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New Game Mechanic Idea; Super Moves- can it be balanced/affordable/add to the experience of the game? I say yes! LONGPOSTWARNING

8 replies [Last post]
Wed, 03/14/2012 - 00:12
Cleverpun's picture
Cleverpun

Considering how many games SK takes inspiration from, I hope most here are familiar with the concept of a limit break- a move which is costly to use and/or difficult to set up but which is very potent when performed.

"BUT WAIT" you shout, they have that in SK already- it's the energy blast you cause when you revive with energy. And hypothetical audience, you are correct, but to me this mechanic has several problems which prevent it from adding anything to the game;

A) you have to be dead to use it. This removes any satisfaction from using it because you're paying for a mistake, not using any strategy or forethought. This is also not a condition you hope to replicate in regular play.
B) It does a bunch of little effects which don't add up to something helpful ok, knockback, minor damage, stun. These can all be helpful in large doses, but at the stages people use the blast at it doesn't actually do anything helpful. This token assistance doesn't produce a satisfying effect, and doesn't make you feel better about spending energy to get yourself out a sticky situation.
C) The cost and requirements dont match the utility As a combo of the above, the only time you can use this is being dead (or a TPK if youre as frugal as I), having energy to afford it, and itll only do something helpful if a heap of enemies killed you, in which case you'll end up having to use it again to the same disappointing effect

That's not to say this adds nothing to the game- as a final FINAL resort it's a shade better than nothing- but as an execution of an idea it fails, in terms of simple game design and player satisfaction.

That idea specifically being this;

You should be able to pay energy to get yourself out of a sticky situation

So how can we execute this idea in a satisfying way, both fun for the players and balanced in gameplay, while still allowing energy to spent and thus making OOO money?

Limit Breaks, of course- (stay with me here. I guess there's a lot of text here if youre still with me thats a good sign...)

A limit break is a large expensive attack you can activate at will, or a large, moderately costly attack with severe activation prerequisites. We have the latter lets try the former.

This would involve an extra equip slot and a new purchasable useable item.

At vatel or basil you can find Burst Mods. These are equipable items, like trinkets, except they are purchased with CR. They follow all rules of basil and vatel recipes (lower tier ones at vatel and all ones available at basil based on tier, unbound on delivery). They are equipped in your BURST MOD SLOT. The Burst Mod determines the type of Burst Attack you'll perform. All Burst Mods follow a logical progression, from 1* to 3* to 5* and all versions are purchased independently of each other (pricing would require testing, but double the price of a same star recipe seems fair).

Available from Kozma are Burst Charges for 50-100 energy per charge. Bulk packs are possibly available for a discount (up to packs of 100?). Charges follow the same rules as slot upgrades- delivered UNBOUND on purchase, and use mist first like any energy purchase. These are placed in the USABLE category of your inventory. Clicking them doesn't do anything, but they do have an item description. These are important- they allow preplanning on the part of the player

OK, you've equipped a Burst Mod and have a few Burst Charges in your inventory, now it's time to use a Burst Attack The Burst Attack has its own dedicated button and acts as a charge attack. The F G or R buttons would be in easy reach without being too easily clicked on accident, and the need to charge it would prevent accidental uses. You could of course modify the controls to your liking. While charging the symbol for your BA gradually grows larger in the middle of your hud, in the space just above your health bar. At full charge its just slightly larger than your active weapon symbol. Alternately it could replace your weapon symbol while being charged, or fill slowly instead of growing larger.

Once the BA is charged, releasing the button will activate the attack, removing a burst charge from your inventory (depending how cheap these charges are higher star mods could use 2 then 3 charges per use instead), OR you can shield to cancel the attack this is further protection from accidental use, and also makes sure you can activate it on your terms. This is supposed to be a fun mechanic after all!

ALRIGHT TEXT WALL. Now the part you all love- STATS AND FLAVOR TEXT AWESOME.

Kora- "Hello Cleverpun, I see your training is proceeding wonderfully, as we've come to expect."

>Thanks Kora. Your advice has been really helpful.

"Well, today the spiral order finished R&D on a powerful new weapon, and they feel it's ready enough to field test."

>I do like getting new weapons. What is it?

"They're calling it the Burst Module. It works in the same way your weapons charge attacks do.

Your guns and weapons have internal engines that run off ambient mist in the air. You can force in more when you charge weapons or reload guns. This does the same thing but on a larger scale."

>So im funneling energy into a charge attack only weapon?

"Yes! But we've found a way to super condense energy into a single use... bullet I guess you could call it. Loading a Burst Charge into this new armor module lets you perform an incredibly powerful attack at the cost of the energy used for the bullet."

> I see- it can get me out of a sticky situation, but it's a bit pricey.

"I'm afraid so. The technology is still new, so R&D can't let it go free, but Kozma can condense energy into Burst Charges for you, and the Strangers are already stocking some of the more advanced prototypes we've created."

> Well, if it'll increase my survivability I'll have to check it out.

"Great! Here's some charges and a basic mod to get you started- leftovers from R&D. And apparently the training hall has dense enough ambient energy that you can trigger Burst Attacks in there without spending a charge."

> Thanks Kora.

"Good luck out there Cleverpun. Hopefully this will help you out in your exploration. I wouldn't want anything to happen to you...

> End Conversation

MISSION COMPLETE- gained prestige, 5x Burst Charges, 1x Laser Ray (Burst Mod)

SHOPPING LIST

(1* name / 3* name / 5* name)
dmg type
in game desc
personal desc

Laser Ray / Laser Beam / Laser Blast
elemental dmg
A lackadaisical laser that does a little damage to all enemies in a straight line

A linear laser that does dmg to all enemies in a straight line

A large laser that does a LOT of dmg to all enemies in a wide, straight line. Lasts a long time.

Upon activation a laser beam with about pulsar shot range will extend from the knight for a time dependant on star level. can recycle animation from twins lasers, possibly prismatic. 5* is 2 squares wide.

Poison Puffer / Poison Layer / Poison Field Screen
elemental

A prototype mod that delivers a (powerfully) poisonous payload to all enemies near the activator.

Upon activation a large poison cloud (recycled from venom veiler animation) will explode out from the knight. Stays centered on knight, time lasting, size, and poison strength all increase with star level

Repulsor / repulsor mk II / Radiant Repulsor
normal

Fastest Charge time. Upon activation all enemies receive severe knockback and one blow of light/moderate/heavy damage. Also applies increasing stun. useful for gunners or suicidal swordsknights

Nanite nest / Nanite hive / Nanite Swarm (nebula?)

Upon activation this module creates a tier appropriate mecha knight- the higher the version the stronger the summoned knight. Knights created by the 5* also have a random element applied, are stronger than equivalent T3 mecha knights of same element, have faster shield draw, and arent afflicted by random shock.

PDA / PDA MK II / Perfect PDA

The personal defence android is a basic remote controlled robot- it's AI only allows it to circle its owner, but it's charged with a powerful energy shield thanks to the Burst Charge you used.

See Dark retribution bomb. 1-3 orbs circle your knight for various amounts of times, based on star level

Shield?

Upon use this creates an Invulnerable shield that breaks after 1-3 hits. Since the shield takes the hit not you, any knockback, statuses, or damage from that hit is completely negated.

WOW that was a lot of writing yea? Guess it was type that out or work on my MLP FIM fanfiction xD

Sarcasm aside, any comments (especially, dare i dream, DEVELOPER comments) of the unadulterated praise or constructive criticism sort would make my day!

Thanks for reading that LONNNNNNG thing, and trust me it took longer to type :D

Wed, 03/14/2012 - 00:24
#1
Severage's picture
Severage
o.o

Clockworks'-already-easiness aside...

Bye bye Lockdown.

~Sev

Wed, 03/14/2012 - 00:42
#2
Cleverpun's picture
Cleverpun
@ Sev

Energy Revives are all the energy to win that LD needs, I would hope this never makes it there.

And CW may be on the easy side (at points), but I hoped this was a better solution than throwing 1k energy at revives and hoping you won eventually, as I've seen far too many knights do...

Wed, 03/14/2012 - 02:46
#3
Softhead's picture
Softhead
Interesting...

I agree with Sev.

I think the Blast was designed for knights who are cornered by Trojans...

Wed, 03/14/2012 - 02:53
#4
Diamondshreddie's picture
Diamondshreddie
mehh...

i for one kinda like this idea..... would be cool to shoot out a huge purple laser .. from my mercurial demo suit-back generator XD .. while running helplessly from some fiends

Wed, 03/14/2012 - 04:13
#5
Cleverpun's picture
Cleverpun
@ Atrum

You can totally shield bump trojans. They kill me often enough but ive totally shield bumped them

Also why didnt anyone tell me HOW LONG my OP was... >>

Wed, 03/14/2012 - 04:57
#6
Just-Crusising
Limit break?

I would actually like to see my character perform some kick-ass stunt with his Gran faust... but those ideas seem nice also. I support this thread.

Wed, 03/14/2012 - 05:23
#7
Juances's picture
Juances
~

Unless you die a lot, it's sill better to just gve up and revive 2-3 times than go KABOOM with such prices.

And if you really die a lot in such way the energy cost of this is more viable than revivng, then you're a bad player that likes to waste energy. Better return to haven and start again than spend that much.

The only exception would be shadow lairs.

Thu, 03/15/2012 - 00:09
#8
Cleverpun's picture
Cleverpun
@

@ Just - these are just the over the top powers i could come up with on a whim, feel free to suggest something stunty and overpowered that costs 50 energy to do :)

@ Juances

Ah, but how often have you really needed a revive after a TPK and still been on mist?

Assuming my hypothetical charges are cheap enough to buy on mist it gives frugal (or elevator pass) players a way to store surplus energy, and use it on THEIR terms, not the games. Might this not work? perhaps, but it'd have to be better than a TPK where you're forced to use up Ce or quit

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