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Training Weights

5 replies [Last post]
Mon, 10/10/2016 - 15:00
Faxwick

Here's something I'd like to see and I haven't seen it the suggested before (though there's a lot of threads to go through, maybe I missed it)

Knights should be able to select certain vulnerabilities or restrictions to train them to use better tactics and not to rely forgiving game features.

Maybe they could be game modes listed in the menu, or 'downgrades' that can be attached to gear or are some how equipped from inventory. Ideally these options should be available in the clockworks so limiting them to a gym or situation room would be counter productive.

However the method of selection is implemented, these are features I would find especially useful:

- You Only Live Once: The free rez per floor is no longer available. If your knight dies, you cannot use extra sparks of life to revive it, whether the sparks are your own or your teammate's.

- One Hit Wonder: Your knight is killed if it take damage.

- Biohazard: You are constantly under the poison status effect.

- Electro-Therapy: The knight spasms periodically, as if under the Shock status effect except the player is not damaged by the condition. If Shock is inflicted in the player, Electro-Therapy is suppressed and Shock works as normal until it expires.

I've though of other examples, but I'm not entirely convinced of their utility. Feel free to add your own.

Mon, 10/10/2016 - 15:39
#1
Umbra-Lunatis's picture
Umbra-Lunatis
I like it

Add various-level rewards for choosing certain augmentations and bam, incentive.

Mon, 10/10/2016 - 15:46
#2
Umbra-Lunatis's picture
Umbra-Lunatis
I've been cursed with deuxus-uploadicus

45 seconds left till i can use my everything

Mon, 10/10/2016 - 17:15
#3
Faxwick
Not Exactly What I Had In Mind...

Well, I'm thinking if there's people like me who want to be at the top of their game, there exists an incentive already: git gud.

If that's not enough to motivate people to use it then it's a bad suggestion, no matter how it's candied up.

Plus there'd have to be play-testing and balancing and all sorts of fiddlesome formulations to figure what's fair for bonus reward. That seems like a lot of unfun work just so a few players can munchkin the slot machine.

I'm not completely against the idea, but I'm not seeing how it would meaningfully add to the game experience.

Mon, 10/10/2016 - 20:10
#4
Corporal-Shade's picture
Corporal-Shade
Hello Darkness, my Old Friend.

Cuteness - Take 60 Pips of damage if you kill a Mewkat or Love Puppy.

Hunted - You are gonna be constantly hunted by a Snarbolax which will stalk you through the floor.

Gremlin Nanomachines - Every enemy recovers 40 HP per second. This value is multiplied by the tier.

Spritz - You and every monster are fast now! Every player and monster has Speed Up and Defense Down.

Accidents Happen - Friendly fire is active.

Thu, 10/27/2016 - 18:17
#5
Faxwick
Change of Heart

@Umbra

You know, I may have misinterpreted your post about various level rewards, I guessed it meant the prize wheel at the end, but maybe you meant all drops.

I've thought about it and I do like the idea of having more options about the prize-wheel and/or with drops, but I'm not sure I want it associated with the proposed optional Challenge Modes because of the difficulty enforcing balance and character progression rate across randomly generated levels.

What I'm concerned about is that if a player can find a level that mitigates, diminishes or otherwise counteracts the obstacle of a challenge mode, they can just farm that level and get resources/rewards much faster than they ought to.

If it were the prize-wheel, my concern is similar: in certain levels it would be very easy to exploit by just running. past the opposition to the elevator to collect goodies for little effort and defeating the purpose.

But maybe we can talk more about getting more rewards in a level, or improving the way we get them in another thread.

@BCPercy

Cuteness, Cons: That's going to be so rare its hardly ever going to be used. Don't see how it helps player develop skill/train mechanics by punishing them for picking the wrong targets; It's not like there are are any hostages in the game or widespread friendly fire.

Cuteness, Pros: But I think there ought to be a reward to encourage players not to harm the friendlies; sends a good message, adds a level of depth to the immersive narrative. Instead of getting special drops they leave behind by killing them these drops can be claimed at the prize-wheel if the creature was left alive, better if unharmed. Or maybe when attacked, the monster is not killed but 'mined' like a mineral. They can be picked-up like a mineral and if you get the detached love puppy, or the captured mew cat to the elevator you get a special related reward at the elevator.

Hunted - Kinda already exists with phantoms & grimalkins. I would like to see more invincible monster levels in floors that feature different enemies, though. I'll ponder on that.

Gremlin Nano- sometimes grinding can be tedious. Making high tier enemies even more unkillable will make it x2 tedious.

Spritz - I like it! Helps improve reaction time and drill it into players' heads not to let a hit land on them.

Accidents Happen - I don't think the average spiral knight has the maturity to deal with this when it goes wrong. Also, it would not develop a skill applicable to the game if it were not active.

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