Forums › English Language Forums › General › Suggestions

Search

New Arsenal Type: Engineer, Summon your army of zombies!

6 replies [Last post]
Sun, 09/25/2011 - 07:58
Eagleorion

[EDIT: Please put focus on the MAIN purpose of this thread, which is alternate material use, not healing or bot crafting. If there is another thread on alternate mat use as well, let me know.]

So if you're like me, you've noticed an abundance of crap mats stockpiling in your inventory, and you've been wondering, "what to do?"

Or... if you're... like me, you just... don't care. In EITHER case you might find an interesting solution to the problem here. I was thinking about the fact that in build-your-player rpg or mmo's, a healer class is always a welcome add to the depth of strategy in the game, but obviously in SK, it would be hax. If players were to suddenly be able to heal not from fixed health drops or ce rev costs, it would become so OP in such a short time, and OOO would lose revenue from resing. So I thought, maybe you could expend energy to do it, but given the fact that you already DO that reviving, there's nothing there to really add. Ultimately, OOO wants you to use some type of resource in order to heal in any given scenario, which makes sense. But we DO have another resource besides ce or cr, and that's mats.

Given the fact that you can't possibly use all the mats you'll find on crafting, you need a secondary application for them. So what about using various combinations of mats to create different things, like what healer gremlins do, from temporary healing pads, to uber shields, to knockback shockwaves, or maybe other things too! You could craft various types of helper bots, turrets, maybe craft specialty vials, that combo stat effects, by combining vials with mats etc.

In a way, this might play into OOO's revenue strategy, since mats would be consumed rapidly, and their prices in the auction house would go up. People would need more cr and, thus be more tempted to buy from OOO. Keep in mind, all ce ultimately comes from OOO.

A good way to incorporate this into the game would possibly be in a new arsenal type. I remember seeing the low-star wrench wand and thinking, "man, if only that could do what it actually does for gremlins..." Enter the Engineer equipment type. The star level of the equipment would determine what star of materials you could use. (And obviously as you got up to 5*, you could do some uber awesome stuff. Say use reaper ribs and spark of life to summon an army of zombies on your side. Thankfully, this won't be OP, since you would be extremely limited in how often you could do something like this.) I don't know how, beyond star, different Engineer equipment could vary. Obviously one sword is shadow, and another is elemental, so what are the unique qualities of individual Engineer equipment? That's up for debate here. Maybe it could have shadow, elemental, or pierce type of engineering equipment which effects what type of helper crafts, healing effects, vial combos, maybe stat boosts, you could do. There's a lot of possibilities here. Also, if this were incorporated into weapon slots, it could even further help balance out the new offensive and defensive capabilities by limiting the number of other weapons you could use.

Once again, this would all play into OOO's revenue, since people would have a ton of new equipment to buy (I always love new SK stuff!) and again would add loads of cool stuff to Clockworks strategy (and hey! Maybe even PvP!)

I think it would be an extremely fun addendum to the game, and get rid of a lot of those mats just lying around.

Sun, 09/25/2011 - 09:47
#1
Oakgear's picture
Oakgear
An engineer?

There was already this idea, but nobody believed it would make it because OOO wouldn't allow it.

Sun, 09/25/2011 - 10:36
#2
Eagleorion
Actually, it's significantly

Actually, it's significantly different (did a search just now. Had NO idea someone would put a similar idea under the exact same heading. It's why I didn't bother to search before posting in the first place.) Unless there's ANOTHER thread I'm missing, nobody's suggested an alternative use for materials. I always thought any idea involving healing-for-nothing-but-charge-time, etc. would be completely untenable in the SK 'verse. But if you use your MATERIALS, it fits within the paradigm a bit more. You'd have a limited number of uses for ALL engineer related skills, and re-use would be dependant on when you got your next set of mats, and what they were.

Sun, 09/25/2011 - 11:17
#3
Quotefanboy's picture
Quotefanboy
A quick thought

Perhaps you could usable dungeon items.

Think of it like this: instead of having it as a skill you make it take up one of your 4 item slots.

That way you can make your materials into a 1-off turret, and the higher the mats you used the higher power and tier of the turret.

Maybe you can make an item that basically, when used, puts a + bomb on the ground, and all within the area (of a t3 bomb, maybe b2) gets healed. This sounds overpowered, but remember, it not only takes materials to make this every time, but you can only carry 3 into stage. Such as any item.

Don't get me wrong, I like skills as much as the next guy, but it seems almost like spell casting with a rune cost. Much like runescape, or as i like to call it run-escape. Not saying that's bad, but if you have enough mats you're practically invincible. I think mine's a bit more balanced. You can only take so many in at one time in a dungeon, and you can only take so many of what you're bringing.

If you don't get what I mean, think of it like this. You know those robots you find in dungeons? The ones where if you use the item it makes a quick robot companion? Imagine crafting, with materials, an item like that which you can bring into the dungeon.

Just my 2 cents.

Sun, 09/25/2011 - 11:43
#4
Eagleorion
To Quotefanboy

So you're saying if you can bring in ALL of your mats in a single clockworks dungeon (quite a few in my case) you can uber spam phantom slave crafts and bot crafts to the point of not just wreaking havoc on a single screenshot of area, but also crashing your computer? Or just use heal circles to no end.

Point taken. Although to note, you would run out of mats REALLY quickly anyway. Although then, if you were filthy stinkin' rich and just bored you could buy up tons of mats on auction house, probably to the point of sky-rocketing prices, and annoying a lot of players. Yeah, would need a means to keep the mat consumption regulated. I agree with you on that.

But if you're saying it fills up your vial slots, well... then you could fill the vial slot, use it... fill it again... use it. Doesn't fix the problem directly. If you're saying it has to be a pre-dungeon craft (like maybe add a new craft vendor to the subtowns) that's kinda cool, but I feel that they're should be some sort of mid-action crafting choices.

Here's a thought, you're engineering equipment contains it's own slots. Basically you can load them with mats to a fixed capacity, but like with all gear switching, this has to be done in Haven, terminals, or subtowns. Depending on what mats you load, you'd have a set of options available during your dungeon run for crafts, options that would be change and diminish as you use the materials you loaded.

That in itself could add to the equipment variation. Higher stars contain higher capacities. Different gear contains different capacities for particular mats.

Sun, 09/25/2011 - 13:20
#5
Juances's picture
Juances
I believe the simplest way to

I believe the simplest way to get rid of unused mats is to create a new vendor that exchanges them similar to brinks and tokens

It's simpler and not so game altering.

Thu, 09/29/2011 - 19:34
#6
Eagleorion
Technically, you already have

Technically, you already have that vendor. It's called the auction house. You sell mats for cr, buy stuff for cr. A vendor would change the relative value of mats as certain mats equate directly to certain items (which is how crafting machines are already determining mat prices anyway), but all OOO would really need to do to make that change is adjust drop frequencies. They don't even need to add a vendor. I prefer a change that's meaningful, and adds use to the current abundance of materials.

Honestly, this game needs more stuff. I'm happy with OOO's current rate of content addition, but if Clockwork's content isn't changed in more ways than just " oh look, a new helmet!" or "oh look! a new boss!" It's gonna get boring for me. I say add content that can be considered genuinely novel to the clockworks and not just more of the same stuff. Yes, PvP has become their new outlet for novel content, but I really wanna see more possibilities in the clockworks. As long as that content doesn't create the problems that have been listed over and over again with new class additions. I think this version would do the trick.

Powered by Drupal, an open source content management system