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Author Topic: New Traits  (Read 63492 times)

TFoN

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Re: New Traits
« Reply #90 on: April 13, 2007, 12:15 »

For Fireball, I love the effect but I would rather have it changed to "demolition specialist" and available from the start. That way, the issue of giving you character superpowers wouldn't have to be raised.
First of all, it's FireBALLS, as in "shit, that guy's got BALLS" :P
And that's also the mentality behind the trait - a huge, volatile ego. It's not quite superpowers, at least no more than are other traits the way they're described in the game.  Like SoaB - you're just plain mean, and that's good enough to give you bonus damage.


Concerning regeneration:
As it's been said, regen's easily abused, so I don't think it's worth adding. If health is ever too much of an issue, then medkit spawns should be increased.
However, if a healing trait's still wanted, why not make it directly proportional to monster kills as a "vampire" trait, healing according to the power of the monster slain. Although it should certainly have nothing to do with vampires in-game (waaay undoomish. I assume relating it to adrenalin could work), it's probably the safest form of non-item healing to implement.

Potman

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Re: New Traits
« Reply #91 on: April 30, 2007, 11:07 »

Something like this could've been suggested already, but I don't feel like checking seven pages right now. So tell me if I'm late in this.

Deathbringer:
Requires: 2 for Son of a Bitch
Each point into this trait would give every hit to the enemy a 2% chance for insta-kill.

Bloodlust:
Requires: 2 for Brute
With this trait, each time you hit an enemy on melee and while berserking, you'd be healed by 50% of the damage you deal to the enemy. Second point on this trait would let you drain all damage you deal to your own HP.

Fullmetal:
Requires: 2 for Ironman, 2 for Tough as Nails
Your armor class will be increased by 5 on Coward stance, but you will lose the normal movement and dodge bonuses. On Cautious, the AC bonus is 3, and on Aggressive only 1.
« Last Edit: April 30, 2007, 11:26 by Potman »
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Supernaut

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Re: New Traits
« Reply #92 on: April 30, 2007, 13:53 »

A little late to this discussion, but near the beginning everyone poo-poo'd on the idea of regeneration. I offer this suggestion: regeneration does not have to take one to 100%. Say you give the trait three levels. At the first level, you stop regenerating at 30%, then 40%, then 50%. Even make it excruciatingly slow to boot.

Just a quick thought.
This idea seriously sucks. If you have no more medkits left and you are at 50% health you're as good as dead anyway, so why bother? And this trait would be way underpowered, if we look carefully at other traits. No, no, no No , No , NO!
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Potman

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Re: New Traits
« Reply #93 on: April 30, 2007, 14:29 »

In reality, your life should actually decrease when it goes under 30-or-something%. Like, you'd be bleeding all the time. You might be able to regenerate if your HP were about 70% or more. With the regeneration skill, you'd first go immune to the under-30%-HP-bleeding while beginning to regenerate in around 50%, and on the next level you'd regenerate all the time. On the third level, you'd restore life even faster.
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Fingerzam

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Re: New Traits
« Reply #94 on: April 30, 2007, 15:23 »

Something like this could've been suggested already, but I don't feel like checking seven pages right now. So tell me if I'm late in this.

Deathbringer:
Requires: 2 for Son of a Bitch
Each point into this trait would give every hit to the enemy a 2% chance for insta-kill.

This has been suggested for melee:
http://forum.chaosforge.org/index.php?topic=519.msg7408#msg7408

But as you list SoaB as a requirement, I'm guessing this is meant for all weapons. This might actually work, but balancing it might be difficult.

Bloodlust:
Requires: 2 for Brute
With this trait, each time you hit an enemy on melee and while berserking, you'd be healed by 50% of the damage you deal to the enemy. Second point on this trait would let you drain all damage you deal to your own HP.

Horribly overpowered. Combined with berserker you'd be pretty much completely invincible.

Fullmetal:
Requires: 2 for Ironman, 2 for Tough as Nails
Your armor class will be increased by 5 on Coward stance, but you will lose the normal movement and dodge bonuses. On Cautious, the AC bonus is 3, and on Aggressive only 1.

5 is quite a lot of AC. Combined with the 2 you get from TaN, you get a total of 7, which is a bit too much. You can also negate the negative effects of coward with eagle eye.
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TFoN

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Re: New Traits
« Reply #95 on: May 01, 2007, 10:05 »

Deathbringer:
Requires: 2 for Son of a Bitch
Each point into this trait would give every hit to the enemy a 2% chance for insta-kill.

As Fingerzam said, a form of this was suggested. AFAIR, it was deemed way underpowered at a 5-10% per skill level chance, as the average damage caused is too low when even without an insta-kill you shoot things down in only a couple of rounds. It was also considered too random, i.e. once you kill an AV in one shot, once you keep trying and nothing happens 'till he's brought down HP by HP. There's no security making this worth taking.

Quote
Bloodlust:
Requires: 2 for Brute
With this trait, each time you hit an enemy on melee and while berserking, you'd be healed by 50% of the damage you deal to the enemy. Second point on this trait would let you drain all damage you deal to your own HP.

Forms of this have been dicussed. I'm for, but it will require heavy balancing and much lower health gain.

Quote
Fullmetal:
Requires: 2 for Ironman, 2 for Tough as Nails
Your armor class will be increased by 5 on Coward stance, but you will lose the normal movement and dodge bonuses. On Cautious, the AC bonus is 3, and on Aggressive only 1.

I like it, mostly. With proper balancing, I think this fits the profile of Kornels idea of Master Traits - especially if EE's a reverse requirement. But first we'll have to see what happens with the tactics revision.

Potman

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Re: New Traits
« Reply #96 on: May 03, 2007, 10:41 »

Two more trait ideas:

Spreadfire:
Requires: 1 for Hellrunner, 1 for Finesse
While using chaingun, plasma rifle, or dual pistols, and if the enemy dies while still firing, the remaining bullets are automatically aimed at the nearest enemy. So if you shoot a former human with a chaingun, but it dies after three shots, the remaining two will be directed at its neighbour. This skill is, obviously, cumulative with Happytrigger.

Grenadier:
Requires: 2 for Brute.
Allows to throw rockets without a rocket launcher. They can be thrown over monsters and obstacles (except for walls), so they will always reach their target. The rockets can be thrown 5 spaces away at maximum, but the amount increases by 5 with each subsequent point spent on the trait. This skill can be used on AoB, and the rockets deal 2d4 damage when used on melee.
« Last Edit: May 03, 2007, 10:43 by Potman »
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TFoN

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Re: New Traits
« Reply #97 on: May 03, 2007, 14:04 »

I think it's Triggerhappy, and I haven't had a chance to test it yet. What does it do?

Other than that:
Spreadfire seems a little too case specific, but otherwise I like it. Problem is, how does it pick a second target? Does it consider hazards such as barrels behind the second target, which it may destroy if it misses? Less urgently, can it switch from a target to the north to one to the south? And what if for some unusual reason you just don't want it to fire at the second target?

Grenadier fits the profile of a suggested grenade launcher. I'll find the thread, and you'll see what the problems were with it.

Potman

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Re: New Traits
« Reply #98 on: May 03, 2007, 14:08 »

I think it's Triggerhappy, and I haven't had a chance to test it yet. What does it do?
Yeah, that. Well, with each point, it adds 2 more shots to your chaingun/plasma rifle per turn.

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Other than that:
Spreadfire seems a little too case specific, but otherwise I like it. Problem is, how does it pick a second target? Does it consider hazards such as barrels behind the second target, which it may destroy if it misses? Less urgently, can it switch from a target to the north to one to the south? And what if for some unusual reason you just don't want it to fire at the second target?
Huh, never thought of any of those. Have to respond once I wake up tomorrow: Too late for now.

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Grenadier fits the profile of a suggested grenade launcher. I'll find the thread, and you'll see what the problems were with it.
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TFoN

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Re: New Traits
« Reply #99 on: May 03, 2007, 14:23 »

You caught me 4 minutes after posting, I was still looking for the link :P
Anyway, here it is

If that's what Triggerhappy does, I'm not sure it fits my purposes. Or maybe it does, but I'll have to carry around a secondary weapon when conserving ammo is crucial. I mean, 7 (TH(1), CG) to 12 (TH(2), PR!) shots on a former foo...? Sounds almost worse than being hit while firing twice. And consider that Finesse(2) will not only allow for more controlled bursts of only slightly fewer shots/tick, it also opens 2 advanced traits to pick from, both of which are very much worth having. My basic calculation (I'm not aware enough of game mechanics to assure its accuracy) tells me that while TH(1) gives a CG a 20% increase in shots/tick, Finesse gives a 10% increase while keeping it better controlled at 5 shots per turn.

Potman

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Re: New Traits
« Reply #100 on: May 04, 2007, 01:52 »

Triggerhappy makes overcharging plasma rifle useless, though.
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TFoN

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Re: New Traits
« Reply #101 on: May 04, 2007, 06:32 »

Why useless? 40 shots in one turn's a very serious number, even if you normally fire 10-12 shots per round. Unless, of course, you mean it prevents overcharging for some reason.

Potman

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Re: New Traits
« Reply #102 on: May 04, 2007, 07:07 »

No, but why sacrifice your plasma rifle anymore when you can already shoot almost anything with one or two blasts? I never used overcharging in the first place.
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TFoN

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Re: New Traits
« Reply #103 on: May 04, 2007, 07:13 »

Well, if you have 2 or more PRs, and are hard pressed to quickly dispatch of a single enemy (or a couple in a single line), then 40d8 damage can really make a difference - even if armour's applied to each d8 separately (especially if you're have at least SoaB(1)). Therefore, carrying around an extra, fully loaded PR is almost like carrying a medkit, phase device or suit of armour.

Kornel Kisielewicz

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Re: New Traits
« Reply #104 on: May 04, 2007, 07:59 »

I like Fullmetal and Spreadfire -- although they are overpowered, I think they'd make nice Master Traits.

As for overcharging -- this will be powered up in some future release.
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