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Accessories benefits to lockdown and missions?

3 replies [Last post]
Sun, 07/29/2012 - 01:02
Dobiee's picture
Dobiee

What if the accessories managed to help the player out somehow? Like the vertical vents could help alert a player to sense a recon enemy faster then that of a regular trigger? What if the extra vertical vents allowed you to sense how close a recon enemy is by the distance? I have more:

Goggles: allow you to see a faint silouet of recon player's and the health of your enemies

Mechantennas: allow you to ping how close an enemy is on the radar (enemies with weaker health or that dont have a charged attack will not be as visible as those who have full health or a charged weapon, also the ping is faint and fades out every half a second and will pick up recon enemies very faintly)

Night vision goggles: allow you to see enemies that are in your radar (minus recon enemies)

cat tails : give you better resistance to kick from magnums, and heavy weapons and charged shots

wolver tails : give you faster speed with heavier weapons but with that weaker attacks

Tails tails : makes you faster but gives you -1 bar of health, and the kick is increased slightly more then that of a normal person.

Wide V bolt: gives you a stronger range of attack

barrel belly : gives you the benefit of half a heart every so often (either randomly or every 30 seconds or minuet)

vita pack : gives you the option to deploy a strong health revive on the go and slowly recharges.

these are the ones that i can remember the names of but if you have any other ones or any recomendations please do say I would love to hear more about them. Also I would love to request that binding accessories and removing them can be either at a cost per cr or ce or to be given an option to be removed.

Sun, 07/29/2012 - 08:35
#1
Luguiru's picture
Luguiru
Missing the point

The primary appeal to the accessory update for people who do not wish to dump their time and money into them is that they do not help you in combat in any way. Think of TF2. Now imagine if hats actually did something. Now imagine they gave all these bonuses which would give them a distinct advantage. In that game they give you stock weapons, but you can also find other weapons. Note that these other weapons are not significantly more powerful than the stock weapons. The found weapons have advantages, but they also often have negative effects to counterbalance the bonuses to be used in various ways. In Spiral Knights compare Brandish and Calibur lines. Calibur is part of the Cobalt set. Brandish is a spinoff. They both have the same basic swing mechanic, though different damage types, but their charge attacks are distinctly different. Arguably Brandish lines have a huge advantage but Calibur lines have a radius based charge attack which can impact multiple times to stack spin damage and is pure normal damage. Now imagine if Brandish suddenly had the ability to resist knockback because you bought a little cosmetic item. How is that fair? If we were comparing a 3* Calibur to a 5* Brandish it would be different due to the unequal star ranks, but comparing Leviathan to Glacius is fairly equal. If you are having difficulty understanding I am going to use a directly relevant example:

Players Alpha and Beta are derping around Haven one day, both wearing the generic-new-sword-user-with-Wolver-and-what-not. Alpha decides to grab one of the goggle accessories, one of the healing accessories (this is a healing item according to your post with absolutely no penalties and has been rejected by Nick himself; absolutely no healing items outside of what is currently in the game), the range/damage buff ("strong range" is a vague description), and all the random buffing accessories because they bought derpbillion CE with a hundred bucks or something. Alpha can upgrade their equipment to be all 5* with their pay to win approach, but Beta is left in the dust. Alpha may not enjoy the game as Beta will but the accessories give distinct advantages:

"Goggles: allow you to see a faint silouet of recon player's and the health of your enemies"

That would make that class in Lockdown and Ghostmanes useless. Enemy health is an old topic which is always thrown out because as a combatant it is your own responsibility to keep track of enemy health based on what you know.

"Mechantennas: allow you to ping how close an enemy is on the radar (enemies with weaker health or that dont have a charged attack will not be as visible as those who have full health or a charged weapon, also the ping is faint and fades out every half a second and will pick up recon enemies very faintly)"

Again, this would be very overpowered and unfair.

"Night vision goggles: allow you to see enemies that are in your radar (minus recon enemies)"

You are supposed to know where the enemies are. Do you even play this game?

"cat tails : give you better resistance to kick from magnums, and heavy weapons and charged shots"

Recoil resistance. The recoil on those weapons is part of the weapon. You may as well take the explosions away from Brandish line charge attacks.

"wolver tails : give you faster speed with heavier weapons but with that weaker attacks"

We already have attack speed buffs. If you want to swing faster with less damage use a Calibur/Brandish/Flourish.

"Tails tails : makes you faster but gives you -1 bar of health, and the kick is increased slightly more then that of a normal person."

Movement increase is a UV. A very powerful UV. Losing one bar of health does not nearly equate the value of having that UV. Receiving more knockback is stupid. This is an accessory with a significantly powerful UV and very little to counterbalance it.

"Wide V bolt: gives you a stronger range of attack"

I think you accidentally the whole wording.

"barrel belly : gives you the benefit of half a heart every so often (either randomly or every 30 seconds or minuet)"

See the beginning paragraphs.

"vita pack : gives you the option to deploy a strong health revive on the go and slowly recharges."

See above.

" Also I would love to request that binding accessories and removing them can be either at a cost per cr or ce or to be given an option to be removed."

Do you even see the search bar? Do you have eyes in that ovular thing above your neck?

Effort: 2/10
Creativity: 2/10
Detail: 1/10
Mechanical applicability: -10/10
Profits Three Rings: 1/10

Sun, 07/29/2012 - 08:43
#2
Autofire's picture
Autofire
Did I just read all that?

Well, sorry to shot you down, but this idea is just wrong. Accessories would just get more expensive than they are already. Things would be even more how much you pay/play. Atop of that, you seem to have a lot of things geared toward anti-recon, when recons are one of the hardest-to-use classes of the game.

Mon, 07/30/2012 - 07:51
#3
Aureate's picture
Aureate
Processing Thoughts of You Always

My glasses don't give any bonus?!
Objection!

Combat-bonus accessories are a terrible idea. You're going to have the price shoot through the roof. The point of these things is that they don't serve anything other than decorative purposes. You also took out 33% of the point of having Recons. (The other 67% is status bomb spam and gunners.)

Having accessory unbinding would be nice, although it would have to be at a high price to prevent people trying to make a quick buck. It might also be a good idea to make removed accessories bound to the player that took them off, also to prevent abuse.

Overall, though, I have to say NOOOOOOO.
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