This is a General discussion thread for the Suggestion here: http://forums.spiralknights.com/en/node/66829
That one is for the Discussion pertaining to, and hopefully improving that Idea. This one is for general chatter about it.
Here is the TL;DR: Increase the Survivability of Weapons and Armor that seems to be labeled "tank". Make tank a Medic. Introduce a More interactive aggro-ing system.
Here is the Post:
It's been a while...
Here's what I'm gonna talk about: my ideas for improving the 'Guardian' archetype. Mostly because I'd play all day as one.
It was pointed out to me that generally, the tradeoff in most games is speed for power. But since speed and power have already been thrown together, that option is taken. So, I have another path for these guardians: to make other team members safe, and save their butts when they fall down.
The question is then: how in the world could this be done? How can a knight keep people safe, and save other knights when they stumble? How are 'ya gonna make a tank-medic?
The first part is easy, the second is not -too- easy... Well, that depends actually.
First off, we accept that guardians are gonna get hit a lot, and not do very much damage at all. Then we make it so that they can still attack even when hit. After that, because we know that they're gonna be hurting badly, we give them a TON of defender. And I mean enough to be taking a half a pip of damage any average source.
Weapons that are defensive oriented should also have a health, or defensive bonus to compensate the low damage or speed.
Then we have to help them to be able to revive anyone that falls down, and give them the endurance to be taking the heat from hoards of zombies after it's team mates. That means health. I'd suggest that the plate armors have a base health bonus of 12, each piece. Ancient having 18 and the same defense as a plate line. That combined with the defense would make a guardian someone that forgoes survival by the blade, for survival by the shield.
Now the problem is that even if you -have- the defenses to survive, eventually you will fall. Not to mention that I said that a guardian would be taking the heat off, and Saving the butts of your team members. This next bit is the simple in thought, possibly hard to code and debug bit.
I suggest introducing a 'threat level' to all weapons, and a 'threat level bonus' to some armors. Think about it: firing off an Antigua is not as flashy or downright scary as an Iron Slug. Putting this into the game would not only aid the Guardian archetype, (I'll tell you why, and explain the basics of the mechanic in a moment.) But would let players choose whether they want to use a high threat nitonome, or a lower threat SSS. You can also have it scale with the stratum like weapon damage.
I think that extra level of gameplay would be simple enough to new players, but complex enough to make a difference for veterans.
Now, as to how it would actually work. Each time a weapon connects with a foe, a counter goes up, and monsters within a certain area of the impact would have their counters go up by half that amount. Each monster would keep track of the Damage dealt by each source-including other monsters. It doesn't have to take up much coding space, infact I don't think it would. Have the monsters either start with a point on their counters for each knight, or with none... For monsters like jelly cubes. I'm sure you could deduce that the knight or monster with the highest number on their counter would be the one to attack.
I would suggest starting with low threat weapons. Let's take one of the sneaky vile strikers, for example. Each hit would raise the target's counter by 2, and the surrounding monster's counters by 1. And a flashy, defense oriented blade like the sudaruska would raise it by 20 per for every for it hits. Where-as the striker can only hit two at best.
Wearing different armors can also give a bonus (I'd suggest a multiplier) to the threat made. A Virulisk suit giving a negative bonus to the threat, while a plate line gives a positive bonus.
There are sure to be consequences to these things... Like zombies getting fed up with trojans and betraying it. But I think that overall, this would be a near thing to have in the game.
~Tsu
>because we know that they're gonna be hurting badly, we give them a TON of defender. And I mean enough to be taking a half a pip of damage any average source.
Not sure if serious or using hyperboles, but if the former that is just broken. Especially if;
>I'd suggest that the plate armors have a base health bonus of 12, each piece. Ancient having 18 and the same defense as a plate line.
That's 29 HP by default, 41 HP when using Ancient Plate, and half a pip damage from most anything makes 58 or 82 hits to actually take you down. Even if slowed or weakened, or a combination of both, you could simply run up to any enemy and tank everything while bringing out a full assault. Oh yeah, and then there's vitapods, of which a +15 brings you up to 44 or 56 HP... And then add Pentas for another +12 boosting it further to another 56 and a monstrous 68. Half of 68 makes 136 hits to take you down. Even if these are from really weak mobs, even by Tier 1 standards you would literally have to be the worst player in the world to die. That, or leave your game running for an hour while you wait for a bunch of alpha wolvers to slowly munch your armour to pieces. I might agree to a health buff, because the giant normal defence doesn't make a lot of difference when Tier 3 throws a lot of pure-special on you, of which Volcanic and Ironmight provide so-so protection and Ancient none, and I could argue that they should provide more but the extra health could potentially compensate for that, especially since UVs are ever-so helpful if you have the money to invest on it.
Also, the malice-system you're bringing up seems rather interesting, and from a player's perspective getting rid of the greater threat would be a very attractive decision indeed so it would make sense, but then you would also want them to try and finish off what is already weakened as well. If a player is badly enough wounded, you could see enemies turning to them for easy prey. The AI in-game is rather simple, though (simply going for the one who did the most damage to them), so it could become a potentially big change and to be honest I wouldn't mind some more erratic enemy behaviours in the deeper parts of the Clockworks. As for what weapon creates the most malice, I'd say weapons that deal damage they are weak to e.g. Gremlins start targetting Knights using shadow weapons, and Beasts target Knights using piercing weapons, etc.
Might add some more thoughts when I'm not half-asleep.