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Battle Sprite PvP

7 replies [Last post]
Sun, 10/18/2015 - 16:04
Inquistitive-Ego's picture
Inquistitive-Ego

The subject in itself is pretty self explanatory, but in its essence it would be a new form of PvP that utilizes sprites and quick reaction times as opposed to brokenly OP weapon/armor combos.

Now, while I love LD (or I would if I could actually manage to get in a game) we must face the fact that the LD player base is in decline and newer, lower level players may want a PvP option that is actually viable pre-T3 and the suggestion I propose will not only provide that but a way to utilize a cool (for a while) but slightly gimmiky mechanic. Battle Sprites

Gameplay would consist of possibly LD maps (though probably reworked and without Capture Points and health pads) or new maps more focused on the new gameplay mechanics. Players would spawn on one of 2-4 teams (though possibly an AllvAll mode could be implemented) in which players would fight to the death (deathmatch mode prominent though alternate gamemode suggestions welcome) against other Knights with only the trusty Battle Sprites and their teammates to help them.

Now, as far as defenses goes it would be a medium between LD and Blast Network, insofar as that while one hit kills would (hopefully) not be possible, armor would be set to something with similar defenses to Azure Guardian to prevent everyone from just wearing full Volcanic Plate to make them Drakon-proof. Trinkets would be banned, to prevent rich T3 knights having an advantage against Apprentices that just chose their Sprite.

Now we come to the question that boils inside of everyone's inquisitive mind, what about the people who have just picked their sprite (or those Vanguards who don't give a flying Mewkat about them) who sprites are woefully underleveled and one have the one ability? Well, all sprites would have all of their moves upgraded/downgraded to around level 2-4 (couldn't decide as I don't know the exact damage numbers to allow to a balance between damage and defenses) and sprite perks ignored (As most won't actually have an effect anyway)

This new gamemode (if actually implemented) would also allow for the addition of two new battle sprites, the E-Class/Vana sprite (Valestone) and the Slime from the Lab (Cubert)/ Electric Drakon from RoK (Moonstone). If abilities/stats for these sprites have already been written, someone please let me know or if not I will write something up.

Some nerfing (maskeraith cloak and the cooldown on all abilities) and a lot of testing will need to be done, but if OOO and perhaps the community can make this work it will not only provide not only an exciting new gamemode but provide a new use for these (at least in my limited experience) underused/undervalued little friends of ours :)

Mon, 10/19/2015 - 08:26
#1
Holy-Nightmare's picture
Holy-Nightmare
.....

It would be interesting but would require a lot of work. The real question OOO has to ask is whether this will generate revenue? The current LD is horribly broken but the fact that people spend large amounts of CE and CR to obtain better weapons means it's good for OOO from a business standpoint even if it isn't good from a gameplay standpoint.

Tue, 10/20/2015 - 13:52
#2
Fangel's picture
Fangel
Hmm.

You know, this could turn really interesting. Let me kind of change how it works entirely though for a bit of balance.

Instead of just one sprite, you get three sprites, following you in a triangle formation. Each sprite has a different appearance in its tier, however they all are basically the same level. Each battle sprite takes up one sprite action slot, and therefore each ability has its own cooldown and multiple abilities can be used at once.
The lowest tier sprite would have massive cooldown reductions - such that a drakon could fire a bolt off every 3-4 seconds, seraphynx could fire off a laser with a 2 second delay between finishing their attack, and maskeraith could fire quills every 4-5 seconds.

The idea behind this is that you can mix and match your sprites to match a playstyle for you. You might take drakon's tier 1 for firebolt, maskeraith's tier 2 for a cloak, and seraphynx's tier 3 for the defense shield.
If you take all 3 of one sprite type, then the battle sprites can be aligned to have ultimates. Either you take left-side ultimates, or right-side ultimates. These select ultimates on the left side of the choice menu or the right.

Finally, players would be given weapons and armor that work alongside their sprite. Drakon users would get a sword in the slot of their drakon's tier (tier 1 drakon gives a 1* fire sword, tier 2 drakon gives a 3* fire sword, etc), maskeraith users get guns, and seraphynx users get bombs. Armor values would also adjust to your sprite layout, in that drakon gives lower defense but grants damage boosts, maskeraiths grant status resistances, and seraphynx grants actual defense.

Weapons act as if they were in depth 5 - ie, they are very weak, no matter what star level they are.

Weapon tiers would work as such:
Swords
Tier 1 - Ruby Saber (1* fire cutter, normal damage)
Tier 2 - Scarlet Sword (3* fire sealed sword, normal damage)
Tier 3 - Vog's Breath (5* fire calibur. Normal damage only)
Guns
Tier 1 - Venom Blaster (1* poison blaster, normal damage)
Tier 2 - Poison Pulsar (3* poison pulsar, shadow damage)
Tier 3 - Plague Needler (5* poison autogun, piercing damage)
Bombs
Tier 1 - Angel Vortex (1* stun vortex bomb, normal damage)
Tier 2 - Unholy Weeper (3* curse mist bomb, shadow damage)
Tier 3 - Valkyrian Visage (5* stun blast bomb, elemental damage)

All weapons are at heat level 10. Armors would be as follows:

Tier 1 Sprite changes
Drakon - Damage bonus: low
Maskeraith - +1 fire resistance, +1 poison resistance, +1 stun resistance
Seraphynx - +25 normal defense. Bomb charge time reduction - low.
Tier 2 sprite changes
Drakon - Damage bonus: low. Sword damage bonus: low. Charge time reduction: low.
Maskeraith - +2 fire resistance, +2 poison resistance, +2 stun resistance, +1 curse resistance.
Seraphynx - +30 normal defense, +10 shadow defense, +10 piercing defense, +10 elemental defense.
Tier 3 sprite changes
Drakon - Damage bonus: low. Sword damage bonus: low. Sword attack speed increase: medium. Charge time reduction: low.
Maskeraith - +4 fire resistance, +4 poison resistance, +4 stun resistance, +2 curse resistance.
Seraphynx - +50 normal defense, +30 shadow defense, +35 piercing defense, +25 elemental defense. Bomb charge time reduction - low.

On top of all of this, players get a natural damage reduction: maximum for the game. This does not affect battle sprites, thus making battle sprites take out large chunks of player health while regular weapons only chip away at them, depending on your sprite choice. In this system a full seraphynx user would be very difficult to kill due to defenses, however hit 'em with a firebolt and their health will drop a bit quicker. Similarly, a full drakon user would drop fast and make others drop quickly, however they are limited to swords.

Players have no shield, cannot dash or bash, and have no way to heal outside of a seraphynx heart attack (which could be modified for this gamemode to heal friendly players within the heart instead of making enemies drop more hearts).

How does this sound? I only really wanted to add weapons in because otherwise we would have a lot of time being spent not fighting each other and waiting on cooldowns. Having really weak weapons would be helpful to prevent this sorta thing.

Tue, 10/20/2015 - 18:59
#3
Inquistitive-Ego's picture
Inquistitive-Ego
Great Suggestion!

@Fangel
Great addition! I think certain ideas in what you wrote would work really good, especially the 3 sprite formation thing, and although the weapon thing is good part of the whole original idea was that although SK is a gear driven game, the idea of this would be to put almost entire focus on the Sprites, as cooldowns would be reduced drastically; but a few of the weapons you put forward would be awesome in the main game (+1 Poison Pulsar and Unholy Weeper)

@Holy-Nightmare
Good question! I thought about this for a while, and decided that although it would not make as much money as LD or the main game, it would probably be somewhere around Blast Network's revenue generation, with Krogmo Coins being earned as in LD and Blast Network and therefore Coin Boosters being purchased and of course more emphasis on those awesome Sprite reskins they put out (we all know that Box will be back)

Tue, 10/20/2015 - 20:23
#4
Falminar's picture
Falminar

I had a battle sprite PvP idea a while ago.

My idea: No knights.

Only the Sprites, on their own. (Still controlled by the players, of course)

I decided it wasn't really a good idea and never posted it.

-----

There were already ideas for Moonstone and Valestone sprites.

Though there were likely others, the only ones I know are:

Valestone: Rocksol, by Skyguarder. http://forums.spiralknights.com/en/node/88832

Moonstone: Serpenvi, by Vanaduke-Destroyer (me). http://forums.spiralknights.com/en/node/111512 (No replies? :/)

Wed, 10/21/2015 - 08:04
#5
Holy-Nightmare's picture
Holy-Nightmare
@ Prof

Now you're talking

Krogmo earned materials used in crafting new sprite reskins and new harnesses (I had mentioned perked harnesses in an old post). Of course the player would still be required to have a sprite pod in order to make one. There's the source of revenue.

Thu, 10/22/2015 - 11:42
#6
Fangel's picture
Fangel
Heck this just occurred to me

You could always make it so knight attacks or certain sprites inflict curse more often. The moment a player is cursed, they must use their sprite.

The only reason I added weapons was that there are very specific ways sprites work. For one, a maskeraith doesn't deal damage upon its 1st slot landing on an enemy - it's when the enemy is hit that this takes effect. Players should have some soft of weapon to make use of, but the weapons themselves should be very weak so that the battle sprites are used more often than not. You might be able to take down a full-on drakon user at a decent speed with your weapons, however if anyone has even one seraphynx in the mix using your battle sprite will be more handy.

I agree that having a PvP game based around sprites would be great, and I tried to follow that vision while also allowing the game to be fast paced. If you stop pressuring the other team because you have no way to fight back that would be a lot of not fun.

Thu, 10/22/2015 - 13:49
#7
Deleted-Knight's picture
Deleted-Knight

"quick reaction times"
Hmm...That sounds super feasible with Spiral Knight servers. Unfair reaction times is clearly not an issue with current PvP games.

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