~Klipik's alt
BATTLE SPRITES ARE BASICALLY THIS. I AM CHANGING THIS THREAD TO BE ABOUT SUGGESTED PET MECHANICS.
(But I'm reeealy lazy, so replace "boost buttons" with "battle sprites" in your head and ignore all the parts about taking up a weapon slot.)
<(^_^)>
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So, Boost Buttons. What are they? (TL;DR for the rest of the thread) activate-able abilities that take up a weapon slot. Now for some details. (Unless you're lazy, and you're going to skip the rest of this post and comment based on that measly little sentence. You... lazy person.)
Ok, good. You kept reading. So, we all know what "activateable abilities" are, right? Buttons we can press to make our character do cool things. Spiral Knights doesn't have those. Yet. Let's add them now, shall we?
~The Details~
/cheer
-General Description-
"Boost Buttons" (bad name, I know, suggest a better one. :/ ) are vials/ capsules/ magical buttons/ science-y buttons that give us Knights abilities and/or buffs for a limited time. They take up one weapon slot, and can be activated by scrolling or switching to them just like a normal weapon, and activating them by hitting "action" (attack). Once activated, they have a cooldown and you switch back to your other weapons to do whatever you were doing, but now better. I think they should look like the button held by knights on the shield arm when equipping the striker pack. With variations of course.
-Usage-
The abilities that are activated fall into three categories: offense, defense, and other. Offense is split into swords, guns, bombs, and universal, while defense is split into shield and armor. Other covers special cases lime movement speed and such. A button can have a maximum of two effects, but if it has two effects it also has a third, negative side effect. It will also have a negative side effect if the bonus given is more than "medium".
-Cooldowns and activation times-
These are active abilities. Active abilities must be activated for them to do anything. They cannot be spammed. They also cannot last forever. I think a good time would be 5seconds of active buff, followed by 20 seconds cooldown (with cooldown activating after ability has worn off, aka you can use each button once every 25 seconds).
-Unique Variants-
The only UV obtainable on these things is CTR, which decreases the cooldown time. Getting CTR: Maximum! on your button will take the cooldown down from 20 seconds all the way to 10.
__Example buttons__
"berserker" (this is a fairly common thing in games, I'm sure you know where this is going)
-When activated, this device gives an additional sword damage bonus: low and sword ASI: medium. However, the user also receives a debuff of reduced defense: medium.
"Turtle"(names are NOT PERMANENT! Because they're horrible right now!)
- provides increased defense: high and shield health increase: medium, at the cost of movement speed decrease: medium.
"sprinter"
-Buffs: MSI: medium
-(only 1 buff, so no debuffs)
"Firewalking"
-Buffs: fire resistance medium
I think you get the idea. Pop these for a quick boost in a certain area of your abilities, go do your thing, and do it a little bit better for a little while at the cost of weapon variety.
Opinions? <(^_^)>
they way you describe them, it shouldn't take up a weapon slot (that would be bad, because we use weapon slots for weapons and we use item or vial slots for items and vials)
Instead make it as a new pick up that you can use like a mecha knight or remedy capsule in which case it would be 0* 2* and 4* for effects