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The Mad Doctor's Laboratory presents: Utility weapons!

3 replies [Last post]
Fri, 05/24/2013 - 08:51
Doctorspacebar's picture
Doctorspacebar

So I was thinking about weapon variety when it hit me. Why not have utilities that don't do damage, but instead help the team in some other way?

See, team support currently exists, but it's offensive support, meaning it affects the enemy in a way that helps your team. The Wormhole Charge is something completely different: it affects your team in a way that helps your team, whether in Lockdown or the Clockworks. And you could probably find a use for it solo, too.

HYPERSPACE RIFT (2* Wormhole Charge -> 3* Stabilized Wormhole Charge -> 4* Expert Wormhole Charge -> 5* Hyperspace Rift)

The Wormhole Charge is an interesting type of Bomb. The stats shown are a Normal Damage stat of ZERO and a... Health stat? The bomb itself is a transparent sphere with energy swirling inside, getting bigger as the star level increases.

The Wormhole Charge (this is the 2-star one) has a base charge time of 8 seconds. Each point of Bomb CTR lowers it by 1/6 of a second. You're also slowed to a crawl- even slower than while charging the Big Angry Bomb or Electron Vortex- while using it. Each star level lowers the charge time by one second, so you can reach a minimum charge time of 4 seconds.

Once used, it will deploy a space-wide swirling green vortex. This is, as you might guess, a wormhole. But the first time it's deployed, it doesn't do anything! When it's used again, the Charge will deploy another green wormhole, and the first wormhole will turn red. Knights can walk over these wormholes, and Blocking on either one will take them from one wormhole to the other! The 2* Wormhole Charge will have a cooldown of 6 seconds afterward where it can't be used; this cooldown decreases by 1 with each star level, dropping to a minimum of 3 seconds.

Why did the first one change to red, though? Well, if the Charge is used again, another green wormhole will be created, the second wormhole will turn red, and the first wormhole will disappear entirely. And so on and so forth.

You might think, "Wait, we could use this to break the game?" No you couldn't. Here's why:

--A wormhole cannot be placed within one space of a spawn area, whether in Lockdown or the Clockworks. The former would allow Recons to spawn-camp (more on that later) and the latter would allow players to come back and change their gear after having left the entrance.
--A wormhole cannot be placed within two spaces of a party button, to prevent sequence-breaking.
--A wormhole cannot be placed within two spaces of an elevator.
--Upon hitting a party button, all wormholes are destroyed.

Furthermore, wormholes have another limitation: they can be destroyed. Each star level increases the Wormhole's health, but it won't prevent enemies from whaling on it unless a Knight's nearby to get their attention. Ghostmane Stalkers and enemy Knights with the Recon Cloak in Lockdown can use the wormhole (in the Recons' case, by cloaking over it and hitting the Dash button), allowing them to destroy any multi-man portal setup with ease. (This is why wormholes can't lead to spawn; a Recon could waltz into the base and kill people right as they spawned!)

Wormhole Charges and Stabilized Wormhole Charges can be seen by mobs from 12 spaces away and are plainly visible. Expert Wormhole Charges and Hyperspace Rifts are sneakier, being translucent and more difficult to spot on enemy players' screens and only visible by mobs from 6 spaces away.

These are sold by Jorin and/or Remi if they're sold in the Hall of Heroes at all.

I'll be thinking up new utility weapons later, so be sure to check back every so often!

Fri, 05/24/2013 - 11:46
#1
Hexzyle's picture
Hexzyle

Although it sounds nice, the bugs, exploits and troll oppurtunities that would arise from such a weapon (not to mention travel lag) would be absurd.

The attackable entity idea is interesting though. There should be a bomb that does this.

Fri, 05/24/2013 - 15:30
#2
Doctorspacebar's picture
Doctorspacebar
Node 53120 is credit to team

Of course they would be. I already called attention to many bugs that could arise and prevented them from happening, and while there would likely be many more bugs arising from the Wormhole Charge series, that's what the Test Server's for, right? To prevent players from coming out of a wormhole inside a wall, the wormhole could obstruct mobs from walking in the space occupied by the wormhole.

As for troll opportunities, perhaps a little arrow pointing to the other wormhole that the user and his allies could see would suffice to keep people from trolling too much.

Here's another one I thought up:

VANGUARD'S BANNER (2* Spiral Rallying Flag -> 3* Knight's War Flag -> 4* Defender's Banner -> 5* Vanguard's Banner)

Inspired by the Buff Banner of Team Fortress 2 (notice: link contains some profanity), this blue flag with the emblem of the Spiral Order gives Knights a morale boost. Once the owner of the Vanguard's Banner has dealt a certain amount of damage dependent on the depth, a notification will appear over their head. They can lay the Spiral Rallying Flag down with a short (<1 second) charge, and it'll give all Knights in its range a Low boost to Charge Time, Damage, and Attack Speed that stacks with what they've already got.

The 2* Spiral Rallying Flag is smaller, and gives a boost for ten seconds in an 8-square range. The range increases by 4 squares and the boost time increases by five seconds for each star level. Use it in Arenas or boss battles for maximum effect! Each upgrade also increases the flag's size; don't worry, the flag will be translucent if a knight or monster is behind it!

Sat, 05/25/2013 - 00:30
#3
Hexzyle's picture
Hexzyle

About the rally flag, I think a similar function is going to be performed by one or more of the Battle Sprites when they're released.

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