Greetings everyone, Shidara speaking.
As an enthusiastic Lockdown player, I've had my fair share of games with lightning-fast strikers, sneaky assassin Recons and bulky Guardian tanks. I'm just letting this out now, I love RPGs, because I love progression and getting stronger. I came to Spiral Knights because it was different. It had an RPG-like system, what with levelling up equipment and advancing. Strength in this game is defined by your ability to evade damage and handle your weapons to dish out as much damage as possible without taking hits. Lockdown is competitive, and I love competition despite how infuriating it might become for me, so I started thinking... What if Lockdown had a level-up system?
I imagine some people are already preparing to close the topic, others wanting to read on, and some who are entirely neutral. Either way, please read on because I want to hear your voice in the form of lovely pixelated text. Moving on, suppose there is a level-up system for the three different Lockdown classes. The more you use them, the more 'experience' you gain for that class. After accumulating enough experience, the class levels up and an ability is enhanced or you gain another one. I want to hear from you guys what possible abilities could come into effect with levelling up a certain class, how many times you can upgrade them, how this would affect Lockdown gameplay, and if I'm a stupid [jerk] for bringing this up in the first place.
Let's cut to the chase and start with the good stuff (or if you love the traditional system, 'what'll ruin the game'.)
Note: These are speculated 'upgrades' that I myself have thought of. Feel free to add you own input on additional abilities, what they do, how they interact with other players and also remember to voice what you think should be different with what I have proposed myself. Abilities are not listed chronologically.
You level up a thing! What goodies do you get?
: Guardian :
- Greater shield radius; allows you to fit players further away into your protective dome. 1 pt.
- Out-of-reach protection; grants players who just left your dome protection for a short amount of time, but decreases shield radius. 3 pts.
- Increased health regeneration; speeds up health regeneration while the shield is activated, but shield health is decreased. 3 pts.
- Remedy field; players are healed/unaffected by status whilst in the dome, but you cannot shield whilst affected by status and health regeneration is disabled. 3 pts.
- Swift guardian; increased movement speed while shielding. 2 pts.
- Increased knockback; attacks gain an increased knockback to distance hostiles, but attack speed is decreased. 3 pts.
- Sturdy shield; increased shield recharge. 2 pts.
- Steady aim; increased handgun attack speed (removal of handgun attack speed decrease.) 1 pt.
: Recon :
- Greater pulse radius; increases the area of effect for your recon pulse. 1 pt.
- *Status-immunity; immune to status whilst cloaked (attacks that deal status will not affect you whilst cloaked), but cloaking is disabled whilst under a status and movement speed is decreased. 3 pts.
- Greater disruption; greater chance to inflict status with a weapon that can inflict status, but decreases damage. 3pts.
- Swift rogue; increased movement speed while cloaked. 2 pts.
- 'Sudden Death'; increased recon pulse speed. 2 pts.
- Shadow veil; increases team-mates' defence for a short period of time when hit with a Recon pulse. 2 pts.
- ^Metal cloak; attacks gradually chip off cloak durability instead of immediately disabling it, but cloak recharges slower. 3 pts.
- Night cloak; increased cloaking durability. 2 pts.
- ~Clairvoyant eye; reveals the position of cloaked enemy recons where your pulse hits, but decreases damage. 3 pts.
- Trained arm; increased sword attack speed (removal of sword attack speed decrease.) 1 pt.
- Scout; shows the enemy team on your mini-map. 2 pts.
- ¯Radar feed; enables you to reveal enemies on your team's mini-map by marking them a third time with your pulse, but slows down pulse speed. 3 pts.
- Going Dark; decreases pulse radius. 2 pts.
- Laser tripwire; provides you with a deployable laser tripwire that alerts your team when it is passed. 2 pts.
* I know some will react to this in the wrong way if it goes unexplained so allow me. Immunity is only granted whilst cloaked, meaning that yes, you can indeed run through haze bombs unaffected, however, if you uncloak to attack, you will immediately become vulnerable. Use this ability wisely. Attacks that can possibly inflict status will not inflict status on the blow that knocks the player out of the cloak. Immunity is disabled when uncloaked.
^ Leaves a brief silhuette where the player was hit, similar to the shield-hit animation, revealing the position of impact for a brief moment.
~ Visible only to you, or the entire team? Discuss.
¯ Durability out in the open. Possibilities are temporary effect (active for a period of time), lifetime effect (until the target is eliminated), or match effect (marked for the rest of the game.)
: Striker :
- Turbulence; increases team-mates' movement speed for a short period of time if they walk into your boosting trail. 1 pt.
- Extra fuel tank; increased Boost gauge, but decreases attack speed. 3 pts.
- Prey; defeated players drop more hearts, but decreases damage. 3 pts.
- *Morale; increases team attack power when standing on a control point that belongs to your team. 2 pt.
- Explosive temper; reduced bomb charge time (removal of charge time increase for bombs,) but decreases boost gauge. 3 pts.
- Martyrdom; drops an equipped bomb upon death (if multiple bombs are equipped, the bomb that is highest in the order is dropped.) 2 pts.
* You emit a radius buff similar to that of an Alpha Wolver. Increases damage bonus by one point (Low). Does not stack with other Morale buffs and does not buff yourself.
Note: The point-values and penalties are out in the open. Feel free to discuss what you feel the abilities should be worth.
"Pts."? Points? What gives?
Suggested by Neodasus in post #5, a skill point system to allow for customization instead of forced application seems like a good idea.
To prevent over-usage of powerful abilities, this system will be executed to keep things balanced. Abilities' total value can not breach the point cap to prevent imbalance. The current point cap is at 6, please discuss. Also keep in mind we have not established a max point value for a single ability yet, but so far I am assuming a value of 3.
Levelling up?
How does it work? We have a number of possibilities.
A) Damage. Most typical in combat-progression.
B) Captures. It's the objective of the game! You gain experience based on how many points your capture points accumulate for you. Note: You must capture the point yourself in order to gain experience from it.
C) End-game points. You gain experience based on overall team performance.
D) Play-time. Your class levels up based on usage.
Levels!
How many levels are there? 10? 5? 3? More? Less? Which level unlocks what ability? Discuss, for I have no idea!
Are these additional abilities O.P.? Yes, but could they work out? Can they be altered to fit their roles better? Are they too powerful? Could they be better? Am I an idiot? Actually, you don't even have to answer that.
How would Lockdown play out with these abilities in play, do you think? Would it be fun to play with all of this? Would it become more competitive? Would it not? I'm asking a lot of questions, and only you guys can really answer these for me. I am but one player, with a different perspective and way of thinking. Are these fantasies that don't belong here, or could they become reality? You guys think it through and pass on your judgement in this topic.
I think this is all I have for the time being. I guess the bottom line is that I don't want to just hear "No, this will never work out", or "Yes, they should totally implement this!" Add some thought into your post and review what you like or dislike. Please, also try to think of what could be done differently. I want this to be a discussion topic, not a "shoot down the horrible suggestion!" Oh yeah, and it's not a direct suggestion either, so there's that.
Thank you for reading through, and tell me what you think!
Shidara out.
I think these are some great ideas that would make lockdown a lot more fun. Since so many people play LD, the experience needed
to level up would have to be a pretty high number and the number would have to grow with each level gained. One option for an ability
would be the penalty on each class gets removed.
You already have a lot of questions so i'm going to read some again and post again later.
The one and only, Guardianknight.