MovePlayer doesnt work on bots.
I have a question while I'm at it... do you have the person's accuracy risen when he is on the ground? If not, a suggestion. :)
Im a little confused at what your sayin. Do you mean something like a player's accuracy worsens when on the ground?
Well, grenades are a fun factor in Soldat, so why discourage it? Especially when its a part of the game.
Burning Alive
Offensive, hybrid.
Static part: Every kill you make goes towards a charge.
Spell part: Once you get to 5 charges, your closest enemy will be engulfed in flames which take half his health away and during the fire, his gun can't be used.
Now in my thoughts, that is a good one. Maybe the "during the fire the gun can't be used" part could be taken out.
But I think its good for Hexer.
Date Posted: August 01, 2007, 10:47:18 PM
Metal Detector
Offensive, static.
If you have no weapon, the closest discarded weapon/knife will be teleported into your hands.
Date Posted: August 01, 2007, 10:49:37 PM
Burning Alive REDONE:
Offensive, Hybrid.
Static part:Every kill you make gains a charge.
Spell part:Once you have gained 5 charges, the spell can be used. It sets the closest player to you on fire and takes half damage. If the player has warmth, it takes only 1/4 of the health because the warmth reacts against it. Once the player is set on fire he has a small amount of time where he has the chance to set any enemies on fire also. So it can be both useful and dangerous.
Cooldown is 150 seconds to reassure there is no lad. Warmth and warstandard are good anti's against this making it hard for the flames to damage.
+1% damage / per skilllevel
Burning Alive REDONE 2:
Offensive, Hybrid.
Static part:Every kill you make gains a charge.
Spell part:When you gain 5 charges and use the spell, it sets the closest player on fire, the fire slowly hurts the player according to if he has warmth or warstandard is on. For every level, a small amount of damage is added on. 1% of damage per skilllevel. Using double body while on fire will set the closest enemy near you on fire giving you his health, weapon, and so on. But that is if you are still on fire. The fire does not last long to make sure no lag will be made. Cooldown is 150 seconds.
I will keep working on this if I have to.
Burning Alive REDONE 3:
Offensive, Hybrid.
Static part:Every kill you make gains a charge.
Spell part:Once you get 5 charges, you can type in /ofs again to use the spell, the nearest person to you catches on fire and looses 50% of his health. When used, after your first kill after using the spell, the cooldown starts at 200 seconds. If it is a ghoul or kami you use it on, they automatically are killed.
Better? Worse?
Burning Alive REDONE 4:
Offensive, Hybrid.
Static part:Every kill you make gains a charge.
Spell part:Once you get 5 charges, you have the ability to use the spell, it makes the nearest enemy from you get set on fire, the fire will slowly hurt him up to 50% the faster and more he moves, the quicker it will go out. Each second of being on fire hurts 4%. Cooldown of 150 seconds, I took of 50 seconds because it is less deadly on this one.
Share:
Offensive, spell
When your shot and when you shoot, bullets only do half damage, which may be a good thing while being attacked, may be a disadvantage while attacking someone, but should even out.
Every skill level will bring .1 more damage back to the enemies.
Grenade finder:
Offensive, static
When running on ground, you have a small chance of "finding" grenades. What this spell does is when you walk, not jet, you can slowly get back grenades if your out or have thrown one, but if your grenade pack is full, you can't find anymore.
+0.5% chance / per skilllevel
Xxypher's spell ideas.
Blinding Flash:
Defensive, Spell
The nearest enemy is blinded for a certain amount of seconds.
The higher the level, the longer it lasts, when the enemy is blinded its nothing but a white screen and a countdown.
Every level gets you .5 seconds added?
More to come.
Proximity Mines are a good idea and I might aswell add some kind of damage over time skill like that Infliction later.
What doyouthink of these?
Pulsar Onslaught
Offensive, Spell
Rapidly accelerates your soldier towards the nearest enemy on screen. Moves so fast that you go even through walls. Once you reached your opponent, a giant nova of bullets radiates from you in all directions.
Flamed Bullets
Offensive, Skill
Creates random flames around spots where your bullets hit an opponent so he or his near allies eventually catchfire.
Chameleon
Defensive, Hybrid
Changes your team color to enemy color for 30-40 sec.
you can attack and take flag
Every lvl -cooldown
Why would I add something like that, I don't want people to stand on the ground because they ... won't miss Evasion users anymore, while only every 10th player or so actually uses Evasion.more of for TW-style or realistic games.. i guess it wouldn't fit in unreal...
HiddenYou can not turn off predator mode other than the time limit.
Static spell, you can be in predator mode, without moving 10 secs, if you shot or move the spell disspears
Pulsar Onslaught: Sounds like it can be pretty buggy, and if it can go through walls then you may have people stuck in them - or other exploits. The skill itself can be useful sometimes.
Flamed Bullets: I like this idea, but it can cause lag (think about if everyone used this with autos like the minimi?) If it doesn't lag then go for it.
@Avarax's post's part about Defensive Post - can't you do something like spawn bot@xy?nope. to add a bot you do Command('/addbot ' + BotName) as if you did it ingame when you had admin, no other way that I know of.
As I thought a bit more about such Healing Sanctuary spell, I finally came to the conclusion that a rain spell would actually be cool and also make the area that it effects easier. This would be done by creating bullets with negative damage above the area. These bullets would be neutral, meaning that any player could take benefit of them.
what about kami boom skill:
Kamikazi Attack: Offensive/spell, kills self and anyone on screen when used, now you can be like kami! BOOM!
Ghoul Powerup: offensive/spell, makes stats exactly like your friend ghoul, now you fight like him, limited to saw though... time limit: 20 secs
use: /botskill
Elemental powers: just fire and ice:
Fire: offensive/spell sets user "on fire" but doesn't hurt user, when enemy touches user, they set on fire too, but it hurts them, and they spread fire too, lasts about 20 secs...
cool: about same as kami/ghoul
Ice: defensive/spell all enemys on users screen "freeze" and big message says "you have been frozen!" frozen players can still be killed, lasts for about 5 secs...
cool: same as kami/ghoul
these would come at lvl 10-20 I guess, the activation would be /elem or /elm and it would be a choice of the two, one or other and can only choose one of them.
all this might be easy to code too...
Mage-blooded
Healing, Hybrid
Static part: Heals you by ~30% everytime you cast a spell.
Spell part: Casting this reduces all your current cooldown timers by ~25% and gives you a ~10% damage bonus for a short duration for each timer that already is at zero.
Airstrike
Attack rains from the sky to kill the opponents. Explosions start at the midpoint at map and go back to opponent side of map. Or just around enemy flag/midpoint/etc. Cover could be the boxes that blow things up. The explosions could be randomly placed, void direct box hits. or like a carpet bomb, etc. play with the idea alittle, many different ideas can be taken like this.
Deadly Flag
Enemy flagcarrier is killed instantly. if nobody is holding flag, spell fails.
NOTE: why is vanish the only spel that can fail? why not clip, or disarm, etc?
Tree of Life
A tree is spawned at the players location that heals anyone near it. it has a lifespan, amount of health given and can be destroyed.
Spells
Autofire Object
Summon, Spell
That will spawn object( maybe stationary gun) and this will create bullet when enemy comes near. It will be destroyed after few shots.
Sacrifice
Ofensive, Spell
That will decrease players healths every second. If Players healths will be less than 1 then it will spawn grenade ( or more than one) near the player and kill him and soldiers that are near. It will stop when player will be dead.
summon flagrunner
has a sprinting flamer, and his main goal is to capture the flag.
his sprinting flamer level reflects your summon level.
overheat? (cant think of a better name)
adds X seconds to all opponent's cool downs, or to the opponent closest to you.
X reflects your level
force reload
forces the opponent closest to you to reload
(kind of like disarm)
medic?
for a short amount of time, your bullets heal teammates
Sacrifical:
Halfs your health and 3/4 of the closet enemies health
Rambo:
Have the bow for 2-3 seconds
Zoom?:
Like sprint, but gives you one very fast burst of speed
Deactivate:
See/shoot through most spells lasting 4-5 seconds
Super scope:
Have a large extendible scope on your gun that lasts for 20seconds
Change:
Allows you to change your weapon without dying
Team heal:
As long as you stand still your whole teams health replenishs slowly
Inf. ammo:
You do not loose ammo and no interval for 3-4 seconds
Airstrike
Attack rains from the sky to kill the opponents. Explosions start at the midpoint at map and go back to opponent side of map. Or just around enemy flag/midpoint/etc. Cover could be the boxes that blow things up. The explosions could be randomly placed, void direct box hits. or like a carpet bomb, etc. play with the idea alittle, many different ideas can be taken like this.
*a lot of stuff I would get flamed for if I kept in here*
Biscuiteer's spell reviews are actually pretty good, I agree with each of them except for Freeze.
WriteConsole(ID,'/learn claymore or /info claymore: "Summon Claymore"',cSkillmenu);
I've never heard of claymore, but it sounds interesting *yay mines!!!*
If it isn't impossible to script...
Gravity Control Offensive, Spell
Removes all gravitational effect on bullets (e.g. bullets won't slowly fall to the ground at longer distances) and increases jump height and jet boot strength by 25% for (x) seconds. The x pertains to the character level.
As I said before on IRC - summon fake flag - creates fake flag which kills on touch ;] It may be also fake medikit or something like that.
Mine layer, summoning spell: For 5 seconds, server spawns a grenade at your position. This means if you move fast, you'll be swarming the area with destruction. Also good for boosting from colliders.
Missile!, offensive spell: You launch a rocket towards your crosshair. Bam.
Repel, defensive spell: you launch spas pellets ( which deal no damage ) towards every direction, pushing the enemies away from you.
Push!, defensive spell: you shoot a LOT of spas pellets in the direction of your crosshair, which deal no damage. Gain speed or push the enemy in a pit of death? Your choice!
Summon Guardian, summon spell: Summons a Rambo bot for 20 seconds. Good for clearing the base!
Missile!, offensive spell: You launch a rocket towards your crosshair. Bam.Cannot detect crosshair position with scripting.
Push!, defensive spell: you shoot a LOT of spas pellets in the direction of your crosshair, which deal no damage. Gain speed or push the enemy in a pit of death? Your choice!
Repel, defensive spell: you launch spas pellets ( which deal no damage ) towards every direction, pushing the enemies away from you.Wouldn't this take A LOT of bullets to get somebody a good distance away? I would think it would lag the server.
Here are some more:
Blade barrier, offensive spell: You launch knives. Everywhere. It hurts. A lot.
Nuclear blast, offensive static: Each explosion you do booms twice, meaning double the magnitude!
Gravity, defensive spell: In your horizontal line, screen-wide spas pellets are spawned and launch towards the ground, in two-three waves, nailing everyone to the ground! Maybe have this only to the front, and in a \ shape ( with you being on the lower end ), so it whips people down.
Flag Attacker
A bot is summoned (varying weapons) to go after the enemy flag carrier. if flag is at home, the bot defends flag untill death/flag taken. bot would be hard to kill, have a timer, and heal on kill.
Defender
bot is summoned to defend base (not flag). bot camps nearby and kills intruders.
Running Man
bot is spawned to solely grab enemy flag. only kills if he needs to, otherwise it grabs flag and attempts to score
front line
bot is created to go kill people in enemy base
Distraction
a group of bots are spawned to go after the enemy base. they all carrier low calliber weapons (socom, aug, saw, mini, etc). the bots are rather easy to kill, but do a little more damage. all the bots stick together and camp enemy base. summoner gets ep for their kills, and bots give up ep when killed. if one grabs flag, it gets an armor boost. on score, all bots are killed then respawn, one less in number, at home base. they all have a 60 second time. a kill gives them some health. with lvl up, their damage in/out put improves. starts with 2 bots, then gets an extra bot for every 3 skill levels.
the point of that summon is to just confuse defense so attackers can slip in and get out with flag, undetected because of the distraction. but the bots arent hard to kill like ghouls, but can still hold people off for some time. i like this summon the most.
Sacrifice - healing spell
Sacrifice heals your whole team in the cost of your life.
When you cast Sacrifice, your remaining health is given to whole team. For example, if you cast it when you have 50% health (75 HP), you're getting killed, and then every single player alive in your team gains [75 HP * transfer_multiplier].
When you respawn after using Sacrifice spell, you're immune to next 5 hits.
Phantom sniper
invisible bot is spawned with a ruger or sniper rifle, has very good aim. low health. has a very low evasion skill. after the pred wears off, its health triples/doubles.
Phantom sniper
invisible bot is spawned with a ruger or sniper rifle, has very good aim. low health. has a very low evasion skill. after the pred wears off, its health triples/doubles.
Cant think of a name
a bot with weapon is spawned. it has a very high evade skill, but low health (50hp or so). so you could kill it very quickly, or it could take a long time.
Hmm, thats an interesting idea. That skill probably isnt useful but i have an idea for skills on level 40.
*Skill Mastery*
When you reach level 40 you get the ability to 'Master' one of your skills, and ONLY one. That mastered skill gets a nifty boost along with the possibility of additional and exclusive effect. For example a mastered Warmth would heal you even more, have a threshold of 50%, and slowly grant you armor! Or a mastered ghoul will enable you to summon two at once, maybe a mastered evasion grants you health when you evade ----> the possibilites are endless!
Sound good?
I've got a feature suggestion: could you shorten the commands to cast spells? It's getting increasingly hard to type in /summon when you're in a firefight with 8 people. It's a lot easier to simply type in /s instead of /summon, /d instead of /def, /o instead of /ofs, and /h instead of /heal.
you could shorten summon to /smn, but this will cause mistakes from being used to typing /summon and everyone would have to change their taunts :PThat's why the great programming world has the "OR" statement
CreateBullet creates only 4 bullets per server start.
Weapon! - summon or offensive spell
Spawns one random primary weapon on your left and one random secondary weapon on your right. May be useful to arm your team or to change wrong checked weapon. It could be an addon to one of static spells.
CreateBullet creates only 4 bullets per server start.I wonder how Field Commander does it then?
CreateBullet only works properly on certain operating systems. On most OS:es you'll only be able to, as freestyler said, create 4 bullets per server start.CreateBullet creates only 4 bullets per server start.I wonder how Field Commander does it then?
Weapon! - summon or offensive spell
Spawns one random primary weapon on your left and one random secondary weapon on your right. May be useful to arm your team or to change wrong checked weapon. It could be an addon to one of static spells.
@ down: It shouldn't work for about 10 s after being body doubled and if you're disarmed.
Also, how are you gonna make that the rambo guardian will only stay in base and not move out? or is he going to be deleted within a few seconds???You can set bots to camp.
i thought that was only on waypointsAlso, how are you gonna make that the rambo guardian will only stay in base and not move out? or is he going to be deleted within a few seconds???You can set bots to camp.
Also, how are you gonna make that the rambo guardian will only stay in base and not move out? or is he going to be deleted within a few seconds???You can set bots to camp.
Once CreateBullet is fixed:
Suicide Bomber (ok, the name isn't too tackful)
Once activated, once you die you're corpse will explode (cluster nade or law missile). Useful if your in enemy territory and want to take some of those b**tards out.
1. It should be offensive.Once CreateBullet is fixed:
Suicide Bomber (ok, the name isn't too tackful)
Once activated, once you die you're corpse will explode (cluster nade or law missile). Useful if your in enemy territory and want to take some of those b**tards out.
Hmm, sounds interesting - but i need some more info before i can make my final verdict:
1. Is it offensive , defensive , etc.
2. Is it a spell or is it static?
3. How does it improve with higher levels?
Or number of cluster grenades possibly..1. It should be offensive.Once CreateBullet is fixed:
Suicide Bomber (ok, the name isn't too tackful)
Once activated, once you die you're corpse will explode (cluster nade or law missile). Useful if your in enemy territory and want to take some of those b**tards out.
Hmm, sounds interesting - but i need some more info before i can make my final verdict:
1. Is it offensive , defensive , etc.
2. Is it a spell or is it static?
3. How does it improve with higher levels?
2. As he said, 'once activated' = it's spell.
3. It would work as Kamikaze does: range increases with every level.
Hidden: Impossible.
Hidden: Impossible.
hmm how can this be impossible if you already have vannish?
Hiddenyou'd think its impossible, but there could be away around this once MovePlayer is back.
Static spell, you can be in predator mode, without moving 10 secs, if you shot or move the spell disspears
-snip-Or number of cluster grenades possibly..
(cluster nade or law missile).
-snip-
Hm, I don't want any instakill spells and I also don't like how this spell would have no direct tactical usefullness except maybe for making a heavy ghoul stampede easier.
I've been thinking about the freezing / slowing or pushing defensive spell that I wanted to implement and I've finally found one that nicely accomplishes with Pulsar Onslaught, the usage of Saw and other close combat weapons:
Vacuum Field
Defensive, Static
Vacuum Field suctions any enemy that is really close to you (like 3 soldiers length's) even closer and makes it hard for them to get away from you. The closer they are, the stronger the effect. Also deals low damage over time.
Modifications with higher levels:
+ Range
+ Suction effect strength
Hm, I don't want any instakill spells and I also don't like how this spell would have no direct tactical usefullness except maybe for making a heavy ghoul stampede easier.
I've been thinking about the freezing / slowing or pushing defensive spell that I wanted to implement and I've finally found one that nicely accomplishes with Pulsar Onslaught, the usage of Saw and other close combat weapons:
Vacuum Field
Defensive, Static
Vacuum Field suctions any enemy that is really close to you (like 3 soldiers length's) even closer and makes it hard for them to get away from you. The closer they are, the stronger the effect. Also deals low damage over time.
Modifications with higher levels:
+ Range
+ Suction effect strength
Vacuum Field
Defensive, Static
Vacuum Field suctions any enemy that is really close to you (like 3 soldiers length's) even closer and makes it hard for them to get away from you. The closer they are, the stronger the effect. Also deals low damage over time.
Modifications with higher levels:
+ Range
+ Suction effect strength
It would be better if you make Vacuum Field offensive, so it could be 'mixed' with Vanish :)
Look, its a D2 soldat. Lol, this looks like it would be great to play. But my IP is dynamic and I cant save my profile on the server. GAY.
black hole
spell (lvl up = duration and/or suction strength/area)
when activated, the user becomes a moving back hole. anyone who gets sucked in (touches player) is instantly killed. the player has a force pulling enemies towards him. at first activation, a very powerful (say, 200% ) force occurs briefly. also, being in the suction deals very little damage.
no, hes saying that when both are activated u will be really powerful with saw. but i think that vacuum should have an initial effect, like when u first activate the spell a really powerful suction will occur and can kill opponents. i just had an awesome idea.
black hole
spell (lvl up = duration and/or suction strength/area)
when activated, the user becomes a moving back hole. anyone who gets sucked in (touches player) is instantly killed. the player has a force pulling enemies towards him. at first activation, a very powerful (say, 200% ) force occurs briefly. also, being in the suction deals very little damage.
on the claymore, its a directional blast , meaning it explodes in one direction, in a conic fasion. also, they arent "tripped," someone has to detonate them with a trigger. so u could stand behind one, wait for some to stand in front, then detonate it, and u will live and the enemy will die.
Xxypher's spell ideas.
Double fire:
Offensive, static.
When activated, the player will shoot twice as much for the amount of time you have, which matters on your level.
Nader summon:
Summon, spell.
When summoned, the "ghoul" is equipped with three nades, when the nades run out, he slowly gets them back, like every 3 seconds he gets another, but when he touches the flag, he just grabs it, not duplicates, we don't want nade spamming.
Army summon:
Summon, spell.
When summoned, three very weak ghouls come, they have 1/3 the health and 1/3 the power, and still do the exact same as regular ghouls.
Speeder summon:
Summon, spell.
This is a ghoul that uses a flamer to speed around the map, when it touches the flag, it turns into a ghoul and tries to cap with it, but has only 2/3 of the normal health.
Flag returner:
Offensive, spell.
If the flag is in a certain radios of you, even in the enemies hands, it returns the flag.
Teleporter:
Defensive/Offensive, static:
When used, you teleport to a random location.
Sinker:
defensive, static:
When used, your character goes in the ground, good for being a coward, when time is up, you return to the surface.
Freezeray:
Defensive, spell.
When used, the closest enemy near you freezes for about 3 seconds. The higher the level, the longer they are froze.
Flaghunting Ghoul:
summon, spell.
When summoned, the ghoul will stay wherever the flag is, and if an enemy has the flag, it will find and chase it.
i even wonder if avarax is still taking suggestions. is he?
Energy Drain (better name, anyone?)
def or ofs?
(i think it should be ofs, since stacked with pierce would be too awesomeness)
-set up exactly like pierce, except the opponent does LESS damage for every succesive hit.
-lvlup makes a bigger % impact per hit.
-stacks until 0%, and works against pierce (so a higher lvled pierce would still gain damage, just slower, and a higher unpierce would overpower a pierce).
-would have to make sure if the opponent has pierce, both are calculated correctly, so when piercing you just dont go back to 100%.
-and also affects crit. so if ur damage goes down to 50%, then u crit-hit a guy at say 200% ur damage, than you would do 100% for final damage.
-i would have it stack slower than pierce.
-have it last longer between hit, like 4-5 seconds.
-if coupled with pierce, it would be an excelent pair, but unfortunately very unfair. but then again, others CAN use it too. ur choice avarax.
Why no offensive spells against the ghouls and kamikaze's? for liek someone that gets, to lvl 20 or 30.
How about we wander away from the Heal, Def, Ofs and Summon skills. How about we make a new category... Like "buff" Skills.
Workout : Static [Can be Learnt at lvl 10]
Increases damage output by an extra 0.5% every time you level up.
(This skill stays at the SAME Level)[Can us higher lvled peeps get our Output even if we learn it after lvl 10 Pwease ;_;]
Shell : Static [Can be Learnt at lvl 10]
Decreases damage Input by an extra 0.5% every time you level up.
(This skill stays at the SAME Level)
Date Posted: July 29, 2007, 12:48:40 AM
More Buff spells Learnt at level 10
Resources : Static
Decreases all Spell cooldowns by 15%.
[Stays at Same level]
Healthy : Static
Increases Damage output by an extra 0.25% Every level Up
Decreases damage Input by an extra 0.25% Every level Up.
[Same level >_>]
Explosion barrier:
Defense: Protects you from all explosives like LAWS, Nades, and M79's. But doesn't' protect from bullets, and only lasts a certain amount of time that matters on what your level is.
Effect: This works like manna, but only with explosives, and lasts a certain amount of time, and doesn't just wear off with one hit from something powerful. Bullets, though, can penetrate it and hit you, but explosions do no damage.
starts at 3 seconds at first level.
Every level you gain half a second.
Date Posted: July 28, 2007, 11:06:49 PM
Inf. Jets:
offensive: When used, you have inf jets until it wears off.
Effect: Keeps your jet amount full until it wears off.
First level you get 2 seconds, and each level you get half a second added on.
How about we wander away from the Heal, Def, Ofs and Summon skills. How about we make a new category... Like "buff" Skills.
Workout : Static [Can be Learnt at lvl 10]
Increases damage output by an extra 0.5% every time you level up.
(This skill stays at the SAME Level)[Can us higher lvled peeps get our Output even if we learn it after lvl 10 Pwease ;_;]
Shell : Static [Can be Learnt at lvl 10]
Decreases damage Input by an extra 0.5% every time you level up.
(This skill stays at the SAME Level)
Date Posted: July 29, 2007, 12:48:40 AM
More Buff spells Learnt at level 10
Resources : Static
Decreases all Spell cooldowns by 15%.
[Stays at Same level]
Healthy : Static
Increases Damage output by an extra 0.25% Every level Up
Decreases damage Input by an extra 0.25% Every level Up.
[Same level >_>]
Inf jets and sprint are perfect together. Inf jets and vanish would be great for a drop in attack.Explosion barrier:
Defense: Protects you from all explosives like LAWS, Nades, and M79's. But doesn't' protect from bullets, and only lasts a certain amount of time that matters on what your level is.
Effect: This works like manna, but only with explosives, and lasts a certain amount of time, and doesn't just wear off with one hit from something powerful. Bullets, though, can penetrate it and hit you, but explosions do no damage.
starts at 3 seconds at first level.
Every level you gain half a second.
Date Posted: July 28, 2007, 11:06:49 PM
Inf. Jets:
offensive: When used, you have inf jets until it wears off.
Effect: Keeps your jet amount full until it wears off.
First level you get 2 seconds, and each level you get half a second added on.
Explosion Barrier: I dont think this is coded easily. The skill itself is not very useful, as not every player is going to rely on an explosive arsenal - remember to never think of a skill for a 'perfect situation'.
Inf Jets: Not useful by itself.
Explosion barrier:These would be harder to code then my explosion barrier.
Defense: Protects you from all explosives like LAWS, Nades, and M79's. But doesn't' protect from bullets, and only lasts a certain amount of time that matters on what your level is.
Effect: This works like manna, but only with explosives, and lasts a certain amount of time, and doesn't just wear off with one hit from something powerful. Bullets, though, can penetrate it and hit you, but explosions do no damage.
starts at 3 seconds at first level.
Every level you gain half a second.
Date Posted: July 28, 2007, 11:06:49 PMInf. Jets:
offensive: When used, you have inf jets until it wears off.
Effect: Keeps your jet amount full until it wears off.
First level you get 2 seconds, and each level you get half a second added on.
Explosion Barrier: I dont think this is coded easily. The skill itself is not very useful, as not every player is going to rely on an explosive arsenal - remember to never think of a skill for a 'perfect situation'.
Inf Jets: Not useful by itself.
Quote from: cunchy on Today at 12:53:08 AM
How about we wander away from the Heal, Def, Ofs and Summon skills. How about we make a new category... Like "buff" Skills.
Workout : Static [Can be Learnt at lvl 10]
Increases damage output by an extra 0.5% every time you level up.
(This skill stays at the SAME Level)[Can us higher lvled peeps get our Output even if we learn it after lvl 10 Pwease ;_;]
Shell : Static [Can be Learnt at lvl 10]
Decreases damage Input by an extra 0.5% every time you level up.
(This skill stays at the SAME Level)
Date Posted: July 29, 2007, 12:48:40 AM More Buff spells Learnt at level 10
Resources : Static
Decreases all Spell cooldowns by 15%.
[Stays at Same level]
Healthy : Static
Increases Damage output by an extra 0.25% Every level Up
Decreases damage Input by an extra 0.25% Every level Up.
[Same level >_>]
I do like the 'buff' class of skill - but it needs a better name. How about 'Masteries'.
They work just like the other skill classes - only one can be learned, however they never increase in effectiveness (ie. they never get better.) Ill also post in some of my ideas and some changes to cunchy's ideas:
Arsenal Mastery: (Formerly known as 'Workout')
As a master of weapons, you are able to deal more damage to your foes.
Effect: Your output and output bonuses are multiplied by an additional 125% (ie. if your output was 100%, it is now 125%. Any normal additions to your output are increased as well - so if your output normally increases by 10%, it increases by 12.5% instead)
Commando Mastery: (Formerly known as 'Shell')
Being a tough-as-nails commando, you can take in alot more damage than your standard trooper.
Effect: Your input and input bonuses are multiplied by an additional 130% (Works the same way as Arsenal Mastery - but for input)
Subsisting Mastery:
Surviving in harsh environments has toughened you up - making you a whole lot more annoying to kill.
Effect: 5% chance to avoid bullets, 10% chance to avoid enemy spells, a level 3 warmth without the threshold, and regenerates jets twice as fast when on the ground. All effects stack onto any other skills.
SWAT Mastery:
Trained as a SWAT member for over a decade, you use teamwork and fancy tools in order to eliminate the enemy in any way you can.
Effect: ALL cooldowns are reduced by 25%, and all non-static spells gain a boost in effectiveness, and you and your buddies gain bonuses similar to War Standard if you team up.
Thorn VestDefinitely static. F12.
Static: Has a chance of dealing some damage back to the enemy when struck.
Effect: 25% chance of returning 35% of damage taken upon enemy strike. +4% chance and +2% damage returned per level. Lethal blows are never returned (To keep it fair against barret and m79.)
I'm kinda wondering if this is better as a static or a spell skill.
Thorn Vest
Static: Has a chance of dealing some damage back to the enemy when struck.
Effect: 25% chance of returning 35% of damage taken upon enemy strike. +4% chance and +2% damage returned per level. Lethal blows are never returned (To keep it fair against barret and m79.)
Hmmmm I'd love to give this an absolute damage return, not a percentage, you know?
Like
25% chance to avoid 20 damage and repel it back to the enemy
Thorn Vest
Static: Has a chance of dealing some damage back to the enemy when struck.
Effect: 25% chance of returning 35% of damage taken upon enemy strike. +4% chance and +2% damage returned per level. Lethal blows are never returned (To keep it fair against barret and m79.)
Hmmmm I'd love to give this an absolute damage return, not a percentage, you know?
Like
25% chance to avoid 20 damage and repel it back to the enemy
Makes it a perfect skill vs. autos and spas. The way Biscuiteer posted it, it would of course be a nice skill vs. 1-hitters, It'd return like 100 damage on lethal blows... that would be 2/3 of max health.
Extreme Bullets
Offensive - For 3 seconds you deal double the damage. After the 5 (or so) Seconds are over, the damage you dealt is Halved and dealt to you. (Say you do 120 damage, your HP will go down by 60).
Summon fire ghoul:
Summon
Effect, summons a ghoul with no weapon, but when this ghoul touches you, you catch on fire. since it wont be an instant kill like with a saw, cooldown will be a little less than the ghoul.
Repel
Defensive, Static
Whenever you are dealed damage, Repel reduces this damage by 5.5% and returns those bits of damage to the shooter. Returned damage can't be higher than 60 (=40% of max health), returned damage can't kill the shooter.
Share:
Offensive, spell
When your shot and when you shoot, bullets only do half damage, which may be a good thing while being attacked, may be a disadvantage while attacking someone, but should even out.
Every skill level will bring .1 more damage back to the enemies.
Grenade finder:
Offensive, static
When running on ground, you have a small chance of "finding" grenades. What this spell does is when you walk, not jet, you can slowly get back grenades if your out or have thrown one, but if your grenade pack is full, you can't find anymore.
+0.5% chance / per skilllevel
Tree of Life
A tree is spawned at the players location that heals anyone near it. it has a lifespan, amount of health given and can be destroyed.
D= That is a horrible spell, it would be useless basically anyways, people would just make lots of them, stand at them the whole time so they wont die...Tree of Life
A tree is spawned at the players location that heals anyone near it. it has a lifespan, amount of health given and can be destroyed.
Lol, Shadowrun.
As far as I know, Cleansing Monsoon will work like that. Once player uses /heal, monsoon is spawned at his XY and heals every player which is inside of it.D= That is a horrible spell, it would be useless basically anyways, people would just make lots of them, stand at them the whole time so they wont die...Tree of Life
A tree is spawned at the players location that heals anyone near it. it has a lifespan, amount of health given and can be destroyed.
Lol, Shadowrun.
It would be spammed horribly.
Well, grenades are a fun factor in Soldat, so why discourage it? Especially when its a part of the game.You cannot modify grenades counter by scripting. The only thing you can do is spawning grenadekit.
That isn't true, Avarax gave me a code a while ago that gave you unlimited Nades, and I have been in servers that would slowly give you grenades.As far as I know, Cleansing Monsoon will work like that. Once player uses /heal, monsoon is spawned at his XY and heals every player which is inside of it.D= That is a horrible spell, it would be useless basically anyways, people would just make lots of them, stand at them the whole time so they wont die...Tree of Life
A tree is spawned at the players location that heals anyone near it. it has a lifespan, amount of health given and can be destroyed.
Lol, Shadowrun.
It would be spammed horribly.Quote from: XxypherWell, grenades are a fun factor in Soldat, so why discourage it? Especially when its a part of the game.You cannot modify grenades counter by scripting. The only thing you can do is spawning grenadekit.
... Which is done by continuously spawning grenade kits at your player's position, yes.You cannot modify grenades counter by scripting. The only thing you can do is spawning grenadekit.That isn't true, Avarax gave me a code a while ago that gave you unlimited Nades, and I have been in servers that would slowly give you grenades.
It is possible.
How about thisThis is an offensive move, not a summon.
Summon
Sacred bow :
Atomaticly summons a flame bow on you w/ 3 ammo
Bow dissaperas whene ammo is gone
Each bullet dose 300% of what a normal flame shot would
Double explosive area
230 second cooldown
-5 second cooldown per lv
at max lv explosive area is 3 time the size of a normal
im really liking the thorn vest and glad it was put in. thats only the really good one i've seen lately.That is why there is a 150-200 cooldown for it. Its just like something from Avarax's voodoo spell he has going. But instead of hearting bot you and the people around you, it targets a single guy. It isn't overly powerful because you need 5 kills just to be able to use it, then another five kills and 200 seconds because another use can be done. Its like a summon, but without the constant kills, plus it only deals half the damage when you don't have warstandard or warmth. It can be used very tactfully it you use it right. And a great skill for when you have the flag.
i dont really like the charging idea with the "burning alive." if a guy is really owning he can get way too powerful against attackers. and is the damage delt 50% of current health (60% health to 30% health) or 50% of total health (60% to 10%)? what if the guy is spawn killing? he will be unstoppable.
what is the official list so far on spells??
Fireball (offensive)Those are all horrible and would be spammed.
Most common of common spells
Affects M79 and Ruger
M79 round goes 3x farther 2x faster
Ruger gets 200% damage increase
Scattered Fireball (offensive)
Affects shotgun
Pellets go 3x farther and 2x damage increase
Invisibility (defensive?)
Basically like the 'predator' upgrade
Invincibility (defensive)
For a short period of time, player is not at all affected by damage
I know they're basic and gay but thats all i could think of for now :P
Full weapon reload
offense, spell.
When used, you recover all grenades, all ammo, and fully reloaded guns that you have.
40 second cooldown.
-1 second cooldown / per skilllever
Sacred bow :
Atomaticly summons a flame bow on you w/ 3 ammo
Bow dissaperas whene ammo is gone
Each bullet dose 300% of what a normal flame shot would
Double explosive area
230 second cooldown
-5 second cooldown per lv
at max lv explosive area is 3 time the size of a normal
Fireball (offensive)
Most common of common spells
Affects M79 and Ruger
M79 round goes 3x farther 2x faster
Ruger gets 200% damage increase
Scattered Fireball (offensive)
Affects shotgun
Pellets go 3x farther and 2x damage increase
Invisibility (defensive?)
Basically like the 'predator' upgrade
Invincibility (defensive)
For a short period of time, player is not at all affected by damage
Eye for an eye
offensive/defensive, spell.
When your hit, the same damage has a 25%/+1 per skilllevel chance of hurting whoever shot you. Much like Thorn vest.
More details: When activated every shot your enemy makes at you has a chance of hurting himself. But also when used, gives your guns a small boost of strength maybe?
40 cooldown, no changes when skilllevel goes up.
Needs work I think.
Well, grenades are a fun factor in Soldat, so why discourage it? Especially when its a part of the game.
Burning Alive
Offensive, hybrid.
Static part: Every kill you make goes towards a charge.
Spell part: Once you get to 5 charges, your closest enemy will be engulfed in flames which take half his health away and during the fire, his gun can't be used.
Now in my thoughts, that is a good one. Maybe the "during the fire the gun can't be used" part could be taken out.
But I think its good for Hexer.
Date Posted: August 01, 2007, 10:47:18 PM
Metal Detector
Offensive, static.
If you have no weapon, the closest discarded weapon/knife will be teleported into your hands.
Date Posted: August 01, 2007, 10:49:37 PM
Burning Alive REDONE:
Offensive, Hybrid.
Static part:Every kill you make gains a charge.
Spell part:Once you have gained 5 charges, the spell can be used. It sets the closest player to you on fire and takes half damage. If the player has warmth, it takes only 1/4 of the health because the warmth reacts against it. Once the player is set on fire he has a small amount of time where he has the chance to set any enemies on fire also. So it can be both useful and dangerous.
Cooldown is 150 seconds to reassure there is no lad. Warmth and warstandard are good anti's against this making it hard for the flames to damage.
+1% damage / per skilllevel
Burning Alive REDONE 2:
Offensive, Hybrid.
Static part:Every kill you make gains a charge.
Spell part:When you gain 5 charges and use the spell, it sets the closest player on fire, the fire slowly hurts the player according to if he has warmth or warstandard is on. For every level, a small amount of damage is added on. 1% of damage per skilllevel. Using double body while on fire will set the closest enemy near you on fire giving you his health, weapon, and so on. But that is if you are still on fire. The fire does not last long to make sure no lag will be made. Cooldown is 150 seconds.
I will keep working on this if I have to.
The spell version also has a temp boost on weapons, making it a little more useful since it isn't a static skill. Being the spell makes it so you can deal more damage, both from your temporarily powered up weapons, and the chance of them feeling your pain. Maybe adding another feature or replacing the temp weapon power up, with something else.Full weapon reload
offense, spell.
When used, you recover all grenades, all ammo, and fully reloaded guns that you have.
40 second cooldown.
-1 second cooldown / per skilllever
This is pretty much what conjure clip does, i think.Sacred bow :
Atomaticly summons a flame bow on you w/ 3 ammo
Bow dissaperas whene ammo is gone
Each bullet dose 300% of what a normal flame shot would
Double explosive area
230 second cooldown
-5 second cooldown per lv
at max lv explosive area is 3 time the size of a normal
Any skill involving the rambo/flame bow is already overpowered, I would know being a rambo vet myself.Fireball (offensive)
Most common of common spells
Affects M79 and Ruger
M79 round goes 3x farther 2x faster
Ruger gets 200% damage increase
Scattered Fireball (offensive)
Affects shotgun
Pellets go 3x farther and 2x damage increase
Invisibility (defensive?)
Basically like the 'predator' upgrade
Invincibility (defensive)
For a short period of time, player is not at all affected by damage
Fireball: Impossible to do with scripting
Scattered Fireball: Also impossible
Invisibility: Vanish....
Invincibility: Mana Shield...Eye for an eye
offensive/defensive, spell.
When your hit, the same damage has a 25%/+1 per skilllevel chance of hurting whoever shot you. Much like Thorn vest.
More details: When activated every shot your enemy makes at you has a chance of hurting himself. But also when used, gives your guns a small boost of strength maybe?
40 cooldown, no changes when skilllevel goes up.
Needs work I think.
So a spell version of my Thorn Vest? I think it might be too late to post that, but it would have to be better than the static version if you were to make it.
Also, during the game, people spam the !balance code, can you make it usable only ever 2 minutes?Balance triggers itself every two minutes. But yeah, there should be some kind of 'balance-lock', which doesn't allow '!balance' change your team, if you were moved two times in a row.
That would help me not being yanked back and forth every 5 seconds...
Language Filter Defensive, Static
Blocks all flame-related words (like ***** and ****) for the entire match.
a better Infection:
Infection
Offensive, Spell
For short amount of time, your bullets are cursed with a lethal virus. The first enemy you hit, will get infected, and slowly lose hp untill he dies/get's a medkit. Whenever he is close enough to another player (Friend of enemy, doesn't matter) he infects him too, but for each another person infected the total damage is cut in half. So:
First person infected - 200% HP loss (To ensure he will die, even with wartmh, warstandard and so) Second person - 50% Third person - 25% etc.
whoever died(not just by killed by infection, bullets too) will add a Zombie to the other team.
Ok heres one of my own ideas, i dunno if its already been said but i cant be othered to read 10 pages =PHorrible idea, cheating out of fighting...
Spell Name: Fake
Spell Category: Non-Static
Spell Type: Defense /def
Cooldown: 150 secs, every lvl it will go down by 5 seconds.
Ability: This will make you fake your own death and allow you to remain that way indefinetly untill you choose to release it. While under the power of this spell you cannot move, shoot or cast other spells aside from releasing yourself from the spell itself. To release it and cast it you do "/def". When you do release it your health, ammunition, weapons, jet, everything except still having the flag if you did have it will be the same as of the exact moment you cast the spell.
Sounds like a alright idea to me. This is Felix the australian who plays in the enesce hexer server XD
Burning Alive REDONE 2:
Offensive, Hybrid.
Static part:Every kill you make gains a charge.
Spell part:When you gain 5 charges and use the spell, it sets the closest player on fire, the fire slowly hurts the player according to if he has warmth or warstandard is on. For every level, a small amount of damage is added on. 1% of damage per skilllevel. Using double body while on fire will set the closest enemy near you on fire giving you his health, weapon, and so on. But that is if you are still on fire. The fire does not last long to make sure no lag will be made. Cooldown is 150 seconds.
I will keep working on this if I have to.
Spell Name: Fake
Spell Category: Non-Static
Spell Type: Defense /def
Cooldown: 150 secs, every lvl it will go down by 5 seconds.
Ability: This will make you fake your own death and allow you to remain that way indefinetly untill you choose to release it. While under the power of this spell you cannot move, shoot or cast other spells aside from releasing yourself from the spell itself. To release it and cast it you do "/def". When you do release it your health, ammunition, weapons, jet, everything except still having the flag if you did have it will be the same as of the exact moment you cast the spell.
lock
spell
when cast, opposing team is not allowed to use any spells (not including static abilities) for 5 seconds, with a cooldown of 240 seconds. coll reduced 5 sec and duration increased .5 sec every level.
(optional) any attempt to cast spells with restart that cooldown
lock v.2
spell
when cast, closest opponent is not allowed to use any spells (not including static abilities) for 5 seconds, with a cooldown of 180 seconds. cool reduced 5 sec and duration increased .5 sec every level.
(optional) any attempt to cast spells with restart that cooldown
How is that approved and not my Burning Alive?
I have done 4 of these! And each one has a slight difference in either cooldown or what they do.
Thief:
Offense, spell:
When used, the closest enemy towards you looses all his ammo, nades, and has to be forced to fully reload. Much like Disarm, but doesn't take away the weapon, it just forces that person to reload and takes all his nades away.
70 cooldown with -1 second/ skilllevel
Berserker:
Offense, spell.
When used, your health drops by half but your ammo triples in strength. Good for automatic weapons.
80 second cooldown with -1 second/ skilllevel
Body armor:
Defensive, spell/static:
Spell part: When used, you gain body armor.
Static part: Body armor does not go away until death.
100 cooldown starting at death with -1 second/skilllevel
Cooled Down:
Defense, spell.
When used, all your spell's cooldowns are automatically reset, so they can be used again.
220 second cooldown with -1 second/skilllevel
Weakling:
Defense, spell.
When used, your closest enemy will become weak, as in every shot does only half the damage for 10 seconds.
60 second cooldown. +1 second/skilllevel
...Why? Thats stupid that you can't move bots with moveplayer, someone should talk toMMEnEsCe about this..
Thank you....Why? Thats stupid that you can't move bots with moveplayer, someone should talk toMMEnEsCe about this..
Let me quote:
<Avarax> Will you make it possible to MovePlayer bots, EnEsCe...? :-***
<EnEsCe> after moving them, it screws up their brain for which waypoint they are meant to be travelling to. so no.
<Avarax> Will you make it possible to MovePlayer bots, EnEsCe...? :-***Can't you just note that their waypoints are screwed up when it is used? This way people can still use them for.. bodyguards ^^
<EnEsCe> after moving them, it screws up their brain for which waypoint they are meant to be travelling to. so no.
Spell: Reveal
Summon spell (/summon to cast)
/learn reveal
Reveal will show those under the spell vanish that are in your sight for 25 seconds. 127 seconds cooldown.
-9 seconds cooldown per skilllevel
i'm now back from vacation and will take a look at the suggested spells. from what i've seen, Weaken, Berserker and Lock seem adequate to me. However, Berserker is denied since there are no more free offensive slots atm. Weaken is a bit too simple. Lock is a candidate, allthough I think I'll not implement it because I don't think it'd be a really popular spell.
Here's another spell that came to my mind:
Short-term Burial
Defensive, Spell
Buries all enemies in a small area of effect (around 1.5 x height of a jump) directly under the surface. Only enemies that are close to the ground can be buried this way. Effect lasts 3-4 seconds, then the enemies are digged up again. 70 seconds cooldown. Cooldown counts down twice as fast aslong as you touch the ground.
+1 duration every 4 skilllevels
-1 cooldown every skilllevel
+0.05 AoE (of a jump) every skilllevel
NOTE: Enemies are so close under the surface, that they can still be sawed if you prone at the spot of burial.
Short-term Burial
Defensive, Spell
Buries all enemies in a small area of effect (around 1.5 x height of a jump) directly under the surface. Only enemies that are close to the ground can be buried this way. Effect lasts 3-4 seconds, then the enemies are digged up again. 70 seconds cooldown. Cooldown counts down twice as fast aslong as you touch the ground.
+1 duration every 4 skilllevels
-1 cooldown every skilllevel
+0.05 AoE (of a jump) every skilllevel
NOTE: Enemies are so close under the surface, that they can still be sawed if you prone at the spot of burial.
Well, it might glitch if you use it on a steep gradient. It's interesting, to say the least, but I don't think it'll really take off.
i'm now back from vacation and will take a look at the suggested spells. from what i've seen, Weaken, Berserker and Lock seem adequate to me. However, Berserker is denied since there are no more free offensive slots atm. Weaken is a bit too simple. Lock is a candidate, allthough I think I'll not implement it because I don't think it'd be a really popular spell.That has been denied multiple times though...
Here's another spell that came to my mind:
Short-term Burial
Defensive, Spell
Buries all enemies in a small area of effect (around 1.5 x height of a jump) directly under the surface. Only enemies that are close to the ground can be buried this way. Effect lasts 3-4 seconds, then the enemies are digged up again. 70 seconds cooldown. Cooldown counts down twice as fast aslong as you touch the ground.
+1 duration every 4 skilllevels
-1 cooldown every skilllevel
+0.05 AoE (of a jump) every skilllevel
NOTE: Enemies are so close under the surface, that they can still be sawed if you prone at the spot of burial.
When will people learn that scripting is not made for for the purpose of Hexer.<Avarax> Will you make it possible to MovePlayer bots, EnEsCe...? :-***Can't you just note that their waypoints are screwed up when it is used? This way people can still use them for.. bodyguards ^^
<EnEsCe> after moving them, it screws up their brain for which waypoint they are meant to be travelling to. so no.
Teleporter Offensive, Spell
When Teleporter is cast, the nearest enemy player is instantly moved to a few feet forward of your position, and cannot shoot for 1 second after teleportation. Cooldown will be reduced at each level up, and 'freeze time' (where the player cannot shoot) will increased by one second at levels 4, 6, and 10, for a maximum of four seconds.
Teleporter Offensive, Spell
When Teleporter is cast, the nearest enemy player is instantly moved to a few feet forward of your position, and cannot shoot for 1 second after teleportation. Cooldown will be reduced at each level up, and 'freeze time' (where the player cannot shoot) will increased by one second at levels 4, 6, and 10, for a maximum of four seconds.
Teleport - This is pretty much Burrow Mk.2 except they teleport above you and are disarmed for a moment. Players will quickly learn to nade you dead if you happen to use this often. Denied.
The idea was that they'd be sitting ducks when they arrived (including nades, guns, everything except fists), and that anyone caught in a teleporter would have to dodge for a few seconds before counter-attacking.
It's much easier to program than the Burrow spells, too.
(...) at levels 4, 6, and 10 (...)
(...) at levels 5 and 10 (...)Remember, the maximum level in Hexer v0.9.2 will be 50. That increases maximum level of skills to 12th.
Pretty lame, w/e.
Teleporter Mk.2 Offensive, Spell
When Teleporter is cast, the nearest enemy player is instantly moved to a few feet forward of your position, and the person who cast teleportation is invulnerable to attacks for one second after casting. Cooldown will be reduced at each level up, and invulnerability time will increased by one second at levels 5 and 10, for a maximum of three seconds.
Will this suit your needs better, Biscuiteer?
Sacrfice/hybrid defensive
Static: When your health goes below 2/4's you slowly lose bullets to regain your health like wise if your bullets go below 1/4
Spell: kill yourself to fully repplinish your allies health and give them small small small warmth and pierce
Cool down : ?? just make it verrrry long lol
Level plus : per 3 level bulllets replinish more health, and health replinishes more bullets but this can only be leveld up once, lest it be sploited.
Summon Medic/hybird summon
idk if this is possible but can the static part be activated AFTER the spells activated?
Static: Bot increases your health regeneration ratio .1 per level
Spell : lays medkits over time
cooldown : 340 secs
No per level +'s
The calling of blood/static defensive
If your health goes below 2/4's a very weak bot with no weps and 1/4 health will spawn and it will be named "Blood golem" of course, you have to give up some health for it to work but itll distract yuor enemies long enough for you to get away
Per level increases golems health by 2%.lvled twice, last level they give you health per hit and dmg they do
Ancestral bonds/spell summon
Creates 2 weak bots that, as you kill more, get more powerful, *they can only get 4/4 health and USSCOM if thats possible* once you get 10 kills they get fully powered *read in the astreicks* and per level you can choose to give them main weapons at the cost of thier health *always have 2/4's*
or give them secondary weapons to have them have low dmg income.
Level plus : every 3 lvls + dmg and - kills needed, only lvled twice last level they can use main or secondary weps
The spawns men/ summoning/spell
Summons a bot who can *if this is even possible 0o* summon EXTREAMLY!!!!!!! weak bots over a perioid of 1-2 minutes. its sorta like tree of life but with a bot the bot is immoible and can be destroyed.
Dance of blobs. Summoning/ spell
Creates 1 bot every level *4 levels* each is armed with nothing has 1/4 of health and has low dmg income * i mean LOW*
And last and very special!
Call of the summoner / static
Every summoning spell you cast will grant you with points. called Sumpoints. and you get to buy rewards with sumpoints AKA 10 sumpoints for a zerker...clusters...pred.. * iknow vanish but if you dont have it u can buy it :D* and if you get max sum points *u can choose what to do but ill give u a suggestion* you can cancel the cool down on one of your bot summons. :D!
Theif/Ghost (lack of better name)
offensive
when used, it steals a spell from the closest enemy and casts it right away
much like the ghost in mario cart
A spell snatcher would be great to use, stealing a random player's random skill and uses it on yourself would be fun.
Here is just a random one that comes to mind.
Extreme heating:
Defensive, spell.
When used, a random player, or the closest to you cooldowns all go up by 100, making it take a while before they can be re-used.
120 cooldown, +1 second duration/ skilllevel.
Summon pain:
Summon, spell.
When used, a bot is summoned with no weapons, just fists, but when it collides with someone, half their health is drained, it can only collide with two enemies max.
Colldown is at 260 seconds. -1 second/ skilllevel.
Summon thief:
Summon, spell.
When used, a bot is summoned, when it collides with another player, it randomly takes either its weapons, health, or grenades. It can use whatever it takes "Or gives them to you".
220 cooldown.
Xxypher's Spell Snatcher - Could be useful, but because you don't always know what you will 'steal', it can only degrade your potential power. This is a Pass.
Extreme Heating - Not really useful by itself, as spells aren't the ones that kill people; they only help kill people, mostly. Pass
Summon Pain - Not useful because they actually have to contact the enemy in order to halve their health, whereas a ghoul would of killed them already.Denied. A better idea could be a bot that degrades the health of everything around it, dubbed the 'Plague Bearer'.
Summon Thief - Still not a useful summon, as it doesn't get you any EP, has to touch the enemy, and other pre-existing summons actually kill stuff.
Coming soon: King Of Pain's Teleporter Mk 2.1A & B Reviews, so check this post tommorow.
Alright, I've been tinkering with my Teleporter idea a little more. I know Teleporter Mk. 2 already got a 'pass', but I'm experimenting to see if I can get a 'easily passed' or better.
Teleporter Mk.2.1A Offensive, Spell
When Teleporter is cast, the nearest enemy player is instantly moved to a few feet forward of your position, the person who cast teleportation is invulnerable to attacks for one second after casting and the person caught in the teleporter will be invulnerable for one second. and Cooldown will be reduced at each level up, and invulnerability time will increased by one second at levels 4, 8, and 12 for a maximum of four seconds.
This is a mildly modified version of Mk.2, just to see if I can increase the balance slightly.
Teleporter Mk.2.1B Offensive, Spell
When Teleporter is cast, the nearest enemy player is instantly moved to a few feet forward of your position. Cooldown will be reduced at each level up.
Summon Poison:
Summon, spell.
When summoned, this bot will slowly poison the people they collide with, when the bot is killed, the poison goes away. The poison does 1% damage per second at first level.
Cooldown 230 seconds. -1 cooldown/ skilllevel.
+1% poison strength/ 2 skilllevels.
Flag warmth 1:
Healing, spell.
When this spell is used, anyone near and holding the flag will be slowly healed for a certain ammount of time.
cooldown starts at 80 seconds. -1 cooldown/ skilllevel.
+1 duration/ 2 skilllevels.
Flag warmth 2:
Healing static.
While playing, anyone who has the flag, except you, will be healed slowly, much like a third party warstandard.
+1% health increase/ skilllevel.
(bang, shizam!! i got my lock into the line-up!!)
(ohnoes, my ideas getin teh boot!! :'()
i agree with avarax, the sheer number of spells will make things really hectic and chaotic. and sits becoming more and more an rpg. i think this hexer should be soldat with rpg undertones, not an rpg with guns on the side. most of these spells make it so players can get by without SHOOTING (remember shooting? its what soldat was made to do). i think its getting a little out of hand.
also, dont post every single idea you come up with. avarax has a limited number of slots, and that number just got reduced. so just post your BEST ideas. and dont just post huge numbers of ideas hoping that one will make it in by chance or numbers. i have suggested just a few of the ones posted, and most of them got good reveiws, and avarax even said he would put a few in (but the reduction of spells might change that). how did i do this? by thinking on my ideas intently, then critizicing my own work, checking how it would be useful, or overpowered, until i get a very refined idea.
im not saying to stop posting here, but put more thought and content into the ideas you suggest.
Theif/Ghost (lack of better name)Spell Snatch - I'm not really sure what your skill is about, please explain further.
offensive
when used, it steals a spell from the closest enemy and casts it right away
much like the ghost in mario cart
eh besides all that suggesstion...@avarax, how would u make the account system for all servers...like now there are accounts that have the same name and possibly the same pass...and like would u delete everything...? :(
ignoring biscuiteers critics, i will indeed implement a burrow spell. chainlightning is too much one of those "screen spamming" and "WTF WAS THAT" spells, so I'm going to replace it with the following, as it allows yet unseen tactical manoveurs and is actually attracting people to learn it, unlike chain lightning which is just bogus:
Burrow Strike
Offensive, Spell
Casting this will attempt to burrow you under the earth.
If you cast it again while under the earth, you will perform a Burrow Strike and rush out of the ground, damaging nearby players (with a bunch of rocks).
Maximum time to be burrowed: 8 seconds, 2 seconds (one quarter of usual time) with flag.
around 90 seconds cooldown. Cooldown starts once you Burrow Strike, not when you burrow.
+1 second burrow duration per 2 skilllevels
+1 rock per 2 skilllevels
-4 seconds cooldown per skillevel
heh, i can deal with those problems, the new RayCast function allows me to kind of check the width of a polygon.
hmm i got two.
you know kamis right? well try these
Posion bombers: Bots that if are killed NEAR AN ENEMY / come close to an enemy blow up and any nearby enemies will get poisoned and lose health slowly but delibreatly.
Flame bomber: just like the poison except with flames !
let me try and make it clearer.
closest enemy to you has
warmth (static)
vanish (ready)
pierce (static)
kami (not ready yet)
when you cast the theif spell, you steal his vanish and cast it on yourself.
only problem i could see with this, is what if the enemy has two spells ready, like mana shield and vanish. which one would it pick...maybe whichever one has been ready for longer (if that gets logged)
if you still dont understand, ill explain further when i have more time
Burrow Strike
Offensive, Spell
Casting this will attempt to burrow you under the earth.
If you cast it again while under the earth, you will perform a Burrow Strike and rush out of the ground, damaging nearby players (with a bunch of rocks).
Maximum time to be burrowed: 8 seconds, 2 seconds (one quarter of usual time) with flag.
around 90 seconds cooldown. Cooldown starts once you Burrow Strike, not when you burrow.
+1 second burrow duration per 2 skilllevels
+1 rock per 2 skilllevels
-4 seconds cooldown per skillevel
Summon guard :
Summon spell
Summons a bot that camps around
The flag using his Barreta to pick of enemies
if flag is gone he tries to return it
60 second duration
Cooldown of 200
-2 Cooldown per lv
+1 second duration per lv
Zombify
Healing/def spell
When you cast this spell you will Have double health
Yet you Health Will deminish by 1.2% for every second your alive
Cooldown of 98
-.8 second of cooldown per lv
-.1 health loss per second
Also i think u need a !lvbalance Command so that the teams are also even by lvs and players
becaus its no fun when one teams got lv30 39 28 35
And the othes got lv 6 19 10 18
I think there should be a /random
Where when you choose your spells you can choose random instead
Either just chooses one at random,
or each time you respawn you have a different spell
Eg if you chose /random on ofs could have crit, die, respawn with pierce and can only be used on one set of spells
Just a suggestion
And possibly 100(?)EP for killing flag carrier and plus 10% combo bonus
I think there should also be more team spells
To encourage teamwork
Something like
Team def
You and your team gets a bullet proof vest and reduces damage by 5%
(Something along those lines)
This is the feature suggestion thread, so here are a few non-spell suggestions:
- EP bonuses for Double/Triple/Multi Kills
- Chainsaw is always one hit kill (in current state, not one hit kill even with same level target
- Figure out a viable way to prevent Vanish from failing, if possible
- Make Kamikaze trail bullets not fall through the ground
- Update all Hexer servers to 1.4.2 (please)
- Introduce a '/save' command, to solve the inconviences of logging out and logging in
- Make everybody named 'King Of Pain' an admin ;D
This is the feature suggestion thread, so here are a few non-spell suggestions:MAYBE
- EP bonuses for Double/Triple/Multi Kills
[li]Chainsaw is always one hit kill (in current state, not one hit kill even with same level target[/li] WILL DO
[li]Figure out a viable way to prevent Vanish from failing, if possible[/li] DONE
[li]Make Kamikaze trail bullets not fall through the ground[/li] NOT POSSIBLE
[li]Update all Hexer servers to 1.4.2 (please)[/li] DONE
[li]Introduce a '/save' command, to solve the inconviences of logging out and logging in[/li] DONE
[li]Make everybody named 'King Of Pain' an admin ;D[/li] NO TY
[/list]
Heres anotherone:
EXPLOSIV BUFFERS
statistic/def
All explosivs do 90% the damge the would at lv 1-4
All explosivs do 80% the damge the would at lv 5-8
All explosivs do 70% the damge the would at lv 9-11
All explosivs do 60% the damge the would at lv 12
Like the colors i just started using them
-----------------------------------------------------------------------------------------------------------
Heres another one:
Mana drain
Def/ofs
The closest enime to you will lose 1/4 of his health and wont be able to use ANY spells for the next 5 sec. (Statistic is Affected also)
The 1/4 of his health is given to you
90 sec cooldown
-2 sec cooldown per lv
+1 sec durration every other lv
at lv 12 drains 1/3 of enimies health but you still only get 1/4 of it
ok how about this:
Zombify V2
Healing/summon
When you cast this spell you will Have double health
Yet you Health Will deminish by 1.2% for every second your alive
Cooldown of 98
-1 second of cooldown per lv
-.1 health loss per second per lv
At lv 4 u hav a 5% chance to spawn a zombie when spell is used
At lv 9 u hav a 10% chance to spawn a zombie when spell is used
At lv 12 u hav a 15% chance to spawn a zombie when spell is used
or this:
alternativ Zombify V2
Healing/ofs
When you cast this spell you will Have double health
Yet you Health Will deminish by 1.2% for every second your alive
Cooldown of 98
-1 second of cooldown per lv
-.1 health loss per second per lv
At lv 4 u hav a 3% chance to poison a player for -1hp per sec on hit
At lv 9 u hav a 5% chance to poison a player -1.5hp per sec on hit
At lv 12 u hav a 10% chance to poison a player -2hp per sec on hit
or this:
alternativ Zombify V2
Healing/def
When you cast this spell you will Have double health
Yet you Health Will deminish by 1.2% for every second your alive
Cooldown of 98
-1 second of cooldown per lv
-.1 health loss per second per lv
damage done to you is 2/3 while a zombie
is avarax even taking spell suggestions anymore? we need an answer on that avarax! i think king of pain is on to something suggestion fixes for other things, not just more new things.
evade - could u make it so u can COMPLETLY evade an explosive? instead of just evading the m79 and getting killed by the splash, could u code it so it knows if it evades the m79 it evades the splash too (same with law and nades)? if u can evade a sniper shot, then why not other one hit kills? its also lame because when u pick m79/law u know it cant be evaded by an enemy, and that can encourage people to change a weapon for an easy kill against an evader.
-OR- is it possible to have a code when evaded shots carry on as if they were really dodged, not just a zero damage hit. with that, wouldnt you be able to COMPLETELY evade explosives too?
...........i just hate evading m79/law/nade and still get killed by splash.
half the m79 shots dont reg. in hexer anyway...
half the m79 shots dont reg. in hexer anyway...
that's 1.4.2 :|
That non reg. thing seems to happen ALOT more in hexer than in regular servers....is this my imagination or is it because of the size of the script or something?
Bisc, I am sorry to say, but you approve everything Avarax says, even if it has been suggested before, or if its worse then other things passed.
Bisc, I am sorry to say, but you approve everything Avarax says, even if it has been suggested before, or if its worse then other things passed.
Summon Wall of abosorpation / spell
Spell : Creates an invisible wall that hurts the enemies slowly.. *ososlowly* but over time the more they pass it the more damage it causes... and it heals the caster 1/2 of all the damage it has done once the spell wears off
Duration: 1 minute
Lvl gains : speedier dmg *by like... 1 hp lol...* a TAD bit wider AoE if possible.
Cool down : 2 minutes.
question - when someone casts vanish, how do some people who pass by just right get pred too? do you spawn more than one predkit? will this be possible (multiperson invis) with the assassin spell?
OK i have a summon idea.
Desecrate Corpse
Summon
Exploit nearest corpse to animate 1...2 zombies.
I know you don't want more spells but I came up with this and felt like sharing it.
Spirit Walk
Offensive/spell
Spirit Walk to target nearest foe. For 30...10 seconds, you cannot use primary weapons.
The idea is to transport near the target and be able to use the saw or knife, thus the no primary effect.
The upcoming Body Double update has more uses and is too similar.
i like the 50%-70% evade with super low health. it makes it so u cant be sure if ur gonna kill it or not. but i would have put it a little higher evade (60-80) or a little lower evade (45-65) and a little more life (less damage input). or maybe, have the damage input go down with level up, so it eventually gets to a point where it takes 2-3 shots (from weaker weapons) to kill it. and what weapon does it carry? and what happens on flag grab/cap? and will it COMPLETELY evade m79, or will a single poorly aimed explosive kill it?
Reflector Defensive, SpellThere's already a skill like that.. it's named Repel afair.
When cast, all bullets that hit you do 0 damage, and the person who is shooting the bullets receives half the damage the bullets would have done to you. Cooldown reductions and the percentage of damage reflected (up to 75% at level 12) will be done at each level up.
New Body Double exchanges coordinates of players. For example, you plant a mine (Claymore), stand on it and then use Body Double. Baam! Exchanged enemy blows up. ;)The upcoming Body Double update has more uses and is too similar.
Everybody talks about the new Body Double update, saying it has tons of uses and does everything. What's so new about it, exactly?
Think holy medikit good be improved, it's a bit useless compared to mana shield
And also, like the kami and ghoul, with the new summons have special abilities? (like the ghoul can multiply and the kami can set a bomb)
Shotgun is too overpowered any level 30 with good shotgun skills can take almost everyone and anyone
And there is to many suggestion like
SUPER BISCUTEER
Biscuteer joins, kicks everyone but you
cooldowns 6 seconds
This is the feature suggestion thread, so here are a few non-spell suggestions:MAYBE
- EP bonuses for Double/Triple/Multi Kills
[li]Chainsaw is always one hit kill (in current state, not one hit kill even with same level target[/li] WILL DO
[li]Figure out a viable way to prevent Vanish from failing, if possible[/li] DONE
[li]Make Kamikaze trail bullets not fall through the ground[/li] NOT POSSIBLE
[li]Update all Hexer servers to 1.4.2 (please)[/li] DONE
[li]Introduce a '/save' command, to solve the inconviences of logging out and logging in[/li] DONE
[li]Make everybody named 'King Of Pain' an admin ;D[/li] ABSOLUTELY
[/list]
let me try and make it clearer.
closest enemy to you has
warmth (static)
vanish (ready)
pierce (static)
kami (not ready yet)
when you cast the theif spell, you steal his vanish and cast it on yourself.
only problem i could see with this, is what if the enemy has two spells ready, like mana shield and vanish. which one would it pick...maybe whichever one has been ready for longer (if that gets logged)
if you still dont understand, ill explain further when i have more time
Spell Snatch - So, this spell steals a foe's spell at random? Alright, its interesting but it won't really be popular as you don't know what you're going to steal and some people dont have spells (save their summons - but i doubt you can steal that) I'm giving this spell a Pass
let me try and make it clearer.
closest enemy to you has
warmth (static)
vanish (ready)
pierce (static)
kami (not ready yet)
when you cast the theif spell, you steal his vanish and cast it on yourself.
only problem i could see with this, is what if the enemy has two spells ready, like mana shield and vanish. which one would it pick...maybe whichever one has been ready for longer (if that gets logged)
if you still dont understand, ill explain further when i have more time
Spell Snatch - So, this spell steals a foe's spell at random? Alright, its interesting but it won't really be popular as you don't know what you're going to steal and some people dont have spells (save their summons - but i doubt you can steal that) I'm giving this spell a Pass
what if it goes to the closest enemy witha spell ready.
so if the closest enemy doesnt have any spells, it goes to the next closest. and so on and so on until it finds an enemy with a spell.
and if there were no enemies with spells ready, your spell fails and you can recast it anytime (you dont have to wait for the cool down until you actually cast it)
Manna-bot:Ehh? Ehh?
Summon, spell.
Summons a bot with the manna-shield that is equipped with an HK-MP5. After a kill, it is kicked, but gives you Manna-shield like if you had just used the skill. If he touches the flag, he will be kicked, but gives you manna-shield that lasts twice as long.
Cooldown is 300 seconds.
+1 kill before kick per skilllevel.
-5 seconds cooldown per skilllevel.
Must like Avarax's, but with mana and a little less insanely hard.
Manna-bot:
Summon, spell.
Summons a bot with the manna-shield that is equipped with an HK-MP5. After a kill, it is kicked, but gives you Manna-shield like if you had just used the skill. If he touches the flag, he will be kicked, but gives you manna-shield that lasts twice as long.
Cooldown is 300 seconds.
+1 kill before kick per skilllevel.
-5 seconds cooldown per skilllevel.
Must like Avarax's, but with mana and a little less insanely hard.
Manna-bot:
Summon, spell.
Summons a bot with the manna-shield that is equipped with an HK-MP5. After a kill, it is kicked, but gives you Manna-shield like if you had just used the skill. If he touches the flag, he will be kicked, but gives you manna-shield that lasts twice as long.
Cooldown is 300 seconds.
+1 kill before kick per skilllevel.
-5 seconds cooldown per skilllevel.
Must like Avarax's, but with mana and a little less insanely hard.
Name: Explosion
Type: Defensive, Hybrid
Info: Once you die everyone around you takes damage
Name: Explosion
Type: Defensive, Hybrid
Info: Once you die everyone around you takes damage
Name: Explosion
Type: Defensive, Hybrid
Info: Once you die everyone around you takes damage
Uhh... okay, then.
Manna-bot:
Summon, spell.
Summons a bot with the manna-shield that is equipped with an HK-MP5. After a kill, it is kicked, but gives you Manna-shield like if you had just used the skill. If he touches the flag, he will be kicked, but gives you manna-shield that lasts twice as long.
Cooldown is 300 seconds.
+1 kill before kick per skilllevel.
-5 seconds cooldown per skilllevel.
Must like Avarax's, but with mana and a little less insanely hard.
Name: Explosion
Type: Defensive, Hybrid
Info: Once you die everyone around you takes damage
I will take this one for Biscuit.
Denied.
Name:Airbarrier
Type: Defensive, Hybrid
Info: A barrier built of air that is around your soldat.When your oppnent gets near you he or she is pushed far away. Also when bullets come at you they bounce off your air barrier pushes them back at the other person who shot at you. 8)
omg xyphher its just an idea you dont have to rate itEvery skill gets on. Its either a Approve, Pass, or Deny.
omg xyphher its just an idea you dont have to rate itEvery skill gets on. Its either a Approve, Pass, or Deny.
And I am getting a hang of this.
Summon CloneTo me, that would be a pass, but I am not liking the horribly long cooldown just for the first times using it, maybe making it 300 cooldown with -9 seconds off each level.
Duration: 30seconds
Cooldown: 450secs
Summons a clone of yourself that has lvl 1 warmth. This clone's weapons differ on what lvl this skill is, although it has the same Damage Input and Output as you.
After every lvl up: +1.5 duration / -18 cool
Weapons it uses: Minigun (lvl1~4), AK (lvl 5~8), MP5 (lvl9 ~ 12)
Very different to other summons. :D
Ka (http://home.arcor.de/avarax2/hexer092mine1.JPG) --- boom (http://home.arcor.de/avarax2/hexer092mine2.JPG) !!
and teh new skilllist (http://home.arcor.de/avarax2/hexer092skillz.JPG)
..., although I would change the death graphic to a Cluster Grenade instead of an AUG.
0.92 is out already.Ka (http://home.arcor.de/avarax2/hexer092mine1.JPG) --- boom (http://home.arcor.de/avarax2/hexer092mine2.JPG) !!
and teh new skilllist (http://home.arcor.de/avarax2/hexer092skillz.JPG)
Wow, I didn't even see this before. So that's how the Claymores are going to work in 0.92? Looks awesome, although I would change the death graphic to a Cluster Grenade instead of an AUG.
Mage blood isn't a very good spell, because not all people have spells that can be casted, mainly things like crit, war, evade, etc.I use an m79 build. I have mage, Double, Clip and Claymore. Now, Double and clip are spells which you cast , oh so around 20 seconds? Mage Blooded is pretty good In my opinion, but what Im asking is that does it heal even after you cast it?
Maybe adding something that fully heals every 30 seconds? That would be a good replacement.
Repel always triggers.
- Message telling when Repel activates (same idea as 'Crit' or 'Miss' messages)
[li]Change graphic of Claymore death to Cluster Grenade[/li] Not possible.
[li]Note at startup reminding players to hit the / first for commands[/li] Will do.
[li]Get the !balance command debugged[/li] Will do.
[li]The /changelog doesn't fit on a single page, splitting it into /changelog1 and /changelog2 would resolve the problem[/li] Not that important, it's better to view here anyways.
[li]Come up with some more awesome Ghoul taunts[/li] Will do.
[/list]
Dear hexer whn you e burrow strike and then u use body double you make the other player get stuck in the ground
can u fix this
i cant believe this thread is still running after almost 3 months of the new hexer forum.....oh wait a bump