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> Phaser attacks and afflictions, Some suggestions for the most recent post by Kunin
Doman
post Jun 7 2008, 02:18 AM
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Since Kunin came up with an amazing set up for blasters, I thought up some phaser skills, and some afflictions.

Skills:

(pistol)

Doubletap: Fire two weak shots, enabling you to strike two places at once.

Overclock: For a constant drain on your battery, increase damage or wounds, but not both

close quarters: Increase accuracy at melee range.

Cutter beam: Lower damage overall, but ignore armor

(rifle)

Snipe: Fire at a distance, inflicting damage on someone in the next room with more success

Mount: By sacrificing movement, you can increase your accuracy.

Strike: Strike the enemy with the stock of the rifle, stunning them long enough for you to exit melee

wide beam: Strike everyone in the room with a minimal powered strike

(afflictions)

Plasma burns: Inability to add salves

Cauterized: Your blood vessels are almost welded shut! Lowers effectiveness of medical items

vaporized limb: Your limb has taken so much phaser damage, it's completely gone!


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Doman
post Jun 7 2008, 02:55 AM
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A few more

Radiation sickness: Vomiting and random bleeding

Shock: You're in too much pain to move ( stops movement and action until you focus body and compose )

pierced: A phaser beam has went completely through your body ( causes mass bleeding and blackout )

damaged vitals: The radiation has harmed your vital organs ( random vomiting, random failure to eat, leads to death if uncured)


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Arizte
post Jun 7 2008, 04:00 AM
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QUOTE (Doman @ Jun 7 2008, 04:18 AM) *
(rifle)

Snipe: Fire at a distance, inflicting damage on someone in the next room with more success

Mount: By sacrificing movement, you can increase your accuracy.

Strike: Strike the enemy with the stock of the rifle, stunning them long enough for you to exit melee

I think this set is pretty good. Perhaps if you go into a special state of prone, you'll be afforded increased accuracy. However, the smaller the recoil, the lesser the bonus given. For example, a pistol would receive almost no benefit but a rifle or machine gun would. I don't know if distance shooting should be limited to Long range, or if it could be extended to Missile range. Obviously Melee is out of the question.

Is this your fifth topic on your second day? tongue.gif

This post has been edited by Arizte: Jun 7 2008, 04:01 AM


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Doman
post Jun 7 2008, 06:29 AM
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it might be more than that...I guess I am a bit overzealous, but I really love the concept of the game...Am I weird? >_>


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Dallas Mathews
post Jun 7 2008, 01:17 PM
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No. You've just been ToPed. ™
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Liluri
post Jun 7 2008, 07:07 PM
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Sounds neat! I like the vaporized limb part. Reminds me of Lusternia.
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Caedmon
post Jun 7 2008, 11:42 PM
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QUOTE (Doman @ Jun 7 2008, 02:18 AM) *
vaporized limb: Your limb has taken so much phaser damage, it's completely gone!


So I guess there'd have to be a regeneration ability to counter this.


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Doman
post Jun 8 2008, 12:01 AM
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With the future's super technology, it shouldn't be too much of a problem.


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Tzekelkan
post Jun 9 2008, 11:26 PM
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I like these ideas! I generally don't play warriors in games, but these look like fun, so I might try them out. Besides, who doesn't like an energy rifle? Here're some more ideas:

Pistols:

~ Flare: Send a ball of energy to the sky, revealing your location to everyone in the area. Something like, "A bright red flash of light shoots upwards from a boulder near the slaughterhouse," whereas "a boulder near the slaughterhouse" is your location. Useable indoors, but effective only outdoors.

~ Quickdraw: It's a defense that will always ensure that you have the first shot. When it's active and someone attacks (with whatever attack, be it physical, mental, energetic etc) you, you will automatically fire before their hit lands as long as they're in melee or missle range. It takes balance like any normal shot.

Rifles:

~ Killer Instinct: a defense which, when activated, will allow you to hit two enemies at once, for a total of three times (like Wrath and its equivalent in Lusternia's Guardians). A charge is only consumed if there there are more than one enemies in the room and the second one is randomly selected (though the strongest ones should be prioritized... or better yet, make it an option to choose who in the room to hit with your second attack: strongest, weakest, highest health etc).

General Phaser Skill:

~ Smack: whack your foe in the kisser with the butt of your weapon. For the pistol, it could be small damage + stun. For the rifle, it could push the enemy out of melee range and prone him. For the staff, it could stun and prone. Whatever the effects, I should want to have this.


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Saran
post Jun 10 2008, 12:14 AM
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Staff

Some ability to pole vault... maybe also one to plant your staff into the (body part) of prone victim and blast said body part off


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Feli
post Jun 10 2008, 01:19 AM
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General Phaser

Zero point -
Passive
Each level in this ability lowers the gunman's chance to miss by 10% and increases damage by 4%.

Fallback -

Swiftly leap away from your opponent if they get too close, while maintaining your composure.
[Retreat without losing Equilibrium or Balance. Require both Equi and Balance, cannot be done on minor-balance].


Pistol

Nerve endings -
Aim at a certain body parts and strategicly sever nerve endings with your shot. You can do this multiple times on the body.
[Players with sliced nerve endings have a chance of having afflictions masked. Chance increases the more nerve endings masked.]

Distract -
Let your shot graze the temple of your opponent, the energy causing disorientation and sometimes, minor loss of equilibrium.
[Dizzyness and sometimes loss of equilibrium]

Switcha-roo -
Squeeze off a shot from one hand, quickly toss your pistol to the opposite hand and squeeze off another. You can only aim both shots at one target or body part. Increased chance to miss.
[This can also be done on minor equilibrium.]

Rifle

Spinning -

Artfully twirl your rifle about you while squeezing off shots at your target.
[Cannot target body parts, depending on level shoot 2-5 times.]

Sniping - (Yes, it has to exist)

Aim at a target from up to two rooms away, once they're in direct sight.
[Has a reasonable equilibrium cost, depending on level, as well as damage/wounding/accuracy. Can do piercing, razing and other types of shot. Can target body parts.]

Repel -
If you're within meele range of an opponent, you swiftly jab the point of your rifle into him or her and forcefully push them back with a shot, pushing them back into a more comfortable range.
[Can either be placed on a specific body part or just general blast away. On higher levels, this may cause stun and/or knockdown. May also Afflict with some afflictions like blindness or broken limbs. Cannot miss. Does not always work in pushing them away either.]

Stave

Taze -
Shoot a wide, low-density beam to stun your oppenent. On higher levels this may cause paralysis.

Impact -
Charge your stave, befor slamming it into your opponent, causing a devasting double-edged impact, often sweeping them off their feet.
[Both energy and physical wounding, and knock-down. Stun and broken limbs in higher levels.]
(Gravity Hammer-esque)

Flare -
Shoot an extremely wide and low-density beam at your target, that resembles more of an intense light wave then a laser beam. Scar their retinas, and at aptitude levels may temporarily cause extreme nervous system breakdowns.
[Blindness and energy wounding. At higher levels epilepsy and blackout (?)]

Burst -
Shove your staff into the gut of your enemy and let off a very wide burst of energy, causing damage to internal organs and stun.
[Have to be in meele range. Causes things like vomiting, bleeding and stun.]

There ya go! turned.gif What can I say? I <3 teh pewpewpew!

This post has been edited by Feli: Jun 10 2008, 01:57 AM


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Doman
post Jun 10 2008, 02:08 AM
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Pistol-

Execute.

If they are prone, paralyzed, and are at critical head wounds, vaporize their skull, leaving them quite deceased


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Feli
post Jun 10 2008, 02:14 AM
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I like that, but personally I think it would be cooler if the shot just bored a single hole through their skull and they died like that. You know, old western style.


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Dallas Mathews
post Jun 10 2008, 11:30 AM
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Pistol-

Ricochet - Your skill is such that you can cause a blast to ricochet around the room, hitting multiple targets.
(I'd say there's a different ricochet for each shot type, IE: RICOCHET BEAM, RICOCHET BLAST, RICOCHET BURST. Hits around two people in a room, with small chance to hit yourself that decreases as your skill in this ability increases. Can hit allies as well. Only works indoors.)

I want to see some melee combat abilities for staves, but I can't think of any sad.gif
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Doman
post Jun 10 2008, 11:53 AM
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Staves:

Blaster sweep: Sweep your staff across the ground, firing all the time
-prones and causes a "Burnt legs" affliction which slows movement and standing

Cauterize (spelling probably horrible): Apply your staff to your own wounds, stopping bleeding, but damnit does it hurt!

Thermal charge: Launch the battery from your staff, Causing an explosion of fire and battery acid
(Fire and Acid damage, Acid has to be scrubbed or will cause passive damage and disfiguration)

Sling: Use your staff like a lever, slinging your opponent out of the room. Master of this allows an energy strike as well

Impale: Supercharging the end of your staff, you can burn a hole through their limb
(lolpinleg)

Doublestrike: Smack your opponent with both ends of your staff, stunning them and dealing moderate damage

vault: Use your staff to move over obstructions

(basic phaser skills)

Weld: Seal a door by melting its lock

Cut: Remove the effects of the weld skill

Radiation mutation: By removing the containtment filter of your phaser, inflict strange mutations on your opponent (Causes a "Disfigurement" affliction. Disloyalty and all that)

Surefire: Fire at their feet, Make them dance!
( does almost no damage, but your opponent can do nothing but leave the room for the 4 seconds you are using this skill)

Disarm: Fire at their weapon, knocking it from their hands (probably into their inventory, but maybe only with a selfishness equivilent)

Hand damage: burn their hands, making wielding almost impossible

This post has been edited by Doman: Jun 10 2008, 11:54 AM


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Gaetele
post Jun 10 2008, 12:20 PM
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Just out of curiosity - shouldn't this be in Skills and Abillities, actually?

I just skimmed through them (I don't look at the Ideas forum too much, actually) but the ideas seem pretty good.


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Selverad
post Jul 5 2008, 07:26 PM
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Tight-Beam Riflery
Rifle
Beam
Power less than or equal to 30%, able to use up to 50% at Mastery
Syntax: TIGHTBEAM <dir> <target>

Early stages allow you to make shots without losing camouflage or shrouding. Mastery of tight-beam riflery allows you to fire an invisible beam of energy that does not reveal the origin of the shot.

Phase Cutlass

Pistol
Beam
Power greater than 75%
Syntax: CHARGE CUTLASS <power%>
SLASH <target>

The ability to charge a pistol to become a close-range melee weapon. Drains power at a slow, steady rate, and drains further for each succesful hit. Not affected by abilities that dodge or suppress phaser fire, but is subject to energy resistance. Once a master, the cutlass drains only on a successful strike, and has the potential to cause phaser burns (cauterization?).


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notsleeping
post Aug 27 2008, 11:25 PM
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Since I've been bitten by the ToP bug I figured I might as well post my idea of what the staves subset should look like:

(Warning: it's really, really, really weird. I totally expect you all to tear it apart.)

CODE
Staves
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TargetBlast              All regular phaser attacks can now be targetted
Aim                         Target a body part to blow off
Incinerate                 Burn the enemy from within
Anticipate                 Prepare a nasty surprise for your enemy
Staffparry                 Your staff is your unbreakable defence
Stance                      Prepare yourself to evade attacks
Limbparry                 Protect one body part with another
Stranglehold              Strangle your enemy with your staff
Flashkick                   Swiftly kick your enemy with your feet
Flashstrike                 Swiftly strike your enemy with your staff
TripPin                      Trip with your leg, pin with your staff
DodgeImpale             Let them run into your staff
ButtStrike                  Hit them with the blunt end
Disarm                      Wrestle the weapon out of their hands
Focus                        Never let go of your targetted limb
Jump                            Jump into the air for a second
Land                            Decide where you land
Crouch                      Crouch down for a second
Smite                        Staff, meet head
CrotchStrike               It hurts
Block                         Seal off an exit with your body


Okay, so so far you're thinking, 'That doesn't look so weird...'

Well, now it's time to explain what the abilities do:

TargetBlast:
Passive ability, self-explanatory. You can inflict a whole gamut of wounds by firing at a body part with the staff, but that's looks like it's more a common set of afflictions shared by phasers than staff-specific.

Aim:
Syntax: AIM <target> <bodypart|heart>
You take some time to aim your weapon at the target's bodypart, usable from phaser range but not melee range.
If the weapon is aimed at the heart and the attack is a beam, the target is instantly slain.

Incinerate:
Passive ability, this is triggered when the staff fires when it is buried inside a victim's body, as in the case of impalement. The victim suffers internal afflictions as well as increased damage.

Anticipate:
Syntax: ANTICIPATE <direction> <action>
When the first person goes into this room from anticipated direction, the Phaser ability is performed instantly without loss of balance. This does not include any actions in the Staves subset.

Okay, now things get strange. Note that none of the following skills, other than parries and block, can be initiated by the player in combat.

Staffparry:
Syntax: PARRY <bodypart>
Parrying with your staff blocks attacks targetted at that body part and allows a plethora of responses.

Stance:
Syntax: STANCE <head|arms|torso|legs>
Tensing your muscles for evasion, you are able to dodge most attacks, including phaser attacks, aimed at parts of your body and respond disproportionately.

Limbparry:
Syntax: LIMBPARRY <bodypart> with <limb>
Using an unoccupied limb, you can block attacks directed toward other body parts. You will still take the same amount of damage as if you hadn't blocked, and the limb you block with will suffer the full damage of the attack. However, your parry will put you in a position to respond with a counterattack as if you had dodged the blow.

Stranglehold:
Syntax: PREPARE STRANGLEHOLD
After evading a blow, you will slip behind the attacker and bar your staff across his throat. He will soon die of asphyxiation unless he writhes out of your grip. His physical movements, however, are not hindered.

Flashkick:
Syntax: READY FLASHKICK <limb>
While blocking a blow with your staff, you use one of your free legs to break an opponent's limb with a kick. This response can be used in conjunction with other responses.

Flashstrike:
Syntax: READY FLASHSTRIKE <limb>
While dodging a blow, you will swing your staff at the attacker's limb, delivering tremendous damage. This response can be used in conjunction with other responses.

TripPin:
Syntax: PREPARE TRIPPIN <bodypart>
While dodging or blocking a blow, you will trip your opponent, and afterwards your staff will be positioned above the limb of your choice, primed for firing.

DodgeImpale:
Syntax: PREPARE DODGEIMPALE <limb|torso>
While you dodge a blow, your attacker will stumble onto your staff and impale himself. This response can be used in conjunction with other responses

ButtStrike:
Syntax: PREPARE BUTTSTRIKE
After you dodge or block a blow, you will strike at your attacker's solar plexus, which will paralyze and stun him if he has a central nervous system.

Disarm:
Syntax: READY DISARM
The moment you block a blow, you will try to wrest the weapon free with your staff. This response can be used in conjunction with other responses, but replaces FLASHKICK if you are flashkicking.

Focus:
Syntax: READY FOCUS <bodypart>
The moment you dodge a blow, you point your staff at the chosen body part and follow it through the confusion of melee combat, so that after you finish your counterattack your weapon is aimed at that body part and primed for firing. This response can be used in conjunction with other responses, but replaces FLASHSTRIKE if you are flashstriking.

Jump:
Syntax: JUMP, but performed automatically in case of Smite
Whenever you need to smite an attacker on the head and you are not large enough to do so (your size is smaller than his size), you will jump up and then smite him. Jumping up costs a slight balance overhead, and you will be airborne and unable to do much for a second.

Land:
Syntax: LAND OUTSIDE
While you're in the air, you decide that you'd rather land outside your opponent's melee range than within.

Crouch:
Syntax: CROUCH, but performed automatically in case of CrotchStrike
Whenever you need to hit an attacker in the crotch and are not small enough to do so (your size is the same as or larger than his size), you will crouch and then strike. Crouching costs a slight balance overhead, and you will be prone for a second. However, when you automatically stand up after crouching, you trigger all the counterattacks you had assigned to parrying.

Smite:
Syntax: PREPARE SMITE
After you dodge a blow, you will smite your attacker on the head with your staff, giving him severe mental afflictions.

CrotchStrike:
Syntax: PREPARE CROTCHSTRIKE
After you dodge a blow, you will deliver a sharp strike to his crotch, stunning him and severely impeding his motions. This attack only works on male adventurers.

Block:
Syntax: BLOCK <dir>
You block an exit with your body, preventing most people from moving in that direction.


So, for those of you that bothered to read this far, and for those of you who didn't, here's the summary of the skill: I thought of Staves as an RP fighting skill that's very physical, like a mixture of gun kata and those old kung-fu movies or instructional tai-chi videos where people say to just 'go with the flow' of the opponent's attack and use them to your advantage. So with this skill the player never initiates an aggressive combat action (except for the only aggressive action he can take, firing the staff), but instead delivers parry counterattacks that should hinder or afflict the attacker, and ends up in a position where his staff is pointed at a choice body part and ready for firing. Of course, this leads to the problem of the attacker never initiating combat, so I thought putting in block would give the attacker an incentive to remove the player (in corridors, at least; that's where anticipate will be useful as well), as well as giving the player a timed instakill in range distance to incite warriors to engage melee.

Each counterattack takes up a short bit of balance, of course, so the player can't just sit there with two and a half parries and tank a team. And that crotchstrike thing was just inspired by the Ansheri in Imperian, I couldn't think of anything else that was a complement to smite tongue.gif

EDIT: Ugh, love monospaced font, but sometimes it's hard to work in when you're not writing in a monospaced font. Also, this doesn't use phasers that much, huh. The only thing you can do with my imaginary skill is a normal blast at a body part, like how knights fight in Lusternia.

This post has been edited by notsleeping: Aug 28 2008, 12:01 AM
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Dallas Mathews
post Aug 28 2008, 12:57 AM
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I really really like this, but I think (and I'm no expert) that it could, like you said, use a few more ranged abilities. The majority of this seems to be geared towards a defensive/deterrent melee style of combat (and that could very well be what you intend). I think it could also be interesting with some abilities that taunt an opponent into attacking, so you can draw them in in order to use your defensive abilities.
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notsleeping
post Aug 28 2008, 01:10 AM
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Thanks smile.gif That actually was my intention, to make a class that was dependent on spatial geometry (corridors, tight ship spaces are great for these guys) and to have some fun creating a class that was... strange. I thought about skills to goad an enemy into attacking, but that kind of goes against the RP flavor of 'Do no harm, young grasshopper', although I kinda doubt that's what Kunin had in mind). By the way, I want to clarify two things (for some reason, the edit button disappeared... either that or it's thing #2 acting up again)

1. The 'responses' I meant in the abilities are instantaneous responses, like parry riposte.

2. I'm currently at 48 hours without sleep and going, because of a transportation mix-up I'm living like a homeless who's too ashamed to sleep, so, uh, read with a grain of salt. On your tongue, not in your eye.
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