I'm pretty sure something similar to this has been regarded to on this forum before. But I've put a lot of thought to it so it won't change game play in a major way that it will be hard to implement. Yet, I think something like this should be added to spice up uniqueness to character's and player style. Simple way to call it is "skills." Though I don't think it's as simple as "skills" in other games, so it fits. Here are my ideas, these are open to opinions of course! Just please, serious criticism.
Point 1- Skills as an item/equipment.
As far as I see it, it would be almost silly to add a new "skills" menu since that would change to much of the simplicity to spiral knights character development. This would require new points to increase skills, ect. So my idea to this was to have skills as an equip-able items like trinkets. There would be four slots, above health or even extended to the item belt at the top in some manner. This is a useful way of introducing these skill items because then they could be upgraded just like the trinkets you can get from Krogmo. Yet, instead of no recipes, there should be no required items. And the recipes could be skill scrolls, or books, obtainable in some manner. To upgrade, you just need the required amount of CE and CR. Either the normal 1-5* or even just even have the skills leveled as "SKILL -TIER 1" to "SKILL - TIER 2" to "SKILL - TIER 3" These will be leveled through heat just like items. First upgrade, level 5, them second level 10.
Point-2 Variety in Skills
Obviously specific skills cannot be used on every weapon, and also every weapon cannot have their own skills. To create variety and find away around this problem, I suggest, weapon types can have their own skills. For example, there are types of swords, they all basic in these categories in similar ways. So the skills can be designed to work with those categories.
Example. You can tell the item type by its logo.
In the sword there are:
-Heavy 2-hit sword,, ex. http://wiki.spiralknights.com/Heavy_Hatchet.
-3-hit sword, ex. http://wiki.spiralknights.com/Static_Edge.
-5-hit sword, ex. http://wiki.spiralknights.com/Cutter.
-Thrusting sword and ranged sword (Spur), ex. http://wiki.spiralknights.com/Flourish
I will later explain skill ideas for these types and more in the "skill specifics"
Point-3 Functions
To not overpower these skills was a major part of my thought process. It was hard to come up with a way these skills would be useful with out being overpowered and also not making charge of each sword useless. Obviously, they're abilities are much more for specific use then the charges were designed, making character choice, development and uniques in styles up to the player, so they could be powerful in their uses. But how can we make it so they are not used like charges? In some sort of limit. I have a few ideas here for this. One; costs. Mist or heat. Small amounts. Two; amount of use per depth or per tier. Three; Even though each I think should require time limits between uses, instead of having costs or limits for uses, there should just be a large time limit between each use. I think costs would make the economy a little stranger, so I think the time limits would be the best choice.
(I will clean this section up, sorry for its confusion XD)
*Edit* Each skill, when used, will be the same for any of the weapon used wtih, as in the smash or colors of the attack and style/animations, unless the skill says otherwise. Example, the heal gun, working on the art, will shoot heart aurared bullets.
Point-4 (my favorite part of the ideas) Skill Specifics :D (these are all rough drafted ideas, excuse messiness, will be edited after comments)
This is where I will tell you my ideas for skills and how they work :D
I'll list some skills I've thought of that fit my system.
Support Skills
*Heal, two versions*
Bomber heal (name pending, works for chemical (status effect area) bombs, ex. http://wiki.spiralknights.com/Haze_Bomb [bombs with this logo])
-Bomber Heal Tier 1- Charge is slow, with a small radius. Once placed a cloud similar to vaporizer series and the other series like it. Any player in it will receive back 2% of their full health bar ever couple seconds (same as it would cause status alignment with like freezing vaporizer). Bombs cloud has same radius as 2* chemical bombs and last just as long.
-Bomber Heal Tier 2- Charge is medium, medium radius, and time is medium, between that of the 4 and 5* of cloud bombs. Heals 5% every couple seconds.
-Bomber Heal Tier 3- Charge is fast, large radius, and time is long. 5* equivalent of chemical bombs. Heals 7% per amount of time.
Gunner Heal (works for pulsar or catalyzer and possibly alchemer series) This skill will shoot a ball similar to pulsar that pops at set distance. Heals any living thing it hits, teammate or enemy. Charges, time and size of bullet pop is the same as how bomber heal worked. Tier 1 matches 2*, Tier 2, between 4-5* and Tier 3 matches 5*. This skill can shoot three bullets before it requires wait time. (if only one is shot with in 3 seconds, it will require wait time)
-Gunner Heal Tier 1- 2% of full health is healed per hit
-Gunner Heal Tier 2- 5% of full health is healed per hit
-Gunner Heal Tier 3- 7% of full health is healed per hit and sure status OF the gun its used from (Example, pulsar series will cure shock, and firetech alchemer with cure fire, shadow will shadow curse *idea under review still XD*)
(Haven't decided wait time. 30 seconds to 2 minuets)
Thrusting swords skill,
*Justifying precision*
This skill when used is a single attack from the sword. Player places a foot back and stabs forward with single, processioned attack through an enemy in direction the player attacks. Damage increases for higher level (tier 1, tier 2, tier 3) Possibly range. Wait time between uses follows:
Tier 1- 30 seconds
Tier 2- 30 seconds
Tier 3- 40 seconds (larger amount of damage)
(piercing damage of course)
Heavy 2 hit Sword Skill
*QUAKE (anyone that smashes forward with a charge, like trokia)*
This is a forward smashes that quakes the ground and knocks enemies down in a radius or knocks them back, quaking the ground.
Tier 1- Small splash area.
Tier 2- Medium splash area.
Tier 3- Larger splash area with the status of the sword (shock, fire, stun) arising form the quake.
Damage increases with upgrade of course :D
Wait time would be 30 seconds. 40 for tier 3.
http://beastly-nikk.deviantart.com/gallery/#/d4u7bt8
Did this on in photoshop, its tier 1, being used with trokia. All tier one quakes would have this same style effect, no matter the sword used. Skills negate status effects and style of the weapon its used with unless the skill states otherwise. As tier 3 this skill would have status effect of the weapon and appearance to match.
5-Hit Sword Skills
*Ghastly Quick Strike*
Fast moving strike that goes through amount of enemies in direction player attacks at a certain distance, player appears on other side followed by a streak of the sword.
Tier 1- Weak, small distance and a slow draw (as in the play pulling the sword from charge postion) 20 second wait time
Tier 2- Moderately stronger, slightly larger distance, medium speed draw. 20 second wait time
Tier 3- Strongest, a lot larger distance and a fast draw. 30 second wait time, but can use attack chain once down with the strike.
http://beastly-nikk.deviantart.com/gallery/#/d4u6k2h
Art shows the start and end of the attack, since the in between would be an animated slide, mostly blurred.
Unique sword skill for Gran Faust ONLY acts like the charge of the DA.
Tier 1 has a high chance for curse ,Tier 2 as a medium chance for curse on user, Tier 3 is reduced.
Rest of the charge is similar to the DA
Special skills, player skills or armor skills. * WAIT TIMES FOR ALL ITEMS ARE UNDER CONSIDERATIONS STILL*
Cloak, with upgrade increase time cloaked. Enemies will not target or notice player. Cloak ends if action is taken.
Blast, like energy blast. I thought this would be good for bombs so this would be a bomber only skill. With upgrade it blasts back enemies farther and at tier 3 it would stun. (good if dual wielding was added)
Speed increase, movement. This one would be good for maybe just striker series swords, but I think all should be able to use it. With upgrade time speed is increased is also increased XD
I haven't come up with names for all of them so if you have suggestions I'd like to hear :D
I have more skill Ideas that I will add over time if people would like to hear. Please don't be afraid to ask questions if I've been confusing.
*idea in progress*
dual wield skill
*edits*
1.1 Changed heal values. Added a wait time suggestion.
1.2 Fixed names, thanks to, and credit to, Merethif
1.21 Added new skill idea
p.s. Suit would be awesome
I stopped reading when I saw the word 'Heal'
Thats a no-no here.