That makes a lot more sense. I guess when you first used a communal Vitapod as an example of how upgrades might work, I assumed that that was how Vitapods would actually work in the minigame.
Balancing, Branching, et cetera
how much time do you spend on this forums o.O no offense but every time i see the last post of something in the suggestions, your always it, and you wrote all these paragraphs, ir mustve token hours to do you must have alot of free time on your hands
Free time is a combination of when I can sit down to type with thought. I never stop thinking. Ever. I think about everything. Everything. For some reason I am repeating the last word of the previous sentence. Sentence.
I also type very fast.
just saying that it seems like you sit down to type with thought quite alot........ if you such thinker, do u ever think about going outside? *troll face* just kidding, i think you are a great contributor to this forums, without you, the forums wouldnt be as good as it is. keep up the good work :)
Yes, that minigame still has more stuff it needs.
Similar to the upgrades more will be added as ideas arise like that fourth burrito you regret taking on a dare. To start this rodeo I will go over the token system. As pointed out earlier all normal (not boss) enemies can and will appear at random, though not necessarily all at once. Enemies drop Vitapods, hearts (all sizes), vials (T3), pills (also T3), remedies, and tokens for the minigame. No crowns, heat, materials or equipment. There are also no minerals. If you want money go to the Clockworks or something. All enemies drop at least one token depending on the enemy. Not all battle areas will have the same map or a pleasant layout, some maps will be intentionally designed to trap you. I am working on layouts in sketches and hope to upload them eventually as well as the other ideas which would benefit from visual references. Hypothetically I could include the two enemy concepts in this thread here and here to bring ideas together, though to focus on one idea at a time we will stick to the enemies we currently have. All enemies drop at least one token. All enemies are T3. Enemies can and will have random status affiliations, meaning there could be a room full of the whole rainbow of statuses in all kinds of enemies. The amount of enemies may vary depending on which consecutive room you are in. For example, there are the least amount of enemies to defeat before completing the first area while the last area has the most. The amount of enemies spawned per wave and how quickly the next wave follows the last spawned also increase with every room. Every currently existing enemy only drops one token, including Trojans, though I could use the Titan concept between battle areas before the party is able to rest on a health pad while going through a maze. At the end of this maze the team can activate a party button to lock the Titan away from them to use the health pads, possibly change their active equipment, and stop running around for a few seconds before they have to start again. If this enemy is defeated, though I mentally attributed it absurdly high health and an obnoxious mechanic to fight against, each party member is rewarded ten tokens for the minigame. Was it worth wasting all that time and effort to kill that stupid thing? Probably not.
Each room has a different layout, the first being the most simple with the least amount of traps while the entire room is fairly open. The further the team goes, the less open the floor is and the more traps there are. Are you sure you want to continue? Would you rather retire? You have to get past the stupid Titan and get to the break room first, otherwise you get no bonus tokens for getting so far. Yes, you not only get tokens for fighting but you also get tokens based on how far you get in the minigame. Do more rooms, get more bonus. The bonus starts at one after completing the first room and doubles with every consecutive room completed. Keep in mind there is no joining a party for this minigame once it starts. After clearing the first room and getting past the guard-dog-statue-how-is-that-possible-get-it-away-from-me you get to the break area described already. You can either go home for the day or continue to the next room. The next room has less area to run around, more traps, and more enemies. If you were stupid enough to lock the area while the Titan was next to you then it follows you into the next room. Hurr. Since it is not part of the room you do not necessarily have to kill it, but if you let multiple start to stalk you then it can get obnoxious. They still drop their tokens regardless of where they are defeated, but if you simply ignore them then they will follow you until you all die horribly.
The following kinds of enemy, not including gold or Void, may appear in the minigame at any battle area at any wave:
Chromalisk
Wolver (and Alpha)
Gun Puppy
Lumber
Mecha Knight
Retrode
Scuttlebot
Devilite
Greaver
Trojan
Silkwing
(Gremlin) Thwacker
(Gremlin) Mender
(Gremlin) Scorcher
(Gremlin) Demo
(Gremlin) Knocker
(Gremlin) Mortafire
Ghostmane Stalker
Jelly
Lichen
Polyp
Howlitzer
Kat
Zombie
Spawn patterns follow a constant pattern of growth based on the first room. Since there is only a T3 option for this minigame, at least it gets to start somewhat easy. Keep in mind spawns are still randomized. The first room has a total of fifty enemies, each wave spawning when all enemies of the previous wave have been defeated or within three minutes of the last spawn. Each wave has five enemies for the first room. Five enemies per wave, ten total waves, if nothing is killed and you wait out all the spawns then you have to sit around for half an hour. Do you want to wait half an hour for everything to appear or kill stuff now? With every consecutive room the amount of enemies per wave increases by 25%: first room has five per wave, second has six, third has a rounded eight, fourth has ten, fifth has a rounded thirteen, sixth has a rounded sixteen, seventh has twenty, eighth has twenty-five, ninth has thirty-one, and tenth has thirty-nine. Each room has ten total waves though not necessarily the same accumulative amount of enemies. The first room may have had three minutes between each wave if not all enemies of the last spawn have been killed, but with every consecutive room ten seconds is taken off the waiting time between waves. First room has three minutes, second has two minutes and fifty seconds, third has two minutes and fourty seconds, fourth has two minutes and thirty seconds, fifth has two minutes and twenty seconds, sixth has two minutes and ten seconds, seventh has two minutes, eighth has one minute and fifty seconds, ninth has one minute and fourty seconds, and tenth has one and a half minutes. Would you prefer your corpse to be hung above a fireplace or in the living room next to a beautiful image?
July 4, 2012
The original thread for the "engineer class" is here, which is actually a translation from the Spanish forums here.
This first part is just copy-pasted from here.
Seeing as this is its own weapon it should only be usable with its own weapons. In other words, the construction/summon is useless if you switch to another weapon. No one says attacking with the weapon used to build/summon is not allowed to be able to attack. Since engineering is based on technology and not the other silly types of enemies in the Clockworks I assume the construction/summoning only involves construct family enemies. Robots. Beep boop.
Before continuing I must point out that in order to use a weapon you must be holding it. Take the TF2 example, you need a wrench to build something. You started with a device to select what you want to build, but why steal even more from TF2? Since there are several options of construct family enemies (Lumber, Retrode, Mecha Knight, Scuttlebot, Gun Puppy) to build something you may as well have different weapons for each. However, if you switch away from that weapon for ten seconds the constructed ally falls apart and you have to wait for a cooldown which appears as a status effect. This effect prevents building of any kind for thirty seconds though one of the potential weapon specialist branches can decrease that cooldown. The symbol for the status could be a red circle with a slash or a hard hat with a crack in it. Back to the weapons, each construction tool has a specific enemy which it can create. Each weapon also has a very weak melee attack and only has normal damage (by "weak" I mean less than twenty in D29) in various combo patterns; the charge attack is the building part. Obviously different constructions will have different charge times, the stronger the ally the longer the charge time. Lumbers would have the longest while Scuttlebots would have the shortest. Each construction weapon can only create one building at a time. If you switch from that tool your built ally is disabled for ten seconds, after which it will collapse and the half minute cooldown status comes into play. Stick to the building or shut up. The tool itself can be upgraded as all weapons do, which in turn makes the constructed ally more powerful scaling to the tier; for the sake of simplicity it starts at 3* with T1 based allies, upgrades to 4* to have T2 based allies, and ends with 5* to have T3 based allies. This is to prevent dirt poor players from running around and vomiting robots everywhere. Recipes for these tools would be exclusively available from Basil. Not in the Hall, not Vatel, not some other moron; Basil in T2 and T3 only. That means if you want to play with the new toys you have to go back into the Arcade. Punk. Each tool can only build a specific type of ally (Lumber, Retrode, Mecha Knight, Scuttlebot, Gun Puppy) and the star rank of the tool determines the tier rank of the built ally. For UVs it would have the same bonuses a sword can have, except charge time is significantly more important since that is the primary use of the weapon. However, there are also construction tool exclusive UVs: status affiliated constructions. For example, say a wrench builds a turret; when you crafted it from 3* to 4* you got a fire affiliation UV. When you go to use that wrench now it makes a Red Rover or Rocket Puppy instead of the normal Gun Puppy; both the rocket and fire turrets have the ability to inflict fire so something would have to differentiate between them. This means you want UVs on your wrench or whatever. This also means you will be harassing Punch and vomiting all your crowns down the drain. Can you say crown sink? Due to the variety of effects a sword could potentially get as a UV such as family bonuses, the UV on the tool effects what it built except for charge bonuses. For example, say you got some attack speed on your turret making wrench. Now your turret fires faster. Punk. What if you got a stupid family bonus UV? You can still use your wrench to hit things for all of ten damage, but your same turret now also does more damage to whatever family the tool which made it has a UV for. What if you have a Swifstrike which gives universal attack speed on you, what happens then? It affects the wrench, it affects the construction. Punk. You better take those weapon bonuses. Since this is its own weapon type other weapon bonuses do not apply, such as the gun damage on Shadowsun. You have to get the "engineer" armor for bonus effects.
More will be added after I eat this stupid burger. I gave it an IQ test and it scored orange.
Later that same day
Alright, these are your five building tools to choose from. Each will recycle an existing sword mechanic somewhat. Note that none of these drop anything when killed. Not even a little heart. There is no way to heal them or take health from them to heal yourself. Switching to another weapon disables the built ally for ten seconds after which it is destroyed and you have to wait half a minute for an incurable status to go away. Remedies do not cure the construction disable. Punk. For the status UV you can only have one of those on the same tool at a time. No fire-shock-freeze-triple-max-what-the-liquids allowed around here. I know in the original thread way up there focuses more on manual control of the constructed ally but I figure more detail ought to be set on the table before we can have dinner. This is some nice silverware you have. With the status affiliation UVs it only affects the built ally, it does not make the tool inflict a status if you hit someone with it. Stop trying to smash my face with that wrench to make me freeze.
For Lumbers you have to use a maul with the same swinging mechanic as heavy swords for the basic attacks but only with a one space swing radius. The maul also has its knockback kicked down to only a fourth of a space though its swing angle stays the same and attack interruption is removed. The charge attack takes ten seconds without any charge buffs and creates a Lumber suiting the rank of the tool. At 3* you get a T1 Lumber, at 4* you get a T2 Lumber, and at 5* you get a T3 Lumber. At any variants if it has a UV to suit a status the damage it deals is reduced by 15% but it has a chance to inflict its status. All Lumbers may inflict stun on their one and only attack regardless of status affiliation, but if you get a status UV then it can do both. Just like the real ones. Check the Wiki page here to see what kind of options you have for statuses visually; fire, freeze, shock, and poison. None of this Void cattle feces.
For Scuttlebots you have to use a ball-pein hammer because you have to make little dents to train these obnoxious little snots. It recycles the Calibur/Brandish swing mechanic but only has a half space swing radius. The little hammer also has its knockback reduced to a fourth of a space or less and attack interruption removed. The charge attack takes six seconds without any charge buffs and creates a Scuttlebots suiting the rank of the tool. You probably think I just copy-paste from a template to make these but I actually rewrite it in case you feel like getting drunk and would be unable to read straight. At 3* you get a T1 Scuttlebot, at 4* you get a T2 Scuttlebot, and at 5* you get a T3 Scuttlebot. These like to run up to things and barf in their lap just like they do in the Clockworks and have a pretty decent chance to inflict a status if it has a UV for that, otherwise it follows the same rule: if it can do a status from a UV, its damage drops by 15%. On the Wiki page again you have the same four status variants: fire, freeze, shock, and poison.
For Retrodes you have to use a screwdriver to make sure all those obnoxious and lazily placed screws stay in that sucker. It recycles the Flourish swing mechanic but its swing radius is cut down to half a space, its knockback is cut down to a fourth of a space, and the attack interruption ability is removed. The charge attack takes seven seconds without any charge buffs and creates a Retrode suiting the rank of the tool; 3* makes T1, 4* makes T2, 5* makes T3. You know the drill. Retrodes have the same four status variants, fire, shock, freeze and poison, and having a status affiliated tool means 15% less damage for your robot buddy.
For Mecha Knights you have to use the classic wrench to get all those bolts tight. It recycles the Calibur/Brandish swing mechanic just like the ball-pein hammer with Scuttlebots and has the same crippling; half a space swing radius, one fourth space knockback per swing, no attack interruption. Blah blah 3* makes T1, 4* makes T2, 5* makes T3, blah. The charge attack takes eight seconds to make a Mecha Knight. You have the same exciting variety if you get a status affiliation UV but they all have issues with malfunctioning. Go back to engineering school.
For Gun Puppies you have to use a toolbox because you can keep your lunch in there next to the greasy metal parts you have to carry around to keep this ally stable when you set them up. It would be pretty funny if your turret fell over. This thing imitates the heavy sword mechanic and has the same crippled changes the maul has; one space swing radius, a quarter space knockback, no attack interruption. This thing takes nine seconds to set up because you want to cry over your sandwich getting squished and sets up a Gun Puppy. As always it follows the same star rank to tier system and does 15% less damage if the tool has a status affiliation UV. Unlike other built allies, Gun Puppies are immobile. That means you want to set up in the front row seats. You can wait out the cooldown if you want to be stupid and place it wherever you want but keep in mind enemies are fully capable of attacking you while you are trying to charge up the construction and the turret once it opens up for business. Either bump those morons away from your turret with that paper plate you call a shield or get someone else to beat their internal organs out of their nostrils in alphabetical order. You get the same status variants as the others except for one thing: there are two options for fire, Red Rover or Rocket Puppy. These two are not like the other turrets. In fact, the rocket vomiting one is downright dominant over the others. Therefore, there is only one; Red Rover. Get that other one out of here. I will not have that kind of nonsense in my house. Red Rover can drool fire.
These walls of texts... and calculations... Wow.
The index is starting to get cluttered though. I would suggest organizing them first by balancing, then branching, and third new content.
But here are some more things that should be changed:
Balance Sleep:
I noticed that the topic was suggested, but there isn't a link yet. Here's some ways to balnce sleep:
1. Make sleep be delayed by approximately 3 seconds. In other words, when an enemy is inflicted by sleep, the Zzz symbols appear, but it won't be immobile and harmless until 3 sec later. For PvE, this means dodging a bunch of attacks every time sleep wears off. For PvP, players will be able to run away before sleep makes them vulnerable.
2. Make sleeping enemies wake up from any damage they recieve: in other words, it cannot be comboed with other stats except for freeze (which would be redundant). They will also wake if shieldbumped.
3. Monsters and knights will wake if attacked by an ally.
If all these changes were implemented, this stat wuld be reduced to an ultra weak freeze (Constructs will really hurt).
Truthfully, I think only 1 and 2 should be implemened.
By the way, stun is still buggy. If it's that hard to correct, how about replacing it with a watered down sleep?
I try to keep the index organized for other threads while my own stuff is mostly in chronological order. I may as well change it since the list is getting pretty tubby. Stuff in my index which has no link yet has yet to be addressed, though for sleep I would rather throw it out than try to slap some sense into it. I would rather see the status in the external index which damages for moving. If I were to change it I would probably just take out the healing and make it temporary like freeze, but still not removable by being attacked as with freeze. It still stops the afflicted from doing anything other than sitting there while in effect but the only way to get rid of the status is to either wait it out or be damaged by anything.
Stun has always been derped. Instead of trying to replace it with something even more derped or fixing it they leave it as it is.
I am currently drawing map layouts with a few objects on the map with vague descriptions. This post is for the objects in the map as a legend to identify what means what. If my handwriting is too awful for your mind to even pretend to comprehend this may also help. Every part of the map which exists will be explained briefly and all new traps will be described in detail. Apparently there is no page on the Wiki for field traps. The first map is ten by ten and each following map has two spaces added to the width and length over what the previous had, though total surface area does not necessarily follow a specific formula.
Existing stuff
The first type of trap is the status/spike traps. The trap is in effect for about two or three seconds then lowers for another two or three. For the sake of having too many obnoxious traps on these maps, even the first couple layouts, the spike and status traps are in effect for only two seconds and lower for two. Most of the first few maps are designed to be split into four mirrored sections. The spike and status traps on diagonal sections in such maps activate at the same time while the adjacent sections are inactive, after which the other two sections get to try to kill you. This kind of trap takes up two by two spaces. On my map layouts the traps are described as the status or as spike in all capital letters. For example, a fire pad has a two by two box with FIRE diagonally in it to identify the fire pad. Shock has SHOCK, freeze has FREEZE, poison has POISON, and spikes have SPIKE. It takes a genius to figure these out.
The second type of field trap is the purple/yellow door. On the maps there may be multiple sets of doors for these switches as well as multiple switches. The switch which toggles whether a door is raised or lowered is a one by one space with P/Y not diagonally in it. All switches affect all purple/yellow relevant gates. The gates are identified by a one by two line with P or Y near it to identify which color causes it to raise while the opposite would cause it to lower.
The third type of field trap is the timed door. This works similar to the purple/yellow switch/door system but the gates being raised depends on a timed switch, which is red when inactive and green when active. While active the door is raised for ten seconds then lowers again. The switch is a square with an R inside and a number if there are multiple timed gates. The gate which corresponds with a timed switch also has an R near it similar to P/Y for alternating gates with the same number as its corresponding switch since not all timed gates have the same switch.
The fourth type of trap is explosive blocks. They explode when you hit them. What did you think would happen, a surprise birthday party? These are symbolized with a one by one square with an E sitting in there. The timer ones have TE. If an explosive block is next to another explosive block it will cause that one to explode as well, potentially allowing explosive walls of death. All explosive blocks are on spawn spots so clearing them out beforehand is useless.
The next field object is pots; normal, oil, and fire. These are identified by a circle instead of a square. Inside the circle will be a letter to identify what kind of pot it is: X means normal, O means oil, and F means fire. Normal pots are simply thrown objects which can be used to activate switches or hit a distant target. Oil pots do the same but create nine spots of flammable oil which lasts for five seconds before..whatever the oil does when it disappears. Dissipates? Drains? It does something where it goes away over time. The oil appears where the pot hits something whether close or distant. Where does the oil go? Apparently the floor eats it. Fire pots are fairly self explanatory, similar to the oil pot, but when thrown it ignites targets within a radius of one space of where it hit and can be used to ignite oil.
Another obvious yet required part of the map is the giant gaps in the floor. You can still shoot and throw things across it, but not walk on it. There was a glitch where a battlepod could bump you into this kind of area and it would be technically beneath the floor where you normally walk, but that was weird and is unnecessary for our kind of combat. These are identified in the outlined area with the word GAP somewhat diagonally floating in the shaded area.
Taking from Roarmulus, the rocket bunkers. These things are indestructible, but no one says anything about being unblockable. These do damage to enemies for those who enjoy using the scenery to their advantage and destroy destructible objects in the area. If these are in the area they activate when the battle starts and deactivate when the room is completed. These are identified by a triangle with the point upward.
If I am forgetting something feel free to point it out.
New stuff
This first one has most likely been at least attempted in the past. Basically, imagine a Graviton/Electron suction; that is the trap. Not the exploding damage, just the part where it sucks you in and you have to sit there spinning. Since this requires a circular shape the trap is three by three but its suction range is only one. This is very similar to the 3* suction range on Graviton/Electron and the suction lasts for three seconds after which the knight is not thrown or heavily damaged. All the trap does is spin you around a little. No damage. However, no one says this trap is not allowed to be next to a damaging trap or in a tight hallway where you think you want to rush through to get away from a crowd of angry parents after you told their children they should join the circus and suddenly a tiny black hole appears and you get sued to near death. This trap is symbolized with a three by three box with a G in the middle. G for Graviton.
This next one will probably confuse people. Basically, a teleporter; but not just any teleporter, a teleporter which only works with one other gateway. These are only on walls and are color coded for people who like to roll around on the floor for amusement. Both gates can be used as an entrance or exit and have the same color but only two pairs of teleporting gates appear in a single area: the first one is blue while the other is orange. That probably sounds familiar. These are identified by T-B for teleporter blue or T-O for teleporter orange. The gates could lead you to a caged area, they could lead you to a hallway, they could lead you to nowhere; depends on the map.
I see you still haven't gotten to the stuff I sent you.
This may overlap with other weapon types due to the triangular dynamic. Swords start with damage, guns start with attack speed, bombs start with charge buffs, and at the 5* branches they can divide amongst various options. The engineering concept itself only has three major features in terms of bonuses: charge improves construction time, damage bonuses affect the tool and the constructed ally, and having a status affiliation UV on the tool causes the constructed ally to lose 15% damage but become the status affiliated version of the construction. The tool itself goes from 3* to 5*, each line with its own type of construction, and has the tier to star rank system described earlier; 3* builds a T1 cosntruct, 4* builds a T2, and 5* builds a T3. Seeing as the status affiliation is exclusively for UVs or there would be interloping, bonus options come down to charge and damage bonuses. Charge means you can build the ally faster and damage means the ally does more damage. Weapons have already been detailed here. This entire concept is very similar to bombing, but instead of planting explosives it builds allies; building which has many restrictions and rules to prevent it from being overpowered. Back to the bonuses applicable; charge or damage. More charge buffs means faster building, but more damage means more damage for the ally built. If you build faster than if your already constructed ally dies constantly you can keep making more, but if it has more damage buffs then it deals more damage when deployed. This is similar to bombs in a sense where charge time and raw damage can be weighed against each other, but with bombs charge almost always takes priority over damage when both buffs are the same value; do you want +6 charge or +6 damage for bombs? Most likely charge, seeing as you can plant rapidly more with that. However, with the engineering concept it depends on how you want to use whatever constructed ally your tool creates.
With currently existing weapon specialist equipment both the helmet and torso have the same bonuses. For the engineering equipment from 2* to 4*, the helmet gives +1 damage buff for constructions while the torso gives +1 charge for construction tools. This changes at the 5* branching, but before then the user may hybridize if they plan to hybridize in spite of the restrictions if the user switches their weapon away from the tool which built their ally; if for some reason you still want to divide weapon specialization, the helmet gives damage while the torso gives charge. The defensive values scale to the other three weapon specialist lines, with slightly more normal defense than a specialized damage. Seeing as this concept imitates the lore behind the element-resistant gremlins, its specialized defense will also be element from 2* to 4*. The defense values also scale to weapon specialist values, seeing as all three have the same defense rates excluding the odd Mad Bomber. Similar to SDemo lines, the engineering equipment does not have status resistance until the 5* branches.
And now our featured presentation, the 5* branches. There are three types of branching for this: charge, damage, and hybrid.
The charge bonus at 5* gives +2 engineering charge per part, both the helmet and torso, and has resistance to shock proportionate to the fire resistance on Volcanic Demo and maintains element defense. This allows the user to build quickly and defend against a major status of construct enemies.
The second line specializes in damage, gives +2 engineering damage per part, has shadow defense instead of element, and has fire resistance scaled the same as the previous line. It may not have the charge benefits of the first line, but it has more damage for your tool (which has absurdly low damage to begin with, but what you actually want with the damage bonus is to buff your constructed ally damage) and kisses up to Firestorm Citadel.
Between these two is the hybrid line giving +1 charge and damage for engineering per part, the same split normal-element defense as the first line, and has freeze resistance. This allows the user to have some benefits to their construction time and constructed ally damage, but not necessarily a significant amount; you get some of both, not much to complain about.
The last and strangest line is similar to Deadshot; some family and weapon bonuses on the same thing. Unlike the other three lines, its specialized defense is pierce. It also has poison defense. What about the bonuses from this thing? It keeps the old +1 weapon specialist bonus on both parts, the helmet giving +1 damage and torso giving +1 charge, but both parts also have a +2 gremlin family bonus. It may not have the improved benefits of the other specialist lines, but the gremlin bonus allows the user to wipe them out while not using a constructed ally or to give the construction more damage against them. Alternatively this line could split its family bonus to +1 gremlin and +1 construct to have more versatility in specialization.
Later that same day
One last thing, a branch which specializes in the one thing which has been untouched thus far: lowering the cooldown between constructions when the built ally dies. The set has the same normal and element defense, but only gives +1 charge per part and each part lowers the cooldown effect by five seconds. Each part gives buffs to the building speed and decreases the cooldown for rapid building, creating a similar combination to Mercurial Demo. The decrease may not be too significant, but at the same time there is no other option. Why is the cooldown not a status? Remedies would instantly become overpowered as everyone and their sister tries out the new equipment to vomit as many robots as they can.
Looks like I've got some reading to do!
So the engineering class has free roaming monsters that you create? Do you control them? How much damage do they do relative to other classes? Just wondering, because if it doesn't outdamage or rival swordmasters, it seems like the engineering class is primarily for creating meat shields. So lumbers will be in high demand.
I could see the "brandish" line of engineering with quicksilvers, oilers, and ice cubes being useful in their respective environments.
I think bomber gremlins also be useful.
It seems like there might be some issues between the interaction of the engineer and the construct, such as controlling both at the same time, balance decisions such as ensuring the engineer is sufficiently exposed to combat risk, creating a fun play style that isn't "construct and dodge for 30 minutes while your construct AI battles it out," sufficiently intelligent pet AI, creating a play style that gives as interactive an experience as the other 3 classes, etc. Have you given thought to an engineer that constructs himself a mirror image of monsters, in effect becoming the monster? In the future, science may be more than just about bolts and wrenches; they might have developed much more sophisticated methods of "construction!" No, but really, this isn't about me fulfilling some RPG fantasy of mine. This idea just occurred to me when trying to figure out a way to simplify the interaction between pet and engineer. Someone else can align it conceptually with the SK environment.
You think that Engineer - Pet interaction might become an issue?
Check the original thread here which is a translation of another thread linked over there. Engineering allows you to build by using the charge attack of one of the construction tools here which act as the existing version of the construct family enemy but against your enemies rather than against us knights. There will be something to control them coming up shortly but it also has restrictions. The damage dealt by these constructed allies is the same as the enemy as if they were brought with you to whatever tier you are in scaling to the proportionate floor (3* makes a T1 construction which is not very useful for damage in T2+, so upgrade the stupid weapon to make it a higher tier) similar to how other weapons scale. The primary intent behind this idea is to imply pets but at the same time create an entirely different weapon type which has far less use offensively but can be very useful tactically, similar to how bombs work; there was a point where I thought of trap setting but that would essentially be Vaporizer bombs in the warped reality I imagined it working in. Only construct family enemies are amongst the constructable allies, meaning no other family can be built; no jellies, zombies, gremlins, lizards, bats, medics, or any of them. Only construct family (Gun Puppy, Lumber, Mecha Knight, Retrode, Scuttlebot). They have the same AI the existing enemy does unless manually controlled, which will be described as soon as I finish the post I was just working on. In the previously linked post are rules to your constructed ally, including: the charge attack of the tool builds the ally then unleashing the charge creates the ally, if you built an ally and switch to another weapon your ally is disabled for ten seconds then falls apart if you do not switch back to that same tool within ten seconds, and damage bonuses which affect the tool affect the ally you build with that same tool. The issue with hiding behind the constructed ally is combated by a few more rules, the first and major one being that if your construction dies (collapses from not having your tool switched back to after ten seconds, something smashes it, etc.) there is a cooldown period of thirty seconds before you can build anything, even if you want to use a different tool. There will be other equipment to use as an engineer aside from armor and building tools, a couple of which should be up in a few minutes.
This section is for other kinds of weapons, trinkets, shields; anything equippable outside of the specialist armor and weapon-tools which are used to build the constructed allies to begin with.
July 9, 2012
Remote Control
This first two are definitely not my original ideas and are obviously ripped from TF2. The first is a remote control for your construction which allows you to manually manipulate what the construction does and is used as a weapon. There is no basic attack but the charge attack with a base charge time of five seconds allows you to manually control your own constructed ally. The charge for this tool is affected by charge bonuses to engineering weapons and universal bonuses, such as the bonus given by Chaos armor. Your perspective switches to the construction and you have its attacks, for one exception: there is no shielding option, even for Mecha Knights; for those its shield activates automatically if an enemy projectile is fired, during which you are unable to move or attack while being vulnerable in the back the same as normal Mecha Knights. You have your basic and/or charge attacks depending on what kind of construction you are controlling. Lumbers only have a basic attack but it has a slow animation. Mecha Knights have their basic swings and spinning charge attack, but no manual shielding. Retrodes attack with their stick-arm with the basic attack and use their face-laser-vomit with their charge attack which takes five seconds to charge, and this charge is not buffed by any charge buffs on your knight. If you have damage bonuses on your knight which affect the tool which you used to construct the currently active constructed ally it still benefits them. Are you sure you wanted to pick higher charge over more damage? Scuttlebots only have their basic attack which fires three bullets in short range. Gun Puppies use a charge attack which also has a five second charge time, and is again not affected by your own charge buffs. If you are not manually controlling then they act naturally. As natural as a machine can act. Beep boop. While controlling an ally you have no control over your knight and must stay within a radius of twenty or it automatically switches back to your normal perspective and your ally returns to whatever they would normally do from wherever you positioned them. While you are away from your own knight you are completely vulnerable and can be attacked as though you had walked away from your computer to urinate on the wall for a while. While using this tool your ally is not subject to the ten second disabling which normally happens when you switch to another weapon. Visually, this weapon could be a little remote controller; however this may cause further discomfort for the TF2 team.
Repairing tool
The second one is another rip from TF2, a weapon which heals a friendly constructed ally and not other knights. It can be used to on your own construction, but unlike the controlling weapon this repairing weapon does not evade the disabling effect from switching away from your build tool. However, no one says anything about using this on a constructed ally built and manually controlled by someone else. Technically this is a healing weapon but it only affects constructed allies, which have limited health. There is no way to heal knights, there is no other way to heal constructed allies unless you kill and rebuild them, there is no way to steal health from constructed allies; in no way does or can this heal knights at all whatsoever. It only has use for constructed allies. Other than that it has the same horribly low damage that building tools do, but it needs an attack mechanic first. Its built ally repair ability is exclusively for its charge attack which benefits from engineer weapon charge buffs, giving another reason to build faster, but its healing ability is still fairly limited to prevent duo infinite tanking. The base charge time is eight seconds at all star ranks, going from 3* to 5*, but has no ability outside of repairing a single constructed ally at a time with a limited amount. I repeat, this is in no way a healing weapon for knights. If no one in the party is using a construction tool to make a constructed ally this is just the wrench tool used to make Mecha Knights with equally horrible damage but instead of building a constructed ally it repairs them if damaged, but has absolutely no use without an ally to fix.
Engineer support shield
The third one is a shield. Not just any shield, a shield which creates a little shield for your constructed ally; basically the proposed effect here for a completely different shield which creates a weaker shield with 30% of the defenses and health of the shield itself on your constructed ally. Not the construction of someone on your team, your own construction only. The shield itself has normal, element, and shock defense; the staples of any robot. How much defense does it have? It still has to have defense to be useful, but not too much defense to prevent a highly versatile rival amongst what we already have. To avoid another energy sink, it starts as a 5* boss token reward with max shock resistance and six bars of normal and element defense at once. It only has a total of twelve defense bars and only one status resistance, but it helps defend your constructed ally. See the ally shielding notes in the previous link for thorough details on the mechanic. The shield itself functions normally for you as the user, but for the ally which the team shielding effect affects (in this case your own constructed ally) with 30% efficiency of its defense for you as the user, and if either of your bubbles are damage it affects the other as if they were both hit with the same attack. If your knight is attacked while shielding it has a more significant effect on the shield you have on your constructed ally, but if the shield on your constructed ally is damaged it still damages the shield on your knight but does not have as significant an affect. The shield on your ally may break, but you still have your own shield. Back to the shield stats to clarify at H1 5*: six bars of normal, six bars element, full shock resistance, the average nine bars of health for a 5* shield, and the ally shielding effect for your own constructed ally only. This shield only affects constructed allies which have health (Retrodes, Lumbers, etc.) and has no effect on constructions which do not have health (barricades, tower).
Slightly later that same day
Trinkets
Remember how there are Krogmo trinkets for weapon specialist buffs? Engineers get the same thing: +1 for the 4* with either charge or damage bonuses while the 5* trinkets give +2 charge or damage for engineering weapons. How bland. Then again, so are the trinkets.
July 10, 2012
Barricades
This is more of a buildable object than a combat machine, separating the engineer from swords and guns while going beyond the tactical support ability bombs have without stepping on its feet; this first object is a weapon which builds a tripod of metal bars, the kind in the Seerus expansion mission which is destroyed after one to three attacks depending on the tool star rank. Anyone can attack and damage these barricades, enemy and ally alike, and it acts the same as the existing tripod barricade; attacks do not go through it but it is easily destroyed. Unlike your precious constructed allies, this building tool allows you to have more than one of these at a time; having multiple of this kind of tool equipped at once does not you to have a giant wall of barricades. That would be silly. Similar to the other construction tools, this line starts at 3* and ends at 5*; at 3* the built barricade can only take one hit and you can have one at once, at 4* the built barricade can take two hits and you can have two at once, and at 5* the built barricade can take three hits and you can have three at once. If you have multiple of this engineering tool the maximum amount of barricades buildable at once is based on the tool with the highest amount. That means everyone has to get a 5* or their barricades are horrible weak, right? Mostly. Unlike the other building tools, this one does not have status UVs to make it affiliated with a status; instead it has UVs for the amount buildable at once and the amount of attacks each barricade can take before being destroyed. The barricade amount improving UV goes from +1 to +3 while the barricade health buff goes from +1 to +3 hits before being destroyed. Unlike your constructed allies, when a barricade is destroyed the only thing stopping you from making another is the charge time of ten seconds with no bonuses at every star rank. Back to the UVs and what not, with a 5* and double max UV on both bonuses you can have a total of six barricades which each can take six hits before being destroyed. However, dat charge time; is it worth the charge time to be setting up barricades or would you rather vomit swords on everything? Unlike the other construction tools, the barricade tool only has UVs for more barricades at once, more health per barricade, attack speed, and charge; it benefits from engineering tool bonuses as other construction tools do. This tool has the same attack mechanic as the toolbox weapon which builds a Gun Puppy, but instead of your little lunchbox the tool for the barricades is a bar of metal. It has the same diminished abilities of the heavy sword mechanic and horrible damage, but at least it has pretty wide swing range. While using this tool if you already constructed an ally switching to the barricade tool does not provoke the disabling effect which normally happens when you switch away from your construction tool. However, while switching between weapons if you do not have the weapon in your hand friendly to keeping your constructed ally alive (the same building tool which was used to build it, the remote control, the barricade tool, etc.) then after the unavoidable ten seconds of being unresponsive your constructed ally dies and the thirty second cooldown occurs. Switching from your building tool to anything else provokes the ten second disable, not just switching to a weapon which does not keep it alive; this is to prevent abuse of support engineer tools for overpowered soloing tactics.
July 19, 2012
Buffing Tower
After sitting on the toilet for a while, reading the paper upside down, I remembered an old idea about flags; more specifically, flags that give allies damage bonuses. The damage bonus and attack ability of the user while buffing would be very limited, considering how substantial the bonuses can accumulate to. Damage bonuses are often favored by sword and gun users while bombers prefer charge time reduction. However, gunners need at least one trinket unless they have UVs to get the maximum damage buff (+6). Seeing as there is variety in supportive engineering tools, the radio tower style tool allows the engineer to build a small immobile object which takes the role of a constructed ally. That means if you switch to an incompatible weapon which does not allow your constructed ally to stay alive the tower collapses and you have to wait out the cooldown. The radio tower itself is only one space in surface area in terms of floor coverage but is as sturdy as barricades; instead of taking damage to a health meter it can only take a certain number of hits and may not be healed. Also, if you switch to an incompatible weapon which does not allow your constructed ally to stay and triggers the ten second disabling effect, the transmission which buffs nearby allies is also disabled. The buffing ability is only active so long as the tower is. The buffing zone itself is a white ring similar in appearance to Slag Guard warning rings, meaning the circle is not filled in with a white layer, but only covers a two space radius. That means you have to stand close to it to gain the bonus. Remember, the tower is like a Gun Puppy in the sense that it may not be moved once placed. If you want to move you would have to destroy the first one, wait for the cooldown, then place another one.
The tool for this construction is the same toolbox mechanic the turret uses, but reskinned to appear different; it has the same attack mechanic but takes twelve seconds to charge with no bonuses to charge time reduction. The user is also slowed significantly while charging (Graviton/Electron/Big Angry).
Once active the radio tower sends a constant damage buffing transmission to allies within its radius, the epicenter being the tower itself. Stand within its ring if you want the bonus. Leaving the ring removes its bonus because you are not receiving the transmission anymore. Silly.
The weapon line for this tool begins at 3*, similar to other tools. The 3* buffing radius is only one space around the tower, it can only take one hit before being destroyed, and it only gives +1 universal damage for allies (including constructed allies built by other knights in your team) within its buffing radius. At 4* the buffing radius extends to one and a half spaces, it can take two hits before being destroyed, and it gives +2 universal damage for allies (still effects constructions built by knights on your team) within its buffing radius. At 5* the buffing radius increases to a whole two spaces, it can take three hits before being destroyed, and it gives +3 universal damage for allies; yes, that also means constructions built by people on your team. You may not be able to build your own construction while the tower is up, but at least you can buff what other people make. Since the building tool used to make it is, in fact, a building tool, switching to another weapon which is not compatible with having a constructed ally (certain engineering weapons and all swords, guns, and bombs) will cause the ten second disabling effect during which the tower will no longer give buffs and will collapse if you do not switch back to a compatible weapon before the timer runs out. Technically the tower can be branched for family bonuses and attack speed, but the engineer armor already gives bonuses. Unlike barricades, the tower may not be fired over; you have to aim so the tower is not in the path of the attack. Work with a bunch of other engineers to create an indestructible base of bullets and death. Deadly death. That makes your enemies dead. Exquisite.
This tool has less UV options than most of the other tools: charge time reduction, buffing ability increase, buffing radius increase, and hits taken before destruction increase. Charge time reduction is self explanatory, half a second reduced for every bonus for a maximum accumulation of six seconds taken off the charge time resulting in the charge only taking six seconds. Buffing ability increase varies from +1 to +3 added onto what the tower would already add, meaning with the highest UV rating and 5* the tower can give +6 universal damage to allies. Does this mean you only need one engineer and three Nitronome/Barrage/Radiant Sun/something-which-explodes-in-an-area-of-effect-but-is-not-a-Vaporizer-because-their-damaging-radius-is-only-one? No, the tower has the same survival system that barricades do; they can only take a few hits before being destroyed. That means if someone on your team attacks the tower it still takes damage. The buffing radius increase only has one variant: +1 space radius. This UV only has one option, one degree, one is the loneliest number; it increases the effective buffing radius by one space. One. No more. Back to allies trying to destroy something that gives them damage bonuses, the UV varies from +1 to +3 hits it can take before being destroyed. Keep in mind you can only have one tower at a time.
July 22, 2012
Landmine pad
This tool is purely support based, but can be used with only one knight. It places a small (one by one space size) pad with a personal colorized ring. It has health like barricades and buffing towers and is destroyed once used. What is it used for? The little ring on the pad identifies where to place a bomb. What happens if you place a bomb there? It locks into the pad and creates a landmine, activating once an enemy steps within range of the blast radius which stays visible once the bomb is placed on the pad but does not activate until it identifies an enemy has stepped into its radius. Once detonated both the bomb and landmine pad are removed, though if the pad is destroyed by enemy ranged attacks or anyone in your own party (including yourself) the bomb is not detonated and the pad is also removed. A bomb may only be locked into a pad after it has been set following a base charge time of seven seconds for the pad user. It has no basic attack and does no damage on its own, though it does have another effect: if a friendly engineered ally (built by you or someone in your party, only constructions may receive the bonus) stands on the pad they gain a bonus to their attack damage and speed based on the star rank of the pad or the pad cushions attacks received while they are standing on it. This means there are two branches, both having the same bomb-landmine ability: one gives constructed allies standing on it damage and attack speed buffs while the second branch takes hits for the construction until it breaks (pads have the same tanking ability barricades do; instead of having a pool of health it can only take a certain amount of hits before being destroyed). Similar to barricades, if a pad is destroyed there is no cooldown disabling any building. Unlike barricades, the pad does not count as a constructed ally. That means you can set a pad then put a turret on it for the buffs. However, only one pad may be placed per square. No multi-padding to stack bonuses. Also unlike barricades, the amount of pads allowed to be built at a time does not increase by star rank. Instead it is one of the UVs possible for the tool. We will be getting to that shortly.
This tool begins its alchemy line at 3*, same as usual, with only one variant: when a bomb is dropped on it the bomb becomes a land mine and only triggers once an enemy steps in the blast radius which is visually represented as if the bomb has recently been placed. Once a bomb is locked onto a pad the fuse will count down as if it were about to explode but instead the radius and bomb stay. This means the bomb is armed and ready to detonate but will only do so when activated or if the pad is destroyed. The 3* variant can only take two hits before breaking. At 4* it branches. The first branch grants constructed allies (as long as it was built by someone in your party) which are standing on it +1 universal attack speed and damage as well as the 3* ability, but the buffs only stay so long as the construction is standing on the pad. The other branch has the attack cushioning effect which redirects damage taken by one friendly knight/construction standing on it. Having everyone in the party stand on the same pad does not cushion it for everyone, only the top priority: the first is the knight who built it, the second is the constructed ally of the builder, then it goes through all the knights in the party order starting from the top, then their constructed allies in the same order. Both 4* branches can take three hits before breaking. The 5* branches extend their specializations further. The buffing line still has the ability to turn bombs into landmines, but its buffs bump up to +2 universal damage and attack speed (again, only constructions may receive this bonus) while a (one) friendly constructed ally is standing on it. The other line still has the same cushioning ability but has two more base "health" than the buffing line. The 5* buffing branch can take four hits before being destroyed while the 5* cushioning line can take six hits before being destroyed, but the 5* cushioning variant has a base charge time of ten seconds. Both have the ability to turn a bomb into a landmine and without UVs you can only have one pad active at a time. The base charge time throughout their alchemy lines is always seven seconds except for the 5* cushioning line and movement speed is standard (Nitronome, etc.) while charging.
Now for the 'fun' part, UVs. The first UV allows the user to place more pads at a time, though only +1 or +2 to the count. You can only place as many pads as the tool says and may not have different types of pads active at once. If you want to use the 5* buffing pad with a +2 count UV you may not switch to a 5* cushioning pad with no UV and place a second or third pad. Only one type of pad at a time. That applies to different star ranks. The second UV is "health" bonuses to the pad, giving it a higher hit count before it breaks. This UV only goes up from +1 to +3 but it makes a difference in the battlefield. If you use the 5* cushioning line and get a +3 hit count UV it will be able to take nine hits before being destroyed. If you place a turret on that cushioning pad it can take nine hits before the turret is even touched. Note that pads are not targetable and are not affected by statuses by themselves. If something is on fire or electrocuted stands next to it the miniscule area of effect from the status will impact the pad if they are standing close enough to it or on top of it. The third one is fairly obvious, charge time reduction. Seven second base charge time? Most weapons are only five. There are no family bonuses, no attack speed, no allowing more than one bomb per pad; this is a completely support based tool which engineers gain many bonuses from. It also benefits bombers since it does not require the user to keep the pad or a compatible tool in hand to use, but only bombers and engineers benefit from this tool. It gives nothing for gunners or swordsmen. Gunners already get barricades. Swordsmen are too busy headbutting things in the face to care what a bunch of knights playing with metal toys are doing.
July 23, 2012
Turret booth
This is another you-use-a-support-tool-to-help-someone-on-your-team kind of tool/weapon/thing. Remember how the pad turns bombs into landmines, whether it was placed by you or someone in your party? Do you also remember how barricades do not allow our guns to fire over them? Probably not that second one, but this is where that rule changes. Normally if a gunner tries to fire through a barricade it would hit the barricade instead of going over like your Gun Puppy bullets do. Why not Zoi- you, not that other thing? This tool builds a cylindrical booth with a little slit to see through and an opening for the gun to poke out through. This little booth has the same hit count system that barricades, buffing towers, and the pads do. Only one can be placed at a time and there is no UV to change that. When placed (the tool weapon mechanic will be addressed after this section) it creates the cylindrical booth. Once entered by a friendly knight to whoever built the booth, they may only use guns while in there; once they switch to a gun it pokes out of the aiming direction side of the booth (it starts as aiming in the opposite direction they entered from) and they can fire through it. The booth itself is two one by one space circles, one as the floor and the other as the ceiling, while the cylindrical wall is a translucent force field which matches the personal color of the engineer who built it. The barrier becomes more transparent as its "health" lowers. Back to the gunner who is not making a phone call in the booth, they can turn and fire normally but may not move around while in it. Shielding while in the booth causes the knight to exit. While in the booth they are immobile, meaning if someone on the enemy party derps up to them and plants a Big Angry as long as the booth is still able to take a hit the knight inside will not be touched. However, if that same enemy bomber breaks the booth before the bomb detonates then the gunner who was inside is vulnerable to the blast. Kaboom. While in the booth, the gunner within may fire with safety inside it; they also get to fire their projectiles over friendly barricades instead of into them. The pad from yesterday does stack with this booth tool but the booth counts as a constructed ally. However, switching from the weapon which built the booth to an incompatible weapon does not cause the disabling effect; this is to encourage versatility with engineering tools even if you do not use them as your primary means of offense.
The weapon mechanic is similar to the pad. It has no basic attack and the charge builds, meaning if this is your only weapon equipped you should have not been stupid. If you plan on being a supportive engineer in a party it works fine, but if you are forever alone with your weapon slots full of support tools you are doing it wrong. To build the booth which turns gunners into turrets the engineer has to load a ten second charge time which heavily restricts movement speed while charging (Graviton/Big Angry/etc.). Similar to most engineer weapons this line starts at 3* and has two branches: one to give gun damage buffs while in the booth and the other gun attack speed buffs while in the booth. Note that these buffs are only in effect while in the booth. Also note that the booth is not a toilet and the walls can be seen through. Do not do what you were just thinking of doing. At 3* it only has the ability to turn gunners into turrets which fire over friendly barricades instead of breaking them and can take only one hit before being destroyed. At 4* it branches to either damage or firing speed, each giving only +1 of their bonus for guns exclusively, and can take two hits before being destroyed. At 5* the branches continue with their bonuses improved to +2 of their effect; one branch will give +2 universal gun damage while in the booth while the other gives +2 gun attack speed while in the booth, both branches can only take three hits before being destroyed. These bonuses are given only to the knight in the booth. If you build the booth and someone else goes in to take the buffs you will not get the buffs because you are standing outside. Where the pad tool while in hand is simply the pad, the booth tool is the two disks held together like a couple oversized metal cookies.
Time for the 'fun' part again: UVs. There is no UV to increase how many booths may be built at once, but there is a UV to increase the hit count before the booth is destroyed; it ranges from +1 to +3 hit count bonus. That means if you have either of the 5* booths with a +3 hit count UV it can take six hits before being destroyed, but the charge time is still ten seconds and while charging you are extremely slow. Unlike most other tools, this one does have family bonus UVs for the gunner in the booth which also affects the tool which the engineer used to build it; not that you could attack with it, but at least you know what buffs from UVs you get from the thing in your hand. However, the family damage bonus UVs only extend from +1 to +4 (Very High) but all six families may appear in the UV. The last kind of UV for this tool is charge time reduction varying from a +1 to +6 bonus because you need all the charge buffs you can get for this tool. Double the charge time of Graviton but the same movement speed while charging. Lovely.
July 26, 2012
The tracker
This tool has one use: tags an enemy for your constructed ally to attack exclusively until the target is eliminated, even if they go out of range, by making contact with the tool charge attack to the target. The tool itself is essentially the same as the wrench mechanic (see here under the Mecha Knight information) but the charge attack is different and the tool itself is not a wrench. The charge attack has a varied base time depending on star rank and once released imitates the initial swing of Brandish lines but there are no explosions. If an enemy is hit, the first impacted if multiple are affected by the attack, they receive an irremovable status similar to the disabling effect caused by having certain constructions destroyed which flashes a red target (two circles with a dot in the center) over the targeted enemy which lasts for thirty seconds. While targeted if the user of this tool has a constructed ally or builds one while something is targeted it will chase that targeted enemy until either the effect wears off or the target dies; not if they go out of a certain range, not if they use a remedy because that will not remove the targeting effect, but only if they die or hide. Considering the machines have the ability to track regardless of whether they have visual contact the only way they can hide is if they move to an intricate maze in which the machine, if it is mobile because Gun Puppies are not able to chase (if you tag an enemy and your construction is a Gun Puppy it will simply fire toward the tagged target regardless of how far away they may be), will find them eventually. If the construction can attack (Lumber area of effect attacks) it will do so if the tagged target is within range of being hit. It will find you. And it will kill you. This tagging tool is compatible with having a constructed ally active, for once, and has an active effect which may be used while away from your construction. You can sneak up behind someone, smack them with the charge, then watch as your machine hunts them down mercilessly. A single target technically can be under multiple tags, meaning if there are multiple engineers each using this tool who tag the same enemy they will find multiple machines chasing after them. The targeting effect shows as a status. If you were tagged by this tool, hovering your cursor over the icon where statuses normally line up will show who tagged you so you know which tag is going to end soon. The hard part is remembering which machine belongs to which engineer. If they are all using the same kind then all you have to do is avoid being spotted by any of them, since they chase you if you come within a certain range based on the existing AI; basically, if it is on your screen it notices you. However, if you were tagged and the machine locks onto you it knows where you are even if you are ten map lengths away; same area, it can still find you.
The alchemy path for this tool begins at 3* similar to most of the other tools but has a particularly unique reason to upgrade. At 3* the base charge time is eight seconds, at 4* it lowers to seven, and at 5* it lowers to five. No special effect, no branches; yet. There may be something later.
Until other effects come up, the only UVs for this tool are charge time reduction and attack speed increase. The basic attack does not tag but it still swings.
August 24, 2012
The Buddy
Been a while since I made one of these.
Alright, kiddies, today I have a funky treat for all of you; not a disco song, a new toy for all you robot obsessed freaks. Try not to worry too much about being a freak, this particular device makes us look normal: the "little buddy". This is not what you are probably thinking. This is a tiny midget-bot which helps you around the metal yard but has no offensive ability of its own. Once built it counts as your one constructed ally but still allows you to build support objects such as barricades, the tower, the turret booth (things that also have no offensive ability alone because they do not attack; tools which build attacking machines such as a Lumber are not compatible with this). Upon construction (activation of charge using the tool for this machine), Buddy follows you around. It has very little health (scaled to half the Scuttlebot line, which is based on actual Scuttlebots; dies in one or two hits within its own tier against regular attacks) and does not retaliate when attacked. Why would anyone want to use this stupid little duck? The tool used to build Buddy, its basic attack, can be used to hit/"tag" a friendly constructed ally for thirty seconds. While tagged their Buddy is tasked to repair (see repair tool) that constructed ally until it dies or the tagging effect wears off, after which it runs back to you. If you are not within its area of vision (if you were standing in its place, not being able to see you) it teleports to your side. There is no option to make it stay somewhere. There is no option to make it run away and hide. It either follows you around uselessly or you have to task it to keep a constructed ally one of your buddies built. Buddy runs at the same base speed as the average knight but is approximately the size of a Knocker. It holds a Wrench Wand similar to Menders but can never heal knights. Ever. Buddy gains minor abilities when it upgrades (goes from 3* to 5* as other tools do) but never targets enemies to do anything. Also, only one Buddy can be tasked to a single constructed ally at a time. Tagging a constructed ally to task your Buddy to keep them repaired is done through the charge attack being used on the target machine. Normally using the charge attack when you already have something built would cause you to build again, but hitting a friendly constructed ally tasks; hitting the air causes it to be rebuilt normally. By rebuilding the first machine self destructs (does not explode, it simply dies) to allow for a new machine to function (starts with full health; meant to be used when your machine has low health and you want to make another one to replace it instead of using a repair tool). Buddy does not recognize if the target machine is poisoned which would cause poison-heal damage. Silly robots.
Buddy starts at 3*, as previously mentioned, and only has the ability to repair/heal friendly constructed allies (built by teammates) with a low rate (5% of target max health per second, similar to moths/butterflies/Silkwings). If not tasked to repair a friendly machine it will follow you and ignore any attacks received until death, in which case it would be dead. When tasked to a constructed ally or while following its creator it essentially acts like a moth/butterfly/Silkwing (if the followed target is moving it will follow, if standing still it will also stand still).
When Buddy gets to 4* it gains a weird ability: after being tasked to keep a friendly machine alive, if it dies its max health (the full max health, the little it had) is transferred to the machine it was healing (does not exceed maximum health on the machine transferred to). It still has the same repairing rate, though slightly increased (7% instead of 5%, still repairs by the second). Its health also increases scaled to half of what a Scuttlebot constructed ally would have, which is still very low.
At 5* Buddy has two branching options: repair more, or a combination of shielding and repair very little. The improved repair branch has the same abilities as the 4* but its repair rate raises from 7% to 10% target health per second. Nothing particularly special about this. It repairs friendly machines more and transfers health to its tasked machine (if the task-tag effect wears off or is not in effect when it dies no transferal occurs; Buddy never {never} gives health to knights/players) based on its own max health.
The other 5* branch gives up most of its repairing ability (instead of the 7% per second as 4* it only repairs 3% a second in this 5* variant) and health transferal upon death in exchange for a defensive ability: creates a bubble around itself or the tasked constructed ally. It bubbles itself if damage when not tasked to a machine, bubbles the friendly constructed ally if tasked. This bubble effect is only available through this 5* branch (does not appear in 4*- variants) and behaves as a knight shield (breaks if damaged, repairs itself over time). The bubble effect is also its only means to repair (it can only heal the machine which has its bubble effect active; does not effect knights/players). The bubble itself has the following defenses:
- 3.5 bars of normal defense
- 3.5 bars of element defense
- 4 bars shield health
- Full shock resistance
- Repairs 2% max health per second
While affected by the bubble-shield movement speed is halved for the bubbled machine (whether the Buddy itself or the friendly constructed ally; if it is a turret it will not move anyway making this negative effect void for turrets). Each Buddy may only have one bubble active at a time. Again, this effect does not benefit knights/players by shielding or healing them. If your Buddy gives its bubble to a friendly constructed ally it will only be able to follow the tasked machine. If bubbling itself it will follow you around while shielding, though it will move slower than you.
The tool which builds Buddy is a white toolbox with the medical cross on the front face of the box. Base charge time to builld a Buddy is eight seconds. The tool shares the same basic attack mechanic as the tool which builds turrets/Gun Puppies.
Last and least, UVs. We get the obvious charge reduction (the tool receives natural charge time reduction from heat levels as all weapons and tools do), same as all weapons. We also get attack speed for swinging a toolbox around. Considering how powerful Buddy functions as a support machine, no other UVs are necessary. Damage bonuses do not benefit Buddy in any way (repairing rate is not modifiable).
More will be added later. Punk.
Sorry man, I tried reading through all of that, including the original post, but I guess I missed which features you had borrowed from the original concept and which ones not. Chalk it up to limited mental capacity.
Also what is "tier appropriate damage"? Or do you not have a mark on that, yet? I just want to know what kind of damage to expect relative to the other weapon classes. If it's the same damage as the actual monster from that tier, then that's really low compared to every other class. Anyways, I'll stop bothering you.
What did I borrow/steal from the original post? The term, basically: "engineering". I had no other way to word it without making it "pets", and it also set a chain of mental reactions which created the colorful objects which fell out of my nostrils and created my own ideas. The other thread is mostly about pets rather than construction with limitations and the broken English raised a couple issues at times.
The only way I could explain it is by using the inappropriate star rank in a different tier. For example, by using a 4*+ weapon or 1*- in T2 you do less damage but using 2* or 3* weapons in T2 you do more. If the tier is not the same it does less damage. This may cause issues seeing as there are only 3*+ variants, but the damage values you want come from the constructed ally itself. The tier scaling would affect damage dealt by using the tool as a weapon as well as your construction, meaning if you want to use the 5* in T1 your robot buddy does less damage proportionately to how much health things have than in T3. If you take the 4* T2 ally into either T1 or T3 it does less damage proportionately to the health enemies have compared to what it would do in T2.
No need to stop asking questions, it answers what others may be too shy to ask. As long as there are no stupid/unnecessary questions, such as:
"Why is your avatar a box?"
"What is a wrench?"
"How do I post a response?"
And much more! Buy now and get double the offer! You heard right, double the stupid questions and none of the valid intentions! Order now because supplies are limited! Constant exclamation!
No, seriously, there is nothing wrong with asking what is not made clear.
Double the offer? Oh golly gee!
So why is your avatar a box? How would you feel if it were a spiral instead of a cube box? Do you ever have symptoms of carpal tunnel?
I explained it a couple times in the past. The answer lies here.
After I finish my equipment tutorial linked in the index I ought to be able to grind out more stuff for my story which is also linked in the index. What does that have to do with this suggestion thread? It means I am mentally kicked to have more thoughts for new stuff. Sturrf. It also means more literature that all of four people will read.
Now I feel obliged to make new stuff.
Here is a replacement lightbulb while I work on some new stuff. Right now. I am going to stop elongating this post to start it.
Starting now.
well i searched the OP and i didn't find anything on this, and it is a good idea i have seen somewhere else (I cant find the thread, sorry):
Add an upgrade path to the SS that deals normal damage and keeps the random status charge. And uses the old SS skin for the 4*.
That comes from the equipment project by Kentard, which is linked in the index for stuff in other threads. I remember seeing it.
For those who have not been paying attention today I made a new construction tool here which creates little barricades under July 10, 2012.
Personal obligation.
Actually, I think I have a couple ideas already. Snort snort.
Luguriu, you need to be moderator of all suggestions
This is going to be based on previous ideas here, originally intended for a gauntlet type weapon.
Cutter is [occasionally] known as the "assassin" weapon, delivering several unexpected consecutive slashes when the opponent is unable to retaliate at the moment and is attempting to redial to call again. The proposed branch today takes that surprise concept and takes it to a whole new level. The basic attack combo stays relatively stable, but the basic attack loses two whole basic attacks in its combo and has a 30% damage reduction compared to the other two lines. It also has pure shadow damage with no chance to inflict a status. It has the same base charge rate of five seconds and attack mechanic, but the major change is in the charge attack: instead of vomiting several slashes while standing still, the user becomes a shadow on the floor and moves three spaces in the direction where the charge attack was unleashed, then rises out of the floor facing where they were once standing and delivers a single slash with 150% damage of the first basic attack with one space of knockback. The charge attack does not have significant accumulative damage but sets up the user to attack from behind shortly before being noticed, but due to its pure shadow damage is less effective against Trojans. The basic combo still has only three swings, but each swing retains the second transparent swing with diminished damage compared to the actual swings as with all Cutter lines. This branch technically has far less potential and immediate damage in exchange for the "burrowing" ability, though the user-shadow-you-are-in-the-floor makes it obvious for others to see you when used against other players and travels at the same speed as if you were charging a Graviton/Big Angry; very slowly. The charge is not interruptable while moving as a shadow but once you reappear you are entirely vulnerable again and must wait for the single slice to end before acting on your own will. The weapon itself is the Dread Venom model without the green aura effect and a purple-gray blade with deep purple along the edge of the ridges.
I would take the job if Three Rings asked or opened a position.
I think you need to discuss about this. This idea is nice and amazing.
New Blast Network Maps
> http://forums.spiralknights.com/en/node/59786#comment-431677
My idea(and other contributing players') for BN maps:
http://forums.spiralknights.com/en/node/58473
Lol. Maybe we should combine it together. Ask Luguiru for balancing it :p
http://forums.spiralknights.com/en/node/59786#comment-431677
combine
with
I was waiting for a real Blast Network veteran to stop by for those, seeing as all I do when I play the minigame is steal all the upgrades and bother people.
Looking over the maps in this one most of them seem well designed. Most of the traps here seem compatible with the Clockworks. I will add both to the index under minigames in case someone more competent wants to strip it down. No peeking.
Whoa too much text.
+9999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999
ONLY to the "Construction" Idea
¬ Sppw
This is somewhat off topic, but it seems that spin charge attacks (Calibur lines, Fang of Vog) have a slower animation when used with Plate equipment, which reduces attack speed, by about a quarter of a second. Seeing as Fang of Vog is slower than Calibur lines, this could mean that having reduced attack speed allows for more spin attack impacts.
If someone would test with a Calibur line whether it can impact four times while using Plate that would be exquisite. I would test it myself but the scenario does not often arise when I happen to be using my Volcanic or Ancient Plate sets with my Vanquisher around enemies which have enough health to take more than three spins before death.
For the engineering concept, yes, it is a large amount of text. Most of it involves restrictions and UV potential in hopes of balancing the "combat pet" concept without simply making it combat pets as countless have attempted in the past. "Herp derp it are a pet that fight for you good." No. That is bad. Bad dog. With more substantial suggestions I try to take into account issues in the game such as crown inflation or unfavorable equipment after balancing it against existing mechanics, such as the several restrictions on building and support engineer tools: limits on how many things can be used, how compatible certain tools are with other tools, team support ability, strategic building, et cetera; an overpowered and unreasonable concept becomes more realistic. I am not going to attempt this with dual wielding or two-handed weapons so do not ask. I am also not going to attempt healing weapons for knights. I am fully aware in the engineering support tools there is a repairing tool, but that is only for friendly constructed allies which were built from an engineering tool and there is no way to take health from them. If I remember/think/take notice of anything else absurd/silly which has been reattempted constantly and is always defeated I will have to look through the list of them and pick most of them to be thrown out the window.
can you judge my flamethrower idea more carefully? last time was quite a mess...
http://forums.spiralknights.com/en/node/46271
it would be glad to have your judgment to this
Luguiru, would you please consider this idea? Thanks.
I was already in the flamethrower thread. It came down to confliction with Vaporizer lines and particle lag. It conflicts with the Vaporizer mechanic and creates a W+M1 (move forward while holding attack) weapon which can be easily spammed while vomiting constant particles. Imagine the particle effect when Vanaduke hammers the floor. Now imagine that lag as constant.
I was also already in that gauntlet thread. It is still a copy of previous threads.
Seeing as the engineering stuff is getting tubby, this post is dedicated to listing which tools let you have a constructed ally without triggering the disable and other rules.
Construction tools for friendly robots
These are the tools listed here: the maul which allows you to build a Lumber, the ball-pein hammer which allows you to build a Scuttlebot, the screwdriver which allows you to build a Retrode, the wrench which allows you to build a Mecha Knight, and the toolbox which allows you to create a Gun Puppy. These are the attacking constructed allies. You may only have one constructed ally at a time. If you switch to another weapon which is not compatible with having a constructed ally (certain engineer tools and all swords, guns, and bombs) your constructed ally will be disabled (no moving, attacking, anything; they are completely stuck) for ten seconds. During these ten seconds you may switch to a weapon which is compatible with having a constructed ally (if you already built something, if you switch to a tool which creates another attacking constructed ally it counts as incompatible; if you build a Gun Puppy and switch to the wrench it triggers the disabling effect) or your machine will die regardless of health, shielding, or effects applied and will cause the builder to be unable to build anything (another attacking machine, barricades; anything that builds is disabled and will not let you charge to try to build) for thirty seconds unless they are wearing something which reduces the cooldown (that one engineer specialist armor which reduces the cooldown by five seconds per part). If you have not yet built a construction then it can not affect you because you have no construction to worry about yet. Each tool is only compatible with the specific type of construction it makes.
Engineer specialist armor
This is just armor, it has no relevance to what weapon is in your hands. Engineer buffs (charge/attack speed/damage buffs) affect the tool in your hands and your constructed ally. That means if you use the toolbox and make a turret and you use the engineer specialist armor which gives +4 damage for the set your turret also gets the buff. However, if you switch your weapon to something incompatible you have to deal with the disabling effect.
The remote control
This is compatible with having a constructed ally but has restrictive use as the tool itself. In terms of how it works after building a construction, nothing changes; it feels like you are still using the tool which you built your construction with but now you can manually control it. Keep in mind while manually controlling that your perspective changes to the construction and your knight is completely vulnerable. Constructions only have the options to move (except for immobile constructions; Gun Puppy) and attack while your shield command (default is set as X) switches back to your knight. Mecha Knights shield by themselves when a projectile is fired and completely stops them from moving and attacking while they are shielding. This is to prevent abuse of the shield they have.
Repairing tool
This is the last time I am going to repeat it: this tool does not in any way heal knights at all whatsoever. It only heals constructed allies built by people in your team, including your own construction. However, it is not compatible with having a constructed ally active; that means if you built a Gun Puppy and switch to the repairing tool, your turret goes through the disabling effect. However, if the constructed ally does not have an active effect (barricades) it just sits there as it always does. If it has any active effect (attacking, giving a buff, etc.) then it is disabled until you switch back to a compatible weapon.
The shield which makes a little bubble on your own constructed ally
This is a shield, not a weapon. The ally shielding effect for your construction only works for constructions which have health (Lumber, etc.) and has no effect on constructions which do not have health (barricades, tower).
Trinkets with engineer specific bonuses
These are just trinkets. Stop getting distracted.
Barricades
This tool is a little strange. Technically, having even one barricade counts as having a constructed ally; however, since it has no active effect it is immune to the disable-collapse effect which the other constructions are vulnerable to. However forever, if you switch to a weapon which is not an engineer weapon, then it has only ten seconds to live. However with a lever, there is no half minute cooldown to wait for if a barricade is taken down. That means if you have an ally who builds a turret you can build barricades which it fires over, not damaging your barricades, then switch to the repairing tool to keep their turret alive while they do whatever. Adventure.
Buffing tower which gives buffs
The tower counts as a constructed ally, it has the hits-taken-before-death system that barricades have, and gives buffs to allies (knights and constructed allies built by them) within its radius. Technically this is not an attacking construction, however it still has the same restriction that attacking constructions do; if you switch to an incompatible weapon it is disabled for ten seconds, and if you do not switch to a compatible weapon within that time and keep that weapon in your hands until the cooldown wears off, it will collapse and you will suffer the half minute cooldown. There will be a little beacon on the very top of the tower with the same personal color your knight has. If that light is off then the tower is disabled.
The pad thing that turns bombs into land mines
The pad does not count as a constructed ally but has limited use. The buffing branch only affects constructed allies which the cushioning branch takes damage for one of your allies standing on it, but if they are pushed off of it they no longer receive the benefit; the cushioning line also has a higher base charge time, not that the base charge time of the other branch is great to begin with. This pad was originally designed to transform bombs into land mines but the two branches came into mind for even more strategic use, contributing to the engineer concept as a support based weapon style with the ability to literally build a powerful setting with your team. Similar to the tower and barricades, the pad tool uses the hit count system before destruction. The pad does not trigger the disabling effect once destroyed but the long charge time is already punishment as it is.
The booth which turns gunners into turrets
This counts as a constructed ally but does not risk the disabling effect if you switch to an incompatible weapon. That means as a gunner you can build your own turret and use it as well. You can take your cake and it eat, too. The booth has the same hit count system that the barricades, tower, and pad do. The long charge time and awful movement speed while charging is a deterrent to abuse this tool while soloing because the engineer is supposed to work with a team, not frolic in a field of failure alone.
The track-tag-surprise-you-are-being-chased-now tool
Do I even need to list this? Of course this is compatible with a construction being active, its only utility is to tag an enemy so your construction chases them down regardless of how far away they are. This gives engineers who want to keep their construction alive something to do other than slap enemies with their miniscule damage building tool or being forced to manually control them while still being useful as an engineer. Keep in mind that this tool only influences your own construction. If you tag something with this tool it does not cause all friendly constructions to chase after them, but if the other engineers happen to also have the tool then they can tag on their own.
Buddy
Buddy does not like when you want to build a Lumber/Retrode/Gun Puppy/Mecha Knight/Scuttlebot, but has nothing against barricades, towers, gunner booths, or anything which is not a sentient machine; Buddy is supposed to be used as a support engineer to help your other engineer buddies keep their turrets and what not alive. Unlike most building tools, Buddy is fine with you switching to another weapon (even outside engineering weapons) while having full functionality. Say you want to use your Brandish/Sealed/Calibur and the one other person with you wants to play as an engineer. You can use one of your weapon slots to bring Buddy in and still be fully capable of fighting with your normal weapons, but every once in a while you have to go back to remind Buddy what to do. This tool is mostly meant to be used by people who have a weapon slot to spare and want to help their engineer friends without sacrificing their own ability to attack with their favorite weapons and what not. Engineers can also use this if they want to completely focus on support tactics, such as building barricades for a friendly turret then keeping a Buddy on that turret.
These are going to be based on this post in junction with Wolver, Spiral Demo, and Gunslinger lines. These are only torso items with no matching helmet. These are all 5*, are created from combining two 5* variants of the specialist line (the crown and energy costs are to transmutate the items together rather than introduce materials to upgrade the item), have their own set of stats, and have effects; positive and negative. These are designed for players who stick to one kind of weapon and roll with it. Since you are using two armors to craft and both could potentially have separate UVs, you can only choose one of them to transfer UVs from. If both have multiple UVs you may not choose certain ones from either armor. You have to choose the UVs on one or the other. Are the stats worth the cost?
Each of these is created with at least two 5* branches of their own equipment line; no materials, but there are crown and energy fees. More specifically, 1000E and 50,000Cr. Where does the crafting take place? Not with a normal recipe or crafting machine, but not necessarily through Shadow Lairs; maybe as an unlockable area through the survival minigame here (see index for other linked information under "survival mode minigame").
The first and most likely to be used branch would be the super-specialist Wolver line. In order to create this armor you need to throw a 5* Vog Cub Coat and Skolver Coat (the two original Wolver 5* variants) along with the 1000E and 50,000Cr into the machine to get this monstrosity. Unlike its parents, this armor does not have any normal defense; instead it has (heat level 1):
- eight bars of element defense
- five bars of shadow defense
- three bars of poison resistance
These are the defense values. The active effects include:
- +1 sword damage
- +1 sword charge
- +1 sword speed
- -3 gun speed
- -3 bomb charge
Was it worth your precious Vog and Skolver torsos to make this? That depends on you. To make this armor seem more intimidating I title it:
The Beast
The second super-specialist branch is for gunners. In order to craft this armor you need a Shadowsun Slicker and a Justifier Jacket, along with the same 1000E and 50,000Cr. This armor also has differences from its past forms:
- seven bars of pierce defense
- six bars of shadow defense
- three bars of freeze resistance
Still no normal defense, but here are the effects:
- +1 gun attack speed
- +1 gun charge
- +1 movement speed
- -2 sword damage
- -2 sword attack speed
- -2 bomb damage
Are you sure you want that movement buff? You are penalized for both swords and bombs, but especially on swords. This one also deserves a decent name:
The Mercenary
Last, but definitely not least, the bomber super-specialist armor. This baby eats a Bombastic Demo Suit and a Volcanic Demo Suit as well as the 1000E and 50,000Cr the other two do to be born. Here are its defenses:
- seven bars of shadow defense
- five bars of normal defense
- three bars of shock resistance
This may/will have friction against Mad Bomber, but fortunately for my fellow demolitionists there will be major differences in the effects:
- +2 bomb charge
- +1 bomb damage
- +2 max health (+6 at H1, +7 at H5)
- -3 sword damage
- -3 gun damage
Your defenses are a little subpar but this is the only one with normal defense. Enjoy your leisure when something punches you in the face and your melee defense makes their knuckles bleed. If you have the balls to use this blast suit you deserve to wear armor with the name:
The Destruction
If these and the engineering stuff make it into the game I will also make a super-specialist armor for engineers. Technically there are already five branches for the engineer specialist set so that may not be necessary.
Ooh new armors, always good.
When you say X bars I assume that counts the mini bar before the whole bars start.
By three bars of status resistance do you mean max resistance?
does +1 damage equate to a low UV?
- The Beast:
- As far as I can tell, the damage resistance bars are the same as the Vog/Skolver set.
- For one additional sword bonus (cumulative +3) and six debuffs, this almost seems a bit too specialized although I can definitely see pure swordies using it. The -3 gun speed may also deter Polaris users :D.
- The Mercenary
- Same amount of damage total resistance.
- This set almost seems like a bad mercurial demo set. +1 class bonus and +1 movement speed. Although the mercurial set does not have six debuffs. May need some buffing (maybe lower all the debuffs to -1).
- The Destruction
- Finally, non elemental bom- owait. I would switch the elemental defense simply because The Beast is already ele/shadow and so is the divine set.
- Compared to other armors with family bonuses, one point of family bonus is equivalent to one point of weapon bonus. This armor would have the highest buffs on a single piece of armor. May require some lowering of overall damage resistance, or increase sword speed penalty to high.
As far as I know, no standard issue demo set comes pre installed with balls. Demos have to grow their own pair, or "borrow" the cores of various slimes for temporary use.
Why do ears get to have the sense of sound but they make no noise?
Yes. Having the while dark blue bar filled equates to ten bars. The little bar at the very beginning is actually a regular bar but about half of it is hidden behind the icon on the far left. For the status resistances and damage defenses I use bars as references for values because not everyone knows what "high amount of X" means. Yes, +1is the same as Low. See the below little list if you are confused.
- Low = +1
- Medium = +2
- High = +3
- Very High = +4
- Ultra = +5
- Max = +6
All of these are supposed to have more negative than positive effects, but if you only use that one weapon type you probably have no need for those effects. Do you care about sword negatives if you are not using a sword to begin with? Probably not. It also helps balance the higher stats than regular armor rather than trying to squish a bunch of buffs into one thing and have very few penalties because that would be significantly overpowered. In terms of stats I have a sort of effects balancing system where certain buffs have different values:
- weapon specific damage buff = +1
- weapon specific attack speed = +1
- gun and bomb charge buffs = +1
- sword charge buff = +2
- universal damage buff = +3
- universal atttack speed buff = +2
- movement speed increase = +2 (sometimes +3 depending on other stats of the item)
- max health bonus = +1 per two bars past average health rating
- family bonus = +0.5
Onto business.
Skolver and most of the other 5* weapon specialist branches at H1 have about 7.2 bars of normal and 6.2 bars of a specialized defense for an approximate total of 13.4 bars of defense, most of which is normal. The Beast lacks normal defense for swordsmen capable of evading the average melee attack, especially heavy ones (Lumbers, Trojans, etc.) but still need some defense in case they slip up. Yes, the gun speed decrease is specifically with Pulsar spammers in mind; this is for beasts to use, not sissies with laser toys.
For The Mercenary I originally thought of having +1 gun speed on it, but the movement buff was a little shaky. Going back into my own mind I realized I miscounted in the scale above, forgetting the lack of normal defense and what not; adding +1 gun attack speed onto The Mercenary again to make it +4, -6.
I was thinking of making The Destruction split shadow-normal, but we already have Angelic with essentially the same thing. Then again, we also have Silvermail for split pierce-shadow. After you pointed out that the family bonus would make this armor too versatile, I am going to change it from the following:
- six and a half bars of shadow defense
- six and a half bars of element defense
- three bars of shock resistance
- +2 bomb charge
- +2 family bonus against construct
- +2 family bonus against undead
- -2 sword damage
- -2 sword attack speed
- -2 gun damage
To this:
- seven bars of shadow defense
- five bars of normal defense
- three bars of shock resistance
- +2 bomb charge
- +1 bomb damage
- +2 max health (+6 at H1, +7 at H5)
- -3 sword damage
- -3 gun damage
The idea behind the construct and undead bonuses was to destroy a couple common enemies which are often encountered and easily taken down with certain bombs. I could have used jelly instead of undead but either way it would still be a family bonus.
Back to the proportion between family bonuses and weapon specialist bonuses; I know existing equipment says they are the same value but in practice a family bonus is only half as effective. See below:
Say you have two loadouts with the same weapons (a Calibur, Blaster, and Blast) but each loadout has a different effect: one gives +1 jelly bonus, which applies to all three weapons, while the other only gives +1 charge bonus for one of the three weapons and no bonus for the remaining two.
For some reason you decide to frolic in a field of random enemies where at least one enemy from each family is present. The jelly UV is relevant for all three weapons, but only in one of six scenarios; three weapons to choose from to fight against six different enemies, eighteen scenarios, the jelly bonus only applies to three, the family bonus is useful one sixth of the time. Go back to the charge buffs. That charge buff works against every family, but say you only have one of the three weapons with this effect because of a weapon specialist effect (Krogmo trinkets, SDemo line equipment, etc.); one weapon times six families, six out of eighteen, the charge bonus is useful one third of the time.
In spite of this, family bonuses and weapon specialist damage bonuses do cancel each other out evenly resulting in a one to one ratio according to equipment effects. On paper they are equal, but in the field there is clear discrimination. Darn racists.
I see how a weapon class bonus would be more useful if fighting all six enemy classes but how often does that happen? Come to think of it, how often do you see constructs and undeads together?
I like that new bomb armor.
That would explain all the licking.
I was aiming for the two more common enemies we see for the family bonuses. This was made last night/morning/I-am-usually-asleep-at-that-time, I had issues sleeping on a bed of nails.
That really means quite much to me. I can't believe my first suggestion really was that much of a success.
As everyone else seems to leave their link here, too, I may as well also do it. It's "Krogmo version of Arcade" on the list in the minigames-section. It involves playing the arcade without any drops and paying energy, but with the chance of winning tokens and getting high-scores instead. Just read it yourself.
To the whole rest of the thread, even though most people already gave their 2 cents:
A really amazing and useful thread. Having a compilation of links where you can access every good suggestion without looking through the stupid and uncreative spam adds much to the overview. No, I haven't read anything yet in the time i wason this forum so far. That would be insane. But, I can now access the creative/useful/fun suggestions without much hassle.
The weapon balancing posts seem pretty well thought out, too.
Of course, another reason for my post besides thanking you for making all this AND including me into that great compilation, is to put it back to the top. I hate bumping threads myself, but as this thread is incredibly useful(especially useful compared to what else is at the first page), it should stay at the first page IMO.
Most of the time when someone new comes in this forum they make the same old mistakes that countless others have done. This is usually because they have little to no experience in this game, other games, reading the rules which are specifically identified in every forum section, or are too immature to handle this. They think this is where they can take all their uncreative nonsense, drop it on our heads, and not receive displeased responses. In their own distortions of reality there is no punishment for their own behavior where it is deserved. If you do stupid, you get treated as stupid. A lot of people have difficulty understanding this.
The stuff in the current thread is from me, the stuff in other threads is only in the index under the bolded text which states "In other threads". Some/Many of the names listed are not the actual thread title, rather what the thread actually is. The stuff in the current thread is listed in the index as individual posts, sometimes as their own series of links if there are multiple posts for the same article, so other users can respond to specific topics rather than try to tackle the whole thing at once. Arguably creating separate threads for every topic is easier to handle in case an idea needs to be shut down but that usually/only happens when the subject is bad to begin with. For example, a while ago I planned on making a spear/lance mechanic; instead of jumping to the thread immediately I sat down and thought about it for a while, as I do with everything. If I take two, then add two, then divide by two, why would I have nine? That was basically how spears/lances ended up. The topic comes up every once in a while, usually with either little/no intelligence put into it or fusing the Flourish and Troika mechanics together, but to properly use a spear/lance you would have to use two hands anyway; obviously that would be conflicting with the game. If it were to work similarly to how the actual weapon works it would either use two hands to wield or recycle what we already have. Boo.
I appreciate the "not" bump. The occasional influx of spam from new users seems to be intentional to beat down threads such as this one to create unnecessary spite. It would be easier if an admin stickied this thread or at least created their own index similar to this thread in this section. I suspect the main reason is justifying why a thread would deserve to be put on a pedestal seeing as it would come down to personal favorites. Not everyone likes what other people make. Not everyone wants Troika or V.Pepperbox to have more damage, even if it deserves it. Not everyone wants Spur line to be useful. Not everyone wants new equipment, minigames, et cetera; they would rather have unbalanced dual wielding, healing weapons, combat pets, and other silly nonsense. I should be able to set aside some time to make that boomerang mechanic seeing as everyone else wants to make it a gun. A boomerang is not a gun. Stop being so silly.
No, only the items which are normally distributed (tokens, weapon use/life upgrades) are shared. Items such as vials, Vitapods, and offense/defense tradeoff upgrades are only usable by whoever has them.
I suppose it would depend on the item picked up. For example, the offense/defense tradeoff upgrade goes where a Vitapod would normally. This means you can not use an offense/defense tradeoff upgrade in junction with the bonus max health. Items such as weapon use/life upgrades are temporary usable items which are removed from your inventory when the game ends. However, for the weapon use/life upgrade when one person uses theirs it does not affect the availability to others. It simply gives the upgrade to everyone to use as they please individually rather than having a communal cache of upgrades with more limited use. Vials and pills are used as normal in the Clockworks. Unless an upgrade can be used as easily as a vial comes to mind, no upgrades are in the four vial slots. Back to the weapon use/life and reallocation upgrades, activation occurs through the usable section of your arsenal in the middle of a battle and between battles. Upgrades may not be used while dead. All you can do while dead is wait to be revived by an ally, revive yourself with energy, chat, look through your inventory, and switch what weapon you will use when you get up.