Besides fist weapons, i wish we could have more arial strike weapons like the tortogun, or maybe a satelite weapon that drops small meteors on the normal attack and a huge laser beam on the charge attack from above.
Another type of weapon would be gas weapons like the mist bomb, but more as a flamethrower gun or a frost gun where they freeze or light the target on fire then use a high jet speed air wave to cut them.
We can also incorperate magical weapons make em look technological like magical beams can be a variety of close range plasma burst fist weapon for small aoe high concentrated damage mix of fist and bomb weapons. Or summoning be a tech guy attacking with holographic temporary monsters that have a more robotic out look. We can make up some mumbo jumbo about how these holograms are kept intact by anti-matter mirrored atoms that are too unstable to be kept for long periods of time.
AnyWay, we need some more weapon variety cause gun, bomb sword is really drying up the game playability.
Now unto the weapon variety, i feel a summoning sort of weapon is needed. i explained in my last post #10
http://forums.spiralknights.com/en/node/109662#comment-994609 how we can make this summoning effect look more technological and balance it out. Basically all the Summons would either have a time limit or a hit limit. Attacking summons would have a time limit while defensive summons will have a hit limit. After summoning a creature, it goes through a cool down phase, before another can be summoned. So for example, if i were to summon a mini tortodrone that would act as my shield, it would have a hit limit of 5. This means that the mini torto would not attack, but try it's best to get in the way of incoming attacks aimed at my knight. After 5 hits, it dies and I'm left defenseless. If I were to summon a mini wolver, it would have a time limit of 1 to 2 minutes. This means it does not have health, just a time limit. It will attack any monsters near me, but if i stray too far it will automatically stop attacking and come to me. Once the time limit is done, it wil disapear. And to balance it out even further, large summons require a catalyst like an item that represent the monster that will be summoned. These catalyst need to be created using items found in the clockworks. This means basic summons would be summoned for free, while grand/catalyst summons require ammo to be summoned. This means even a 5 star summoning gear would still require ammo, but the summon would have more capabilities then a 3 star summoning gear.
Now lastly, a knight summoner would have a different kind of shield then normal knights. Summoners are considered in my opinion are between a support weapon like a bomb, to a long/mid range attacking weapon like a gun. So there shield would act differently. This shield would be more like the drakon skill 3 floating orbs that orbit the knight, but would not be used for attacking, but for hit counters. If that knight gets hit 3 times or less, there shield would break and leave them open for direct damage to their health. What makes this shield different from normal shields is that it can expand and contrast. This means that if it expands, it will cover a large area and protect that knight more easily. The minus of it's expanding ability is that it can only take one hit. This means that depending on the situation is when the knight would use this ability to push back the monsters and clear the area. The area the knight can expand it to goes from the small area of the current shields to the area of a 3 star bomb At 3 star. And at 5 star, the knight can expand the shield to an area of a 5 star bomb. The more the knight expand the shield the less hits it can take. The orbs that represent the amount of hits can regenerate over time, but at a slower pace then normal knight shield. Now another cool thing about this shield is that the shield only protects against normal defense. The reason why this is cool is because depending on the defensive summons, the shield would be enhanced to match that defensive summons defensive statistics. This means if i summon a shadow defensive monster, my shield would suddenly have shadow defense. Or if I summon a piercing defense monster, the shield would have piercing defense. the upside to this enhanced shield is that the shield defensive capabilities would increase from only 3 hits to be able handle more hits depending on that monsters capabilities. The downside to this ability is that once the defensive monster is dead, the shields enhanced abilities only last 30 seconds before disappearing. This means it's in that knight's best interest to keep that defensive monster alive. Another boost defensive summons give is unique shield bash damage capabilities. This means that the bash attack can be augmented to have any damage type that is split with normal damage and different status types. So a knight would be able to do split piercing with normal plus fire status on his charge if he wants to if he has the correct defensive summon. Lastly, defensive monsters can be mounted as a perk. (The mounted and shield i described can be optional features.)
The last type of monster a knight can summon is a supportive type of monster. These monsters are very much differrent then the other types of monsters because they actually have health. This means that they can stay for an indefinite amount of time on the field. Another reason why they are different is that they act more like cell phone towers where thet provide a certain area of coverage on the field. In this area is where they provide there supportive effects to the summoner and the rest of the team. Another thing that makes them different is that they have no loyalty like the other summons where they stick close to the player. They instead after being summoned in a spot, they start to wander around the place going where ever they like. This means these monsters are effective on some situations and some other times not effective. The upside to this is that the effects these supportive monster give can be any one of the sprite perks we get while at the same time giving any monster in that area an opposite effect of that sprite perk whether it aplies to them or not. Besides the sprite perk, when the monster is summoned, the summoner gets a dirrect armor augment effect to their armor even if that summoner is not in the area of effect of the support monster as long as that monster remains alive. This augment can be increase vita pod health boost, increase defense towards a certain damage type, defense increase towards a certain status type, ect. That about covers supporting summons. A total of 5 supportive monsters can be summoned at once, but they cannot be summoned near each others range. This means the knight can only summon another supportive type of monster outside of another supportive monsters range.
Now when it comes to the types of monsters the knight can summon, the gear already comes with predetermine basic summoned monsters. If a player wants to do an advance summon, then that player would have to use a catalyst. Some catalyst require the gear to have more stars, but a 5 star gear would be able to summon any monster in a catalyst. Some catalyst matchs more with certain summoning gear that focuses on a certain status ailment type like fire, ice ect. Monster catalyst that are summoned with these gear would get an extra capability. Like that mini tortodron example, the mini tortodrone summoned wouls have it's normal shell defensive capabilities but if it is summoned with a compatible gear, it would also be able to join the summoner in that tackle and extending the charge by a couple of meters and with more push back. Other defensive monsters can give status ailment on charge and other effects. Attacking monsters will gain one more extra attack capability like a turret monstrer would be able to shoot one more attack variation of the normal bullet attack. These perks only activate on catalyst summoned monsters. Catalyst summoned monsters once summoned would stay active for one month like when a player activates a trinket. This means that for a whole month, the player would be able to summon that monster. Once the month is over, the catalyst item will break into 1 or 2 materials that was used in it's creation. This means a player can have more then one catalyst monster on hand to summon.
A knight can summon up to 3 total of monsters at once. These Monsters can be defensive or attacking. The only exception to this rule would be the supporting type monsters where the knight can summon up to 5 of them on the field at once. This adds up to a total of 8 monsters a knight can summon. Supportive monsters are in there own roster while defensive and attacking type of monsters are in there own roster. This way the amount of monsters summoned won't conflict the system. A knight can have 3 defensive or 3 attacking monsters on the field and a total of 5 supporting monsters. A standard gear comes with one attacking, one supportive, and one defensive basic summon. This way a knight can try all the different variations of summoned monsters to get a feel and experience in using all types.
The only attacking method a summoner knight can use is his monsters and shield bash. This means it is imperative that the knight has some back up items like vials and such for when the cooldown hits them on all 3 preset summoned monsters. Unless the knight has a catalyst to use that is not on cooldown, he will have to focus on dodging.
Now if a knight brings more then one summoning gear and switches to another Gear, all defensive or attacking monster currently out will be automatically desumoned, but there cooldown will remain. Supportive monsters will not be desummoned, but perks and boost gained from on defensive monster will not disapear for 30 seconds. This means if you were to summon another defensive monster with another summoning gear, you would not get the perks that comes with that new defensive monster till 30 seconds after the previos defensive monster's perks disapear.
Well that's all i have right now for summoned monster gear. What do you guys think?
Now for new weapons! Gun and bomb!
A new gun design i just thought up which i think someone else might have already though of, but i am going to post it anyway. I also got this inspiration from the bomb design Quintinius-Vergnix posted called coil or something along those lines. I also was thinking of a bomb which could be cool, but let me know what you guys think.
The first weapon i was thinjking of was a shock gun which fires electric bullets the way the greek god zeus fire his thunder bolts, but will look more like an electric strike. the way this gun works is that it fires an electric current at a target. The player can keep firering the current without pause at the target for a limited amount of time. As long as the target is within range and the player can aim an auto target target marker on the target, then the gun will automatically lock on to the target as long as the player is aiming at the direction of the location of the target and keep hitting the target with an electric current. Even if there are no targets nearby the knight/player, the gun can for a limited amount of time fire an electric current that reaches the range of the average gun bullet. Now the longer the player keeps firering the gun and holding down the fire button, the faster the damage output will drop. Now to balance out how fast the damage output drops and how long the player can keep firering the gun before forced to auto reload, i will create a formula. So lets say the player can fire the gun continuously for 30 seconds without reload. The damage output value will be starting at 5 star then i'll downgrade from there. So let say the gun starts of at a damge output value of 100 at tier 3 on a neutral damged resist monster. On the first second the formula will look like this: Damage output (100) / Duration (1) = 100. So for the first second, the damage output of the gun will be 100. Now to skip a bit, at 20 seconds, the formula will look like this: Damage ouput (100) / Duration (20) = 5, so at 20 seconds, your damage output dropped from 100 to only 5. And at 30 seconds, the formula again will look like this: Damage output (100) / Duration (30) = 3.3333, so basically by 30 seconds, your damage output will drop to 3 per second. So this might seems seriosly underpowered, but this is just an example. We can always start the damage output at 300 and so by 30 seconds, you would be doing 10 damage per sond instead of 3 per second. Now the speed the player will move while firering the gun will be between the speed of an antigua firering the gun to the speed of charging a sword. So basically speed is dropped similar to wearing one of the ancient plate armor ( http://wiki.spiralknights.com/Ancient_Plate_Mail ). The gun will do elemental damage and obviously comes with the shock status.
The charge attack of the gun is very similar like the delayed effect of the catalyzer gun where it will launch a shocking orb like ball that will not home in on the target like the normal shot. Once the ball hit's the target, it will positively charge the target and merely inflicting shock on the target and creating a medium size nimbus cloud on top of the targets head following the target where ever the target goes and huge knockback, but no damage. The player will then have to launch a normal shot at the positively charge target where the target will receive damage from the normal shot, but will also get a huge lighting strike from the nimbus coud inflicting shock, normal/elemental damage and inflicting the shock status at any closely nearby targets and damaging them also if they are close enough. The cloud can increase in size if the player keeps firering charge orbs and increases the positive charge of the target and increasing the negatively charges Falling lighting strike damage and even increasing by a small amount the range it will hurt nearby target and inflict the shock status.
Now for the pros/plus and cons/minus.
Pros/plus:
+ The player can continuously fire the gun for 30 seconds before being force to reload.
+ The player does not have to aim at the target, but just aim in the general direction of the target.
+ The player can move around while firering the gun.
+ The player inflicts shock at the target.
+ The gun's charge attack does huge knockback.
+ The gun's charge attack can hurt nearby enemies.
+ The gun's charge attack damage output can be increased with the range of inflicting the shock status and damaging nearby enemies.
+ The gun's normal attack does not have any knockback.
+ The gun does elemental damage on its normal shots.
Cons/minus:
- The gun has a long reload, even longer then the autogun's reload time.
- The player has to stay still while the gun reloads.
- The gun does not flinch enemies on the normal shot, so they can still move towards you and attack while you shock and attack them with the gun.
- The gun's normal attack does not have knockback.
- The gun has a rev up time like a minigun when the player click's the fire button, so they will have to wait for 1 to 2 seconds before the gun fire's its electric current.
- The player will be moving at the speed between firering normal bullets of an antigua and a player charging a normal sword.
- The charge attack is a delayed effect, so the player will have to put more work into unleashing it.
- The gun does elemental damage on it's normal shots.
Visual:
The gun will look very similar to the pulsar at 5 star ( http://wiki.spiralknights.com/Polaris ), but towars the middle of the gun, it wil have engines that rotate when the player starts to fire the gun similar to the overcharged mixmaster's mixers ( http://wiki.spiralknights.com/Overcharged_Mixmaster ). The engiunes will also rotate when the player charges the gun. It will also have a static aura at the muzzle of the gun. And towards the handle of the gun, it will have a glowing energy sign, plus the gremlin insignia to show who invented the gun. The orbs will also emit a shocking aura.
Now, for my bomb idea.
Visuals:
The bomb's attack behavior is again very similar to the dark retribution bomb ( http://wiki.spiralknights.com/Dark_Retribution ). The bomb will look like the sign for an electron:
This:https://www.smartlivingnetwork.com/uploads/20130313085745rutherford-bohr.jpg
Or this: https://0.s3.envato.com/files/28308857/Atom_electron_green_590.jpg
Where it will have this floating orb in the middle and small other roatating orbs surounding it. It will also have these node containers that will hover and creating an energy field holding the bomb in place. On both of the node containers, there will be handles where the player can hold the bomb when charging it and placing it on the ground. On one side of the node container, the bomb will have the energy sign and on the other node container, it will have a glowing robotic construct symbol ( http://wiki.spiralknights.com/File:Gate_Icon-Construct.png ). This will show that the bomb originated and was invented from a sentient machine. When the bomb is placed on the ground, an animation will play out where the node containers turn off and the floating electron orb floats to the sky and ignites into what i will describe in the bottom here.
Now, the bomb explosion is something that starts slow and simple, but gets faster and messy. This explanation is for the 5 star behavior of the bomb, and any preceeding stars can be created by the devs. The dark retribution explosion effect last 5 seconds total: ( https://www.youtube.com/watch?v=_TAQc8IQgDI ), so this bomb will also have that time limit. When the bomb explodes/ignites, it launches a static blade that spins in a small radius similar to the radius of the graviton bomb and does one lap. This blades spins in that radius of the graviton bomb 3 star ( http://wiki.spiralknights.com/Graviton_Vortex ) then doubles into 2 blades on that same radius. Once it doubles, the 2 blades will do one lap around that radius lasting a second, then doubling again. When it doubles, there will be 2 blades on the inside of a radius of the 3 star bomb and 4 blades on the outside of a 4 star bomb like the heavy decontructor ( http://wiki.spiralknights.com/Heavy_Deconstructor ). Then these blades will do one lap around there respective radius, then the 4 blades will double having 8 blades outside of the 4 blades with the radius of a 5 star bomb like the dark briar barrage ( http://wiki.spiralknights.com/Dark_Briar_Barrage ) or the irontech destroyer bomb ( http://wiki.spiralknights.com/Irontech_Destroyer ). Then after the 5 second limit has been reached, each of these blades will explode into an electric frenzy unleashing the low chance of inflicting the shock status on any nearby target and targets inside that are not shocked. For every time the blade cuts a target, it will inflict elemental damage and have a low chance of inflicting the shock status. Also, for every time the blade hits a target, it will give a small knockback hiting it towards the center of the spin radius / center of the storm. This knockback effect will be very similar to the suction power of the graviton bomb, but will not be actually stopping the players movement like the graviton bomb, but instead just pulling the target for that one hit towards the center of the spin. The one blade starts to spin at a slow pace, but showing increase in speed for every time it does one lap around it's radius. Once it reaches the 5 second limit, the blade should be spinning at 8 times the original speed it started with. So if it took it 1 second to do one lap around it's small 3 star radius, then it should take it 1/4th of a second or less when it reaches the 5 second time limit. After reaching the 5 second time limit and when each of the blades explode, the explosion will have a low chance of inflicting the shock status. The explosion will also create minor knockback. The explosion will do no damage what so ever. And that will be the end of the performance.
Pros/plus and cons/minus.
Pros/plus:
+ The bomb will get more powerful as time goes by.
+ The bomb will inflict shock on the target.
+ The bomb will do elemental damage on the target.
+ The bomb has a small similar effect to the graviton bomb potentially keeping enemies trapped in one spot.
+ The bomb will potentially shock any nearby target at the end of it's duration.
+ The bomb affects an area for a limited amount of time like the mist bombs.
+ The bomb does knockback at the end of it's spin.
+ The bomb has a large area of effect.
+ The damage value of each sword is potentially the same as the damage value of the dark retribution.
Cons/minus:
- The player will move at the charge rate of the graviton bomb while charging the bomb.
- The bomb has a slow start.
- The bomb will do the elemental damage.
- The bomb will do knockback at the end of it's spin.
- The bomb will has an animation at the fuse time potentially lengthning the fuse time.
- The bomb can trap friendly players within its vortex if there are monsters trapped in the vortex and the player being in the middle. Very similar to the graviton vortex effect.
- The damage value of each sword is potentially the same as the damage value of the dark retribution.
And that is all i have for today. Hope you guys liek my ideas.
It is refreshing to see a well-thought out idea in Suggestions once in a while.