Recently my internet has been down, so I am glad to be able to log back on to this wondrous forum site, and let my brain dribble the compiled ideas that came up during the time of no connection!
First of all, I suggest something for the Forge system! (yep, I know it's nothing new but oh well.)
Heat Canisters! Common drop from boxes and monsters throughout the clockworks, used as an extra for heating items, or used in mass to create small numbers of heat crystals! Here is what I jotted down on of all things, a notepad.
1 Heat Canister = 10 cracked crystals
3 Heat Canisters = 10 dim crystals
5 Heat Canisters = 10 warm crystals
15 Heat Canisters = 10 glowing crystals
35 Heat Canisters = 10 shining crystals
50 Heat Canisters = 10 radiant crystals
As for use in heating and forging, canisters can be transmuted into heat on equipment via the forge menu. I didn't get far on balancing with this, as it would have to be for every star rating. This example is only a representation of 5* gear.
Level of heat | Percentage of heat given by Canister |
1 | 40 %
2 | 35 %
3 | 30 %
4 | 25 %
5 | 20 %
6 | 10 %
7 | 8 %
8 | 5 %
9 | 5 %
You could use heat canisters for forging only once per an items level, so using this system to spam canisters to heat gear will not work.
Along side this idea, I suggest that dungeon item drops from boxes be decreased, and gain an increase from monsters. The amount of disappointment when completing a compound, and all the boxes found give me vials or barriers, is a bit disappointing.
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Another suggestion is a new weapon line: Axes.
Their attack pattern could consist of a left swing, right swing, left swing again and a final full 360 degree spin, much like a calibur charge, without the repeated strike. The charge could consist of a swipe, than a twisting motion leading to an overhead downward swing, leaving the axe planted in the ground for a moment. It could have a slight blast radius much akin to the troika lines in it's 4* and 5* versions.
Proto Axe: 0* sword, given to you in one of the starting missions. Nothing unique about it, slightly high damage to a proto sword. Usual proto colouring.
Description: This standard issue axe is useful from anything between cutting down trees and shredding the hides of monsters.
Spiral Axe: 2* sword; normal damage, the starting craft for this line. No added effects.
Description: This axe was fashioned together using some of the clockworks technology, and a standard Proto Axe. It's pretty sharp.
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Mighty Axe: 3* sword, next line in the Spiral Axe series. Slight chance of moderate Stun.
Description: This upgraded axe will have you chopping trees in no time!
The Mighty Axe splits into three paths:
- Warrior Battleaxe: 4* sword; normal damage. Moderate chance of causing Stun. Blast radius that has a higher chance of causing stun on it's charge attack.
Description: An axe said to have been passed down the generations from some of the Iron Wolves, it's still as effective as ever at chopping things up.
- Chilling Battleaxe: 4* sword; elemental damage. Slight chance of causing moderate Freeze. Same effect with the charge attack as stated above.
Description:
- Charred Axe: 4* sword, shadow damage. Slight chance of causing moderate Fire. Same effect with charge attack as stated above.
Description:
From here, we have the 5* versions of these, in their respective orders:
- Barbarian's Butcher: normal damage, moderate chance of causing Stun. The blast radius of the charge is slightly increased from it's lower star form.
Description:
- Frozen Steel War-axe: elemental damage, slight chance of causing moderate freeze. Blast radius of the charge is slightly increased from it's lower star form.
Description:
- Shadow Fire War-axe: shadow damage, slight chance of causing moderate fire. Blast radius of the charge is slightly increased from it's lower star form.
Description: Forged with Shadow Steel and the most potent of Flame Souls, this Axe is sure to burn down anything in your way.
As for damage, they would be below Brandish lines, considering the 4 strike attack, and the blast radius charge. The normal damage version would have more damage than it's elemental and shadow counterparts of course.
I had ideas for most of the descriptions, but I'm missing a few. Please post any descriptions you can think of, and I will add them in and credit you for them! <3
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My 3rd suggestion is this: Missions on the surface!
Let's face it. The clockworks is a dangerous place. But how about the surface? We don't explore much of it. As a matter of fact, only a few missions are based on the surface. Haven doesn't count, as it's the base of operations and such. I propose we have a few missions on the planets surface, showing the player crossing large chasms (like that mission 'Crossing the Chasm') leading to wide open plains with all manner of creatures roaming around it. A smaller suggestion to add to this is jumpable ledges. They could act as one-way doors, that you can leap down from into a new area.
To this, and I know this one has been suggested, but we could have smaller civilizations similar to Haven, populated by strangers and gremlin outcasts. Also, you could encounter at random, demolished villages, filled with undead enemies and fiends. The difficulty of these could be scaled to the mission, and free roam could be achieved by having 'Tiered plates', as the planet is split apart, each section could have a different Tier (1,2 or 3, maybe even a shadow area?) and each area changes theme and monsters, like the arcade cycle, but at a slower rate.
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Biome ideas:
Hills, could be home to renegade gremlins, not to be confused with Emberlight gremlins, these guys would be neutral (getting to close, hurting them), so provoking them would cause them to attack. Environmental effects could be along the lines of being able to knock boulders down ledges, causing them to break and hurt enemies or act as triggers. They could lead into new zones, like tunnels (as suggested by Eltrooper) or mineshafts.
Open plain:
Good place for beasts to roam, dens could act as mini dungeons and even hold mini bosses, say, a huge chroma covered in spikes. Wouldn't need much deco, just landmarks so players wouldn't get lost wandering in them.
Stranger/Gremlin civilizations:
This would be more like a rare find than a biome in itself. They would have the usual stores found in emberlight/moorcroft, and could offer random recipes, with a good chance of having the more uncommon ones like kilowatt pulsar, or twisted snarble barb.
Oceanic/water themed biome:
A use for those trunks and sarongs! I guess it could be a sort of knee high watery area, maybe a lake, where you could swim around the deeper parts. I guess this would invoke a new group of monsters, fish like of course.
(will add more later)
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I will add more to this post as the week goes on, Please give positive feedback on my ideas so far!
the only problem I have with the forge are radiants right now, there is an obvious, easy solution and so I won't comment all the more complicated solutions that are there.
axes are swords with a slighly better charge attack. more swords aren't that needed, but we lack a shadow-fire weapon, so meh.
surface missions aren't that appealing, as the monsters will probably be the same, and they will be at d1 strength because lore, and open ambients won't change how the game is played.