To start this off, I was talking with a few other people in the public Spiral Knights discord channel, and while talking I was wondering what sort of combat abilities we don't have covered right now. We have melee (sword), ranged (guns), and Area of Effect (bombs). I could seriously not think of another thing to add in.
The only thing I could think that we were missing were ranged AoE weapons. However, ranged AoE would outclass bombs most likely, so how do we introduce this idea while not outclassing our explosive classes?
The solution I thought up - grenades! Now, these aren't just bombs you throw. Grenades would act more like a sprite perk ability than they would a weapon. They would be an additional item that you always have equipped, and have various different functions which I will outline below.
Function
Grenades are activated like a sprite perk. You press a button, your knight plays an animation, and the attack happens. However this attack is not dependent on your battle sprite's server-side commands therefore you won't point and have it not listen.
When you press your grenade key, you will play a short animation (pull pin, throw. Takes about as long as a health capsule to use), and then you will throw the grenade. Depending on the type, it will be thrown 3 to 8 tiles, sit for a moment, then explode.
Grenades do not deal much damage, but rather are a utility item to use to initially engage enemies, to scatter enemies, or do a few other things. While bombs can be tossed down at a moment's notice, a grenade will have to wait between 30 to 60 seconds before another one can be thrown.
Types
Grenades would come in several functions and forms. Here are a short list of ideas:
- Blast
- Burst
- Haze
- Vortex
- Pulse
- Quill
- Mine
Causes damage and knockback. Cannot deal status. Medium range. 30 second cooldown.
Causes damage and knockdown. Statuses include stun, freeze. Medium range. 30 second cooldown.
Deals no damage, but creates a small circle of status. Statuses include fire, freeze, shock, stun, poison. Medium range. 45 second cooldown.
Deals no damage, but sucks all nearby enemies into its center and inflicts a debuff. Debuffs include defense down, attack down. Long range. 45 second cooldown.
Deals no damage, but sends a pulse outwards to debuff enemies. Debuffs include deathmark, speed down. Long range. 45-60 second cooldown.
Causes damage, but fires multiple quills out on detonation. Quills inflict status upon hit, and additional damage when broken - like a maskeraith quill. Statuses include poison, fire. Short range. 40 second cooldown.
Deals damage and knockdown. On detonation, buries itself into ground. Upon an enemy entering its detonation radius, it beeps and explodes. Will also automatically explode after 15 seconds if no enemy walks over it. Short range. 60 second cooldown.
All grenades would deal normal damage, and would have 3 variants of each type - 0*, 2*, and 4*. For example, a 4* blast grenade would deal around 250 damage at depth 28. They follow the same naming conventions of vials and barriers.
Overall these additions would essentially give you another weapon to never use, however having a pocket fire haze might be useful for slime danger rooms with ice cubes. A pocket deathmark is always helpful, despite the 60 second cooldown. Additionally, these would spice up the Lockdown gameplay... Granted I forsee most people grabbing the shock haze one - however the mine will prove great at hindering retreating opponents if you set them up right.
Eyap this'd be neat ;)