VECTOR FIELD (which should maybe have a quick eq recovery?), you may transform it into an electric/magnetic/algebraic field during your minor balance without suffering from an additional eq loss.

- If you RAISE TEMPERATURE and then use Plasma (IONISE) on them during your minor balance, it would do ~5% additional damage.

- If they are under the effects of LOWER VOLUME and you RAISE PRESSURE (not necessarily during minor balance), it would have a 50% chance to break two limbs instead of one.

- Combining the LOWER PRESSURE affliction (slower run speed) with the IRRADIATE affliction (they leave a "trace" so you can follow them when they flee) will raise the chance of leaving radioactive print from 50% to 100%.

- DISCHARGE CAPACITOR would have a 0.5s slower eq recovery if Electric field is active and a 0.5 faster eq recovery if Magnetic field is active.

- Redshift would have a stronger effect if Airglow is active (meaning it would give one random room from adjacent locations OR rooms adjacent to those adjacent to your location to the scrier--er, what I mean is it would widen the margin for enemy scrying error).

This post has been edited by Tzekelkan: Feb 24 2008, 01:10 PM


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Release Related: < Initial Size | Test Stages >
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Approved Ideas: < Physics Skill (Mine) | Biomerge Skill | Empathy Skill | Quitting >
Other Ideas: < SpecOps Skill (Mine) | Tobacco | Ship Personalities | Telepathy Skill >
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Tzekelkan
post Feb 24 2008, 02:59 PM
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Sorry for the double post, I've got some ideas on the abilities I've missed before:

CODE
Electric        Wield electrical charges to disable the nervous system.
Algebraic       Materialise the abstract to utterly confuse your foes.


Electric
Syntax: ACTIVATE ELECTRIC FIELD
Electrostatic charges in the physicist's vicinity will generate an electric field powerful enough to temporarily disable enemies' central nervous system, paralysing them.

(Passive paralysis - the rate at which it fires will depend on the minimum focus body time--assuming we will have the equivalent here. For example, if focusbody is ~4 seconds like in Lusternia, the paralysis should fire every 10-12 seconds. If it's something like 2 seconds, then you could make it fire every ~8 seconds. I also suggest that you can't improve your focusbody time as drastically as to reduce it from 4 to 1 seconds... maybe from set it so additional ranks in focusbody take it down from 3s to 1.5s?)


Algebraic
Syntax: ACTIVATE ALGEBRAIC FIELD
A physicist is also a mathematician, his work extending to the field of numbers as well. Functions, matrices and polynomials will swirl in the opponent's head in a baffling tornado of confusion, inhibiting all intelligent brain activity.

(Passive afflicting with stupidity--or something closely like it. For those who don't know, it's an affliction with a high chance of sending a random command whenever you try to do anything.)


For Divergence (added what's in bold)
Syntax: FIELD DIVERGE
FIELD CONVERGE <target>
Attributing a divergence or a convergence to a vector field allows changes in the field's nature. Divergence dissipates the current one without much difficulty, instantly opening a window for another to take its place. Convergences towards a singular point are more daunting a task, but the concentrated energy within the field makes for powerful effects:
Electric: large amount of damage to both hit and mana points (100% electrical).
Magnetic: afflicts with paralysis and sensitivity.
Algebraic: knocks prone and triggers a one-time burst of heavy bleeding.


(Diverge: no eq cost, it just cancels the current field so can immediately set up another. Converge: consumes the field and concentrates its energy unto the target. Electric field damage is compensated by the fact that you wouldn't be able to spam it as you can only cast it every three equilibriums without doing much in-between. Magnetic: paralysis and sensitivity (increased damage?), like suggested by Distillation. Algebraic: We all know that for some people... math hurts. Therefore the bleeding. Willingly accepting other suggestions too!)


Oh, and one last thing I've added for Curvature
Syntax: CREATE CURVATURE UNDER <target>
Curvatures in spacetime are sources of gravitational attraction. An able physicist can add a slope leading to right under another person's feet in an attempt to bring them to his location proned, even if they are in flight. The dangerous nature of spacetime warping limits its range either to the current location or just one room away.

(A summon-like ability, which only works to summon someone from one room away. Of course, it wouldn't have a 100% success rate. It can also be used to knock down fliers, if this will be possible in the game.)

This post has been edited by Tzekelkan: Feb 24 2008, 03:10 PM


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FFR = For Future Release
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Required Reading: < Development History | Combat | Skill System | The Tears | Skill Design >
Important Info: < Orgs (No Guilds) | Space Desc & Movement | Ship Damage & Availability | Gods | Traits | No Landing >
Release Related: < Initial Size | Test Stages >
-----
Approved Ideas: < Physics Skill (Mine) | Biomerge Skill | Empathy Skill | Quitting >
Other Ideas: < SpecOps Skill (Mine) | Tobacco | Ship Personalities | Telepathy Skill >
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Creative Corner: < Building (JavaLC) | Metals | Needed Skills | Minigames | Afflictions | Traits >
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Distillation
post Feb 24 2008, 03:14 PM
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FYI, I think it's safe to assume that paralysis will probably be an herb cure here; Lusternia is the only IRE game where it's not.


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Tzekelkan
post Feb 24 2008, 03:18 PM
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QUOTE (Distillation @ Feb 24 2008, 04:14 PM) *
FYI, I think it's safe to assume that paralysis will probably be an herb cure here; Lusternia is the only IRE game where it's not.

Hmm. Who knows? Besides, the equivalent of herbs here (pills) are a delayed cure. Unless you use hyposprays, which aren't.

Let me explain how paralysis works in Lusternia then: there's a (very low) ability in Discipline (a general skill) called Focus Body. It works on its own balance and the major effect it has is cure paralysis, which prevents you from doing mostly anything at all except eating and sipping until it's cured. Focus body initially takes ~4 seconds to cure paralysis, but this time diminishes with your skill in Discipline. At trans, it'd take only about one second to cure from it.


--------------------
FFR = For Future Release
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Required Reading: < Development History | Combat | Skill System | The Tears | Skill Design >
Important Info: < Orgs (No Guilds) | Space Desc & Movement | Ship Damage & Availability | Gods | Traits | No Landing >
Release Related: < Initial Size | Test Stages >
-----
Approved Ideas: < Physics Skill (Mine) | Biomerge Skill | Empathy Skill | Quitting >
Other Ideas: < SpecOps Skill (Mine) | Tobacco | Ship Personalities | Telepathy Skill >
-----
Creative Corner: < Building (JavaLC) | Metals | Needed Skills | Minigames | Afflictions | Traits >
Heavy Reading: < Nature of the SciFi (Official) | Relative Motion | Complexity vs. Uniformity | History and Culture >
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Cubey
post Feb 24 2008, 11:58 PM
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Not in mood to comment on combat usefulness, but the idea itself rocks. Manipulation of physics = awesome, awesome on a stick and with wheels. On fire.

EDIT: Lusternia's anti-paralysis being dependant on your Discipline was evil. I'd prefer to have pills to remove it here.

This post has been edited by Cubey: Feb 24 2008, 11:59 PM


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