I have several ideas that I have been stewing up, so to keep them from all going to their own threads, I'm just keeping them all here. (YAY THAT'S AT LEAST 2 LESS SPAM-Y THREADS!!!! XD) I will organize them from shortest and simplest (to the players' eyes) to longer, more complex ones.
Shield Repair Kit
The SRK would be like the status recovery pill, except that, when used, your shield would instantly get fully repaired. The one drawback could be the time that it takes to use it. (in the same way it takes time to use a status pill.) Maybe it could be a white/green pill? Or maybe white/red? Or it could possibly even have a shield icon. I really don't know.
I know at least ONE guy is going to say, "If you are good, you wouldn't need to repair your shield, or even use it for that matter." Well, yeah, if you are good. But not everyone shares your epic skills. Heck, if everyone was that good, why do we even pick up HP/status capsules?
Balance
The request of the year. Anyway, I'm taking the 2 most hated things for their imbalance and throwing out ideas.
Shard bomb
If the current system is kept, maybe some shards should be able to stick to enemies and the ground? Either way they would blow up. If the monster is tagged that would make it a little like the catalyzer. Whatever the case, the wave of shards NEEDS decrease charge time. It takes forever to get it going compared to other bombs. Another thing to consider is giving higher damage outputs. It needs to stay competitive with the other bombs! Why would you chose it right now, when it truly is the worst bomb? (I've seen something on the wiki with hard facts that the 5* Splinter Bomb takes the same time to kill a trojan as it does the 5* Graviton Vortex. That's a shadow bomb preforming the same thing as a piercing bomb!) IF things are reverted, I think I have a solution to making them more AoE than a bullet bomb.
- Make shards blow up after traveling a short distance.
- Make shards pass through anything directly after being created. (To keep it from being PoE(Point of Effect) rather than AoE *Puts up flame shield*)
Pulsar
One issue with the gun is its bomb-like attitude. It can blow things up easily. The fix? Make it not expand. Instead of expanding, just make it grow stronger the further it travels. The charge could remain similar to how it is, though it shouldn't knock things back so far. This would make the charge suddenly become viable. Also, maybe the bullets that have traveled a distance could push things, akin the the Valence.
For the Catalyzer? It explodes, but with the charge. Maybe it feels bomb like, but it isn't like a bomb you throw, like the Polaris has tried hard to become. You have to charge it and it takes A LOT of skill to master. It isn't an average gun.
Range of View
This COULD take a long long time to make, yet I think it would add a whole new level of strategy. For real, you can't see around a corner. For all you know, a tortodrone could be sitting around said wall. Well, the current view won't let you get that kind of perspective, so what I think would be an interesting addition would be having a RoV setup.
In order for this to work, monsters would have to be classified as small and large types. If there is something in the way, you can't see the monster behind it. To make it feel more realistic, a lumber(a large monster) would be visible behind smaller blocks(Ghost, Breakable, Indestructible, and Explosive) while a Kat wouldn't be visible hiding behind those blocks. If there is a monster behind part of a map, you can't see it no matter the size. A simple rule would be "If you can shoot over it, you can see over it" with the exception of switches and gates, which you could probably see through/over.
To take this a step further, maybe any monster within a certain radius would be visible no matter what, because most knights are tall enough to see directly over a block. If you are in a party, anything visible by one player would be visible by all the players. This could encourage teamwork a bit better. If you are in a boss level, the rules wouldn't apply. You could probably see everything during a boss fight. In the hidden passage (Or any shadow lair for that matter) maybe the RoV wouldn't be shared, to make it harder for a team. Maybe the range you could see could be reduced also. Note I'm saying the RoV would only have to effect for monsters, and not entities(What I call bullets, bombs, and missiles.) or parts of the level.
(I got this idea from a mender to seemed to be hiding behind some blocks.)
WARNING: TECHY TALK AHEAD
Being a programmer, I would like to say how the system might work. Say, when a monster is in range(whatever the sight range is made to be) it would form a line between the player and the monster. If anything comes between the player and the monster that could obstruct the knight's vision, (Blocks and walls for smaller monsters, while Walls only for larger monsters) the monster would vanish from view, similar to how a recons vanishe. It would check this often (Say, whenever a block is destroyed or when the knight/monster makes a move. Or possibly just checked at certain intervals.)
If you wish to gray out the blind area(Or show any kind of effect), invisible lines could be shot out from many directions from the knight. When a line that collides with a wall, that line would stop going. Anything beyond that point would be gray. Any enemy not hit by a line wouldn't show up. Idk how SK is managed, so both of these ways I just explained may not apply.
END TECH TALK
Thank you for taking the time of reading this. (Ignore this praise if it doesn't apply. Anyone thought with 2 Portals lately?)
@SRK
It's Plausible.
I don't feel like commenting on anything else.