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Temporal antics!

9 replies [Last post]
Wed, 06/22/2011 - 08:34
mejezfeld
Legacy Username

This series of dungeons the game takes place in here is called the "CLOCK" works, right? I think maybe some temporal antics for enemies, levels, and players are in order!

EDIT: I know what Clockwork means bros and that clockwork mechanisms are not limited to only timepieces. Imma just putting this little note in to take the fun out of it for you.

"But Mejezfeld", you object, "How do work timetravel in game it difficult fried chicken is taste good who was phone and why is are economy ruined forever baw i am leaving this game wonderful sausage". Okay, that's an unfair generalization of what you're gonna say, but here let me show you how we can create the illusion of time travel/time antics in this game without quantum computing or something.

1. TEMPORAL DOPPELGANGERS: Let's have an item, or a charged attack on a weapon... and when the item is used or the charged attack is done... a doppelganger of you appears on the battlefield and a countdown starts... This guy attacks enemies alongside you, and when the countdown ends, the doppelganger disappears and you warp to where it was standing... what happened? looks like you traveled back in time to the point when you activated that item/charge attack, that's what!

2. TACHYON WEAPONRY: Notice those enemies that keep jumping around when you try to shoot them? Okay, now, let's add a "trail" effect to their movement. Pretty cool-looking, right? Okay, now, shoot that "trail" effect with this "tachyon gun". The enemy took damage. Because the projectile went back in time to hit the enemy. We could have it that shooting the trail is not as effective as shooting the real enemy, and that it doesn't travel that far back, if there is a concern that these weapons will be the ONLY ones people will buy if they're implemented. And oh yeah, Tachyon gunpuppies.

3. WEIRD TEMPORAL ANOMALIES: Areas in the clockworks where EVERYTHING seems to be going under a sort of Stun status effect- even projectiles and spikes. Because time in these regions is slower than time outside etc.

4. TIME EFFECTS: these would probably be redundant seeing as we already have Stun/Freeze status effects... the only real difference would be what causes them and the fact you can't stop a person from being temporally frozen by whacking him/her repeatedly.

5. I AM TIRED OF THESE TIME SHENANIGANS: I got you covered. You're tired of Timefiends, Tachyon Pups, and Chronic Wolvers. You are tired of Time Bubbles where you and all your attacks/projectiles are reduced to molasses speeds.... The answer? Weapons that DISABLE time powers/effects! These can work by inflicting a sort of Curse status on time powers- enemies/players only get hurt when they try to use them,

and of course it can cure the time effects in 4 and turn the anomalies in 3 back to normal areas. Obviously these could work as part of a possible alchemy path for the Wrench Wand (it would make sense for Gremlins to be armed/covered for time antics or fixing up places where spacetime gets all hairy).

EDIT:
6. BALANCE ISSUES, DIMWIT!: "BUT MEJEZFELD THIS IS NEAT SPAGHETTI SAUCE AND ALL BUT NOW EVERYONE WILL BE BUYING TIME STUFF AND ECONOLY RUINED EVEN MORE" You know how certain weapons are kinda useless/nerfed in certain circumstances? We can implement something like that- the Time Shenanigans are only possible in areas of the Clockworks where the spacetime continuum is broken enough to even allow you to do them. You basically go up to the dungeon and it will tell you that certain Depths are "undergoing temporal anomalies"- That means you should break out the Tachyon beams, those areas are full of temporal anomalies and you can go all Police Booth on them

hahaha oh wow I just went and typed a whole lot for a suggestion that won't even be considered or even read by many people.

Well if you did read this far go on ahead and tell me why this is/isn't dumb.

Wed, 06/22/2011 - 08:58
#1
xXyesac100Xx
Legacy Username
Misinterpretation

An interesting idea, although it could become quite annoying, and if there are a bunch of enemies the trails behind them could be quite distracting.

My comment is really more about the inspiration for the idea than the idea itself though. the term Clockwork refers to something that uses a complex series of gears to function (so named because older clocks and non-digital watches use a complex matrix of gears to move the hands). So the Clockworks in the game are called the Clockworks because the mechanism that rotates the different areas within them is made up of a complex series of gears and pulleys. So while the name led you to a very interesting idea, the term Clockwork doesn't necessarily have anything to do with time, or clocks for that matter.

I do hope I don't come off as condescending in this post, I really don't mean to. ^-^;

Wed, 06/22/2011 - 12:37
#2
mejezfeld
Legacy Username
@xXyesac100Xx I've been

@xXyesac100Xx

I've been reading a lot of Homestuck and the "time powers/mechanical parts like those used in old-time CLOCKS" association that is used to great effect there got stuck in my head. I was almost going to suggest the Temporal Doppelganger attack/device be punctuated by the sound of a record scratching.

I am fully aware that not all clockwork mechanisms are actually timepieces, but then again they're still called "clockwork" so...

Wed, 06/22/2011 - 13:07
#3
Effrul's picture
Effrul
I see where you're coming

I see where you're coming from, but honestly it sounds like an extraordinary overcomplication that'd require significant modification to enemies' combat characteristics to work at all. That these modifications would largely take the shape of trails or after-images means an enormous amount of extremely distracting battleground visual noise that's of no benefit whatsoever to those players not armed with your proposed tachyon weaponry, making such weapons overbearingly desirable. It's a neat idea, but one that I think is ultimately untenable in this game.

Time-distortion areas on the map wouldn't be anywhere near as complex, but would be a tremendous pain in the neck; I for one would routinely avoid strata that would inflict automatic stun effects whenever I walked through them. Plus, well, SK is a laggy-ass game sometimes, particularly for us outside the States, and the thought of levels that kind of deliberately emulate that nonsense is profoundly unappealing to me.

Thu, 06/23/2011 - 04:08
#4
mejezfeld
Legacy Username
I didn't really think the

I didn't really think the motion trails would be THAT much of a distaction compared to the other visual effects that are already in the game, and I have already got you covered by suggesting that whacking the trails does little damage compared to actually hitting the enemy.

and you seem to have missed one thing- EVERYTHING will be slowed down in the temporal bubbles, even the enemies and their attacks, whereas in lag only players seem to get screwed over (Also the lag issue can be easily solved and would be solved already if Three Rings hurries up and puts new servers LIKE NEARLY EVERYONE WHO ISN'T AMERICAN IS SCREAMING THAT THEY SHOULD DO), and I already proposed a way to get rid of said deliberately laggy areas.

Thu, 06/23/2011 - 05:05
#5
Shidara
Legacy Username
Trails - To see or not to see

It would more sense to visualize trails only when a Tachyon weapon is equipped, and only to that one player. They did it for hearts, they can do it for enemies. It'll just take longer to program.

As for #5 I'm a bit confused. They're supposed to nullify the effects of the Temporal Antics, but you threw me off after you explained it would work as a curse for Tachyon equipment and abilities. Anything beyond that made my head spin.

And the Doppelganger idea seems a little tricky. There is no way the developers can emulate the behaviour of a player, so we're more likely to see a mecha knight with our own appearance. Also, the idea of having yourself warp back in time doesn't fit either. You would be warping back in time in a sense, but as the doppelganger fights, that's basically you in the past into the present - or should we just say, you cloned yourself and the clone turns out to be the real you. I'm not against the idea (entirely, anyhow), but your logic doesn't fit here. If anything, this doppelganger would actually be you, returning to the past to help out your past self. Say, you were struggling to fight the horde of Mecha Knights in the last wave of the third level in an Arena, you activate this weapon to go back in time and save your past self. Your past self will execute the exact same actions you did back then, but the mecha knights will not, and may go after your future self instead, which could screw up your past self if you, say, knock them into your past self so it hurts/kills it. When the timer runs out, your future self is destroyed and you return to your past self, with the health you had then (minus the health you lost due to the stupidity that happened if you actually lured a mecha knight to you). However, this would be exceedingly hard to implement, and if used correctly could make you invincible in any one situation. It would also conflict with party play where everyone would be wound back to the past if used. Now, my filler here is not only harder to implement, it is also a horrible idea, but it makes sense (in a way).

I don't even know what I'm doing here, probably trying to kill your logic or something. And y'know what, I'm too lazy to look over it and edit, so I'll just leave it there so that you guys can bash and humiliate me later for all I care.

Back on-topic. The idea you have is interesting, but this looks like a rather big idea you're having, but we don't have enough information. Or maybe I'm just overthinking it? I would suggest you look over your suggestion(s) and revise where you see fit.

Thu, 06/23/2011 - 12:07
#6
mejezfeld
Legacy Username
@Shidara

@Shidara

I don't really know what confused you... I had said quite clearly that these weapons (let's call them crowbars) will disable the time-based powers of anything they whack, thus all attempts to use said time-based powers by crowbar-ed players or enemies fail until the crowbar-ing effect wears off, and as a bonus they can be employed to remove temporal status effects placed on players or the environment.

Hell areas where temporal abilities are disabled may be another possible temporal anomaly.

And yes, I did realize that the temporal duplicate will be nothing more than a fancy mecha knight with the same characteristics as the player that spawned it...

EDIT: I just tried to clear up the wording a little and added a little suggestion that MIGHT ease the "excessive demand" issues.

Thu, 06/23/2011 - 14:01
#7
Effrul's picture
Effrul
It still sounds like a

It still sounds like a tremendous amount of hassle for very little gain, especially the temporal anomalies; having to buy weapons, and then allocate a slot to them, in order to nullify an utterly infuriating and otherwise unavoidable automatic status affliction is some serious horse puckey. There are certain strata I'm not a huge fan of - Shock because the effect is so obnoxious, Fiend because my current loadout is vulnerable to Shadow damage, and so on - but they can be dealt with; I just have to be extra careful. But a level type where, unless I've crafted and assigned a particular class of weapon (and they'd have to go at least as far as 4* to be used on all Tiers), I'll be forced, through no other fault of my own, to do the whole thing at half speed? Never. The hell with that. That is a heinous waste of time, and perhaps more importantly, not fun.

Even the tachyon weaponry you're positing are rather overspecialised. Teleporting enemies can be a bit of a nightmare, but they can be dealt with tactically; I am in no hurry to replace my usual firearm selection (which tends to be an unflashy-but-flexible Blaster or Autogun variant) with a gun that, at the end of the day, is only really useful against Wolvers, the odd Gremlin, and Devilite underlings - enemies for which there are already extremely effective solutions.

Thu, 06/23/2011 - 15:56
#8
Loyal2NES
Legacy Username
I don't build time machines out of grandfather clocks.

The viability of the idea aside, I don't see the Clockworks being an indicator of time-screwery, but rather as an element of Clock-Punk.

Fri, 06/24/2011 - 13:33
#9
mejezfeld
Legacy Username
That's it!

Editing my first post so people will stop assuming I don't know what clockwork means.

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