b o y o h b o y do i ever have an idea here
These "pickup" usables work the same as Vials, Orb Barriers, etc. in the sense that they are stored the same. The suggested pickups would be about as rare as a a Mecha Knight, Turret Kit, or Ranger Flare, but vastly enhance pickup variety.
Healing Totem
-Akin to the Healing Totems in Shadowplay, these Totems grant a healing area-of-effect. It restores a moderate amount of HP in a single burst, then falls apart and disappears.
-The crystal on the Totem glows blue, the same color as Crystal Energy.
-Once placed, the totem works much like a bomb, albeit having no effect on monsters. It has a visible, blue fuse radius.
-The totem takes twice the fuse time as a Big Angry Bomb, and has the same radius as a Shivermist Buster.
Grim Totems
-Functioning akin to Healing Totems, the Grim Totem usables also retain a visual similarity to their clockworks counterparts.
-The eyes of the Totem glow blue
-The Totem has a fuse time of 3x a Big Angry Bomb, and the radius of a Shivermist Buster.
-Once deployed by a living Knight, all nonliving Knights in its area of effect are revived with 1% health once the fuse timer reaches 0.
Ultimate Vials
-These Vials are visibly extremely powerful, emitting a glow and particle effect based on their type.
-The Vials come in 5 types: Lightning, Meteor, Plague, Glacier, and Occult.
-All Vials are noticeably cube-shaped at the bottom.
-The Lightning Vial emits numerous Shock sparks and emits particles similar to an electrified Quicksilver. When it collides or shatters, it brings a bolt of cyan lightning down on the area, delivering strong SHOCK status and moderate damage to enemies.
-The Meteor Vial emits flames and has particles similar to a Drakon's Flame Barrier. When it shatters, it brings down a large fireball on the area, dealing strong FIRE and moderate damage to enemies.
-The Plague Vial emits poison bubbles and appears to have a Soul Jelly's skull inside of it. When shattered, it emits a constant drain of enemy HP in its area of effect (as opposed to damage ticks). This drain takes away 1HP per millisecond for 5 seconds or until the monster is killed. The monster also recieves a 75% cut in its defenses/attack until death. Upon shattering, a Phantom's laugh can be heard.
-The Glacier Vial emits frost particles, and appears to be frozen solid. Upon shattering, it freezes enemies in place, completely encasing them in ice and dealing low to moderate damage. The ice cannot be broken until it either thaws or the monster is killed.
-The Occult Vial is perhaps the deadliest as well as rarest Ultimate Vial obtainable. It is completely black, and sports a Dread Seal. Upon shattering, it immediately spreads a black mist-bomb style haze to the radius of a Shivermist Buster. At this point, a number of things may happen:
1) Three violet "eyes" form in the center. Six hands of the Apocrean Harvester emerge, and drag six randomly-selected enemies down into it, killing them instantly and leaving behind a single Grim Spark instead of any other drops.
2) A Devilite Sigil forms inside the circle. The roar of a Tortodrone can be heard, at which point the black circle is surrounded by a Tortodrone's shards. A random assortment of Tortodrone Shards will then fall inside the circle, and remain there for a moderate amount of time before the Vial's effects fade.
3) The Eye of the Swarm opens inside the circle, and Swarm particles form around the area. A large number of Void Souls will attack the enemies in the area kamikaze-style, dealing a large amount of damage before the effect disperses.
4) All enemies within the circle recieve strong CURSE as well as a Hexing-Haze debuff (normal-aligned) and the roar of Margrel is heard. The vial's area of effect then disperses.
Player-controlled Rotary Turrets
-Two models of this type are present:
1) A machine-gun type with a seat on top of it. The player can climb inside the turret, pointing in the direction of enemies with their normal turning controls, or using autotarget.
-Holding down the attack button fires a straight line of charged Autogun particles.
-The player does not take damage while inside the turret, but as it possesses the same despawn criteria as an Auto Turret, the player can also be easily overwhelmed.
2) A heavier, Wheel-Launcher type that bears a strong similarity to those found in Almire, albeit rotatable.
-Functions similarly to the Rotary turret, however it turns much more sluggishly and is invulnerable in the front.
-The turret releases spiked wheels at a slow rate, and cannot turn while doing so.
-Its main weakness is that it cannot easily turn to face an enemy attacking it from behind. Otherwise, it has the same despawn criteria as an Auto Turret.
Dual Vials
-At any point during a clockworks expedition, a Knight may choose to combine his or her Vials with eachother to create a volatile mixture of the two. Fire and Freeze vials are not compatible.
-The Vials must be of the same model (i.e. an Ultra Fire Vial cannot mix with a Super Shock Vial)
-No more than two Vials may be combined.
Scarlet Flare
-Akin to the Recon Flare, albeit summoning a Scarlet Scout.
Teleport Beacon
1) Teleports the user to a party member of their choice.
2) Teleports a player to the user after the player to be teleported clicks a confirmation box.
Health Capsule dropping
-Altered mechanic in which a player can drop a Health Capsule outside of their inventory, albeit with the added effect of the Capsule decreasing once in Tier. (i.e. Ultra to Super)
Vial Crowns
-Altered mechanic in which thrown Vials will occasionally drop a small amount of crowns if shattered above ground.
And finally, my favorite:
GROUP TANK
-This here bad boy is a straight-up ar-mo-red vehicular contraption!
-The Tank is made up of a maximum of four components, one being the driver's seat and the other three being altered Rotary Turrets.
-The parts of the Tank that are independently controllable increase proportionally to the number of players in the party, but if a player joins whilst a Tank is functioning, they will be able to hitch a ride on one of the guns.
Tank components:
-The central Turret is a cannon that, while slow-moving and slow-firing, deals a large amount of damage.
-The two guns to the sides of the main cannon are meant as light artillery, and turn akin to the first model of the Rotary Turret.
-The driver's portion controls the entire vehicle's movement.
NOW, HOW BALANCED IS THIS THING, ANYWAY?
-It's a TANK, you doofus. It's MEANT to be powerful and unfair.
-However, while lacking the capability to despawn in a level, the Group Tank has a few downsides that somewhat balance it out:
1) Tank components are extremely rare. You'd need to go through an entire stratum to even have a shot at getting one, and you need FOUR to even make the darn thing
2) It's slow. While being a weapon of mass destruction, tanks are, well, tanky. This means that a routine sweep of a level will turn into a long tank drive, and getting to the elevator will be incredibly time-consuming.
3) It can be destroyed by enemies. Not by Ground Traps, however, due to its speed. The Group Tank's defense is equal to that of 2x the combined HP of all party members.
4) While it does not despawn, it simply cannot fit into some areas. A party member will need to exit the vehicle in such a scenario in order to reach certain areas (i.e. anywhere that is 1-2 tiles wide).
5) It is only available for a single level. Spawn it wisely!
ON TO PROPERTIES
1) The individual tank-piece pickups must be placed next to eachother in order to spawn the Group Tank. Any party member who has a piece can set it down next to another. Tank Pieces do not have collisions, but can be freely picked up if not being used to spawn the Tank, and placed back in a player's toolbar.
-A single player's toolbar can hold up to four Tank Pieces, for obvious reasons.
-Only the Tank Pieces a player has put down can be picked up by that player.
-Only one Group Tank can exist per level. Any Tank Pieces placed on the ground while a Tank is spawned will have no effect.
2) The Tank itself is 3 tiles wide, four tiles long, and 2-3 tiles high. Players can be clearly seen from a bird's-eye view while inside the Tank. The Tank rotates somewhat slowly.
-Tank control heirarchy goes as such:
-ONE PLAYER: Controls all functions of the Tank, and as such all guns are focused in one direction. Shielding locks the tank's driving portion into place and allows for gun rotation independent of tank rotation.
-TWO PLAYER: One player controls driving, and the other controls the guns. All guns point in the same direction at this stage.
-THREE PLAYER: Driver position, Cannon position, and dual light-artillery control
-FOUR PLAYER: Driver position, all guns are controlled independently.
3) The Tank can destroy previously-indestructible objects.
-The main cannon will shatter the shield of a Trojan or Deadnaught
-The Tank will roll over and destroy unbreakable blocks. However, Bomb Blocks will immediately explode and damage the Tank, regardless of timer.
-The Tank cannot pass through forcefields. Sorry folks.
4) Miscellaneous
-When the tank spawns, the ingame music will change to the Main Theme. This alternates and mixes with the Crash Site theme as time passes.
-The tank can be freely walked through by players, but not by monsters.
-When the tank's HP reaches 0, it will pull in every monster around it, and explode after a set time. This explosion is extremely damaging, dealing over 2000HP in the blast.
Alright, think that's about it. Whew.
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Ultimate vials have weaker status than normal vials (they inflict 6 strength status whereas strong is 4).
Is that intentional?