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Server Talk => Scripting Discussions and Help => Topic started by: Avarax on July 01, 2007, 03:40:25 pm

Title: Hexer spell & feature suggestion thread
Post by: Avarax on July 01, 2007, 03:40:25 pm
all further discussion goes into www.hexerpage.de
Title: Re: Hexer spell & feature suggestion thread
Post by: Biscuiteer on July 01, 2007, 04:12:05 pm
Biscuiteer's Ideas Post

I will occasionally add in ideas here to see if you guys would like them.

Warmth (Upgraded)
Healing, Hybrid
The same ol' Warmth except you can activate it to DOUBLE your warmth for a few seconds then after that it heals you for HALF of base warmth for a few more seconds - Boom and Bust. Eventually it returns to normal.
Static:Heals 2.4% of max health; +.2% each level; 350% Boost if health is under 40% <-- ONLY applies to the static effect
Spell: Grants double warmth buff for 5 seconds; +1 second each 2 levels. Half base warmth debuff for 30 seconds thereafter; -1 second each level.
Cooldown:Four Minutes (240 seconds); -5 seconds each level.




Proximity Charge
Summoning, Spell
Creates a trap at your current position that will blow up if an enemy gets near it.
Spell:Sets a trap at current position. On enemy contact, creates several nades to explode your enemy. Cant be used near flags.
# of Grenades: 2 +1 on levels 4, 7, & 10.
# of Cluster Grenades: 0 +1 every fifth level.
Area of Effect (AoE): Direct contact. AoE increases to half a soldaten on level 5.
Maximum # of Traps: 1
Cooldown: Three Minutes (180 seconds)


EMP Charge
Summoning, Spell
Yet another trap that disables any opponent that is near the trap.
Spell: Sets a trap at current position. On enemy contact, disables any of his buffs and increases the cooldown of his skills (if applicable). Can't be used near flags.
Disables: Vanish, Sprint at lvl 3, Mana Shield at lvl 5.
Cooldown Debuff: Increases the affected player's cooldowns by 15% of max cooldown +2% every level.
Max # of Traps: 1
Cooldown: Three Minutes (180 seconds)




Union Force
Defensive, Spell
Links the health of all your teammates around you. Any damage taken by one is spread around evenly.
Spell: Links health of friendlies around you, and boosts defense.
25% damage spread +5% each level.
Decreases Damage Input 5% +2% each level.
Duration: 10 seconds +1 per level
Cooldown: Four Minutes (240 seconds) -10 per level




Suppresive Fire
Offensive, Spell
Radically increases your rate of fire for your NON-EXPLOSIVE AND AUTOMATIC weapons temporarily by occasionally 'doubling' your bullet.
Spell: Increases fire rate by adding in another bullet opon hit.
Damage: Lvls 1-3 -> Minigun Bullet| Lvls 4-6 -> Socom Bullet| Lvls 7-9 -> Steyr Bullet| Lvl 10 -> AK-74 Bullet
Rate of Fire: 40% Chance to 'double' bullet, +4% per level
Duration: 3 seconds + 1 every other level.
Cooldown: Three Minutes (180 seconds) - 4 seconds per level.
Title: Re: Hexer spell & feature suggestion thread
Post by: Will on July 01, 2007, 04:44:55 pm
how about something called dim vision/uber bink bullets...

offensive spell
when you activate the spell every time you hit an opponent his crosshair increases but doesnt come back to the original size. The spell lasts for 15-25 seconds and then returns your bullets to normal ones
Title: Re: Hexer spell & feature suggestion thread
Post by: Mastadi on July 01, 2007, 04:50:53 pm
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.

Holy Sphere
Healing, static
You and every allied player in small area around you gain a little boost in bullet power, smaller damage taken from enemy bullets and healing. You get the smallest boost, but luckily, you get a little part of experience gained.

Title: Re: Hexer spell & feature suggestion thread
Post by: Avarax on July 01, 2007, 04:55:25 pm
you can't increase bink with scripting measures. good idea if it was possible :)
Title: Re: Hexer spell & feature suggestion thread
Post by: Brok3n Arr0w on July 01, 2007, 11:49:20 pm
just put in blade rage so people quit asking.  i know it though XD.
Title: Re: Hexer spell & feature suggestion thread
Post by: EnEsCe on July 02, 2007, 12:41:17 am
MovePlayer doesnt work on bots.
Title: Re: Hexer spell & feature suggestion thread
Post by: DorkeyDear on July 02, 2007, 11:25:11 am
MovePlayer doesnt work on bots.

A work around...
Connect a player from an outside program (so it is a bot, not human controlled). Although it can't run AI (unless you make it yourself), so they won't be able to use their USSOCOM afterwards, but still a possible to do the meatshield part, I think. I have no idea how to do this, but if you do, I say go for it.
EDIT:
actually, you could do CreateBullet and using sin and cos and stuff to simulate them firing and make the bullet owned by them, that would be another way to make them fire, although they wouldn't walk... I remember you creating a fake rambo bullet firing at me b4 when you were testing. :) was fairly accurate too!

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. :)
Title: Re: Hexer spell & feature suggestion thread
Post by: Biscuiteer on July 02, 2007, 08:23:48 pm
I added Proximity Charge and EMP Charge to my first post.



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?
Title: Re: Hexer spell & feature suggestion thread
Post by: DorkeyDear on July 03, 2007, 09:43:14 am
Im a little confused at what your sayin. Do you mean something like a player's accuracy worsens when on the ground?

Gets better... not gets worse :P
But there is GetPlayerStat(ID,'Ground') to check if the player is on the ground or not (i never tested it but its in the list) and I'm pretty sure Avarax has his own accuracy system or something. (_ has missed message, % chance lowers of this happening)
Title: Re: Hexer spell & feature suggestion thread
Post by: Avarax on July 03, 2007, 04:30:07 pm
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.
Title: Re: Hexer spell & feature suggestion thread
Post by: Xxypher on July 03, 2007, 07:12:55 pm
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?

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.


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.

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.


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


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



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.
Title: Re: Hexer spell & feature suggestion thread
Post by: Avarax on July 04, 2007, 06:01:08 am
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.
Title: Re: Hexer spell & feature suggestion thread
Post by: jakobs on July 04, 2007, 03:09:07 pm
Chameleon
Defensive, Hybrid
Changes your team color to enemy color for 30-40 sec.
you can attack and take flag
Every lvl -cooldown
Title: Re: Hexer spell & feature suggestion thread
Post by: Biscuiteer on July 04, 2007, 03:22:15 pm
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.

Well, i dont think you can blind a player's screen - but if you can it would be the most overused spell in the game. Perhaps change it to Blinding Munitions, where every hit slowly blinds your enemy.

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.

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.

Chameleon
Defensive, Hybrid
Changes your team color to enemy color for 30-40 sec.
you can attack and take flag
Every lvl -cooldown

Well, its not very useful as it counters itself. Both teams simply have to activate this at around the same time to counter it. Im not sure if you can change colors with scripting - but i could be wrong.
Title: Re: Hexer spell & feature suggestion thread
Post by: -Skykanden- on July 04, 2007, 03:30:49 pm
- Skykanden's Suggestions-[/b]

Chaos Barrier:

Deffensive spell, protect you of the enemie attacks

Holly Sword:

Offensive spell, summons a giant sword and attacks to your front and back

Hidden
Static spell, you can be in predator mode, without moving 10 secs, if you shot or move the spell disspears

Back Killer
Offensive spell, you can appear on the back of a enemie

Healing Sanctuary:
Healing static spell, You can create a place by 2 minutes to heal your teammates

Title: Re: Hexer spell & feature suggestion thread
Post by: DorkeyDear on July 04, 2007, 05:30:31 pm
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...

there really should be a realistic hexer server.. at least just one. so people like me can play and enjoy it :) (possibly survival, but thats less popular, so I wouldn't if I were you :P, although it is what i play)

im not much of an idea guy, but i'll give something..

Defensive Post
Summoning, Spell
When your player is within the mid-point of the map and his allies' side, he may create a stationary gun and a bot (with only fist) to man it (MovePlayer to it's location) until 2 kills (or time, whatever u prefere.. 10 secs is good?) are gained by the bot, where as then both the stationary gun and bot will disappear. (is there a bug with people seeing the stationary gun that is created by the server? I heard something like this, but never really bothered to read more. if so, then may want to wait until that is fixed. obviously, have to wait until MovePlayer comes back)

Date Posted: July 04, 2007, 06:28:21 PM
Hidden
Static spell, you can be in predator mode, without moving 10 secs, if you shot or move the spell disspears
You can not turn off predator mode other than the time limit.
Title: Re: Hexer spell & feature suggestion thread
Post by: Biscuiteer on July 04, 2007, 08:46:34 pm
Chaos Barrier- Well, it sounds just like Mana Shield. How is it different?

Holy Sword- Could be possible, but not really that useful (enemies tend to be farther away)

Back Killer- I dont think you can script something like that, but Avarax has already thought of the general idea (Pulsar Onslaught)

Healing Sanctuary- Sounds like a warstandard without the need of a flag. Well, it could be dangerous to have your buddies bunched up next to each other but the skill might be useful.

Defensive Post- I dont think you can create a stationary post in-game. It isnt very useful in many situations.
Title: Re: Hexer spell & feature suggestion thread
Post by: Centurion on July 05, 2007, 06:26:38 am
Stop figuring out new scripts and skills. Better try to find the way how to make your servers stable. Hexer script is awesome but shit to play when server crashes after every 6-7 minutes. And there should be auto-save feature.
Title: Re: Hexer spell & feature suggestion thread
Post by: Avarax on July 05, 2007, 11:43:58 am
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.

1. Pulsar Onslaught wouldn't be buggy since it would teleport the player and not actually move him rapidly.

2. I don't think it would lag. We'll see ;Q


Comments on all skills posted before:

Blinding Flash: I already had such spell in mind before, but the only way to blind a player is to draw a giant white text message on his screen which as far as I expirienced drops fps to below 5.

Chameleon: Impossible with scripting.

Chaos Barrier: Mana Shield.

Holy Sword: Gay name plus how am I supposed to summon "a giant sword"? ;Q

Hidden: Impossible.

Back Killer: Pulsar Onslaught.

Healing Sanctuary: That seems like some good idea to me, would need a strong healing effect though. Since we don't have a healing spell with a beneficial effect for allies yet (warstandard is passive), I think I'm going to add something like it.

Defensive Post: Too bad MovePlayer can't be used on bots (according to EnEsCe). Though, even if it was possible, I think I wouldn't add such spell.
Title: Re: Hexer spell & feature suggestion thread
Post by: Biscuiteer on July 05, 2007, 03:51:02 pm
Added Union Force to my list.

Healing Sanctuary should add on to any warmth and/or warstandard bonuses for even greater healing capacities.
Title: Re: Hexer spell & feature suggestion thread
Post by: Mastadi on July 05, 2007, 05:36:54 pm
@Avarax - You haven't commeneted mine spells yet... ;p
@Avarax's post's part about Defensive Post - can't you do something like spawn bot@xy?
Title: Re: Hexer spell & feature suggestion thread
Post by: DorkeyDear on July 05, 2007, 05:45:40 pm
@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.
Title: Re: Hexer spell & feature suggestion thread
Post by: Kavukamari on July 05, 2007, 09:47:04 pm
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...
Title: Re: Hexer spell & feature suggestion thread
Post by: King_Of_Pain on July 05, 2007, 11:17:31 pm
My best idea is a skill that increases the radius of explosions by 25%, and goes up by  1% or 2% each level. It's kind of simplistic, I know. My second idea would be a skill that, when activated, makes the nearest player move, fire and reload at half of their regular speed. I'm not sure if this is possible in the script, but it is a valid idea.

The 'Flaming Bullets' idea should be a static skill, similar to critical strike. Give every bullet a 5% chance to cause flame, and increase the percentage per level.
Title: Re: Hexer spell & feature suggestion thread
Post by: Kavukamari on July 05, 2007, 11:41:08 pm
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
Title: Re: Hexer spell & feature suggestion thread
Post by: Avarax on July 06, 2007, 06:21:44 am
A freezing spell that locks you in place sounds cool to me,  allthough it would rather be themed as a... stunning or enrooting spell as you can't literally freeze someone in Soldat.


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.


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.
Title: Re: Hexer spell & feature suggestion thread
Post by: Kavukamari on July 06, 2007, 04:57:03 pm
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.

can you lower someones accuracy with the sandstorm weather thing?
Title: Re: Hexer spell & feature suggestion thread
Post by: Mastadi on July 06, 2007, 06:43:19 pm
I think 0 damage lot's of bink bullets would work... i guess.
Title: Re: Hexer spell & feature suggestion thread
Post by: Brok3n Arr0w on July 06, 2007, 06:45:03 pm
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.  

Have you thought about making more spell slots/catagories?  so u could include like a killopponent catagory, teamhelp catagory, etc.

Also, im starting to notice an evolving teamwork aspect involving spells.  teams usually give flag to who has highest warstandard,  anyone with crit/pierce usually attack really well.  disarm is good at defending attackers.  summons work wonders in unison.  my team decided all to summon ghoul at the start of the next map. we did (like 3-5 ghouls) and the results were awesome.  ghouls distracted and disrupted the defense while we went in and cleaned up.  we capped 5 times before they stopped all the ghouls and our onslaught.  
Title: Re: Hexer spell & feature suggestion thread
Post by: Martino on July 07, 2007, 02:51:43 am
I thinked about the spells and I think that they are possible to do. Only problem will be with CreateBullet.

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.

Title: Re: Hexer spell & feature suggestion thread
Post by: Chameleon on July 07, 2007, 04:05:56 am
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
Title: Re: Hexer spell & feature suggestion thread
Post by: Duck Boi on July 07, 2007, 11:06:13 am
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

Title: Re: Hexer spell & feature suggestion thread
Post by: Chameleon on July 07, 2007, 04:02:42 pm
Team heal:
As long as you stand still your whole teams health replenishs slowly

pretty much like warstandard

Inf. ammo:
You do not loose ammo and no interval for 3-4 seconds

ret/m79 spam anyone?
Title: Re: Hexer spell & feature suggestion thread
Post by: Biscuiteer on July 07, 2007, 05:35:33 pm
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

Kamikazies and Ghouls are best left to bots.

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...

Fire is not very useful (seasoned players will learn to stay away from players thus making it useless)

Ice is just like a modifed disarm, we dont need anymore of those XD

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.

Its pretty good, gives players more incentives to use more active spells. Now for those counters...

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. 

Airstrike - well most maps have roofs so this wouldnt work very well.

Deadly Flag - no! Would be impossible to cap the flag that way. A better idea would be something like: Flag Decoy --> picking up the decoy would kill you.

Vanish fails because you arent standing still when you activate it.

Tree of Life - Healing Sanctuary

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.

Autofire Object - you cant spawn a stat gun in-game, but you can create a similar spell: Pillbox, an object that fires at any enemies in range.

Sacrifice: Sounds too cheap, i mean its basically an instant kill.

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

Flagrunner - Sorry but that isnt a good idea. Imagine a whole team creating these at once?

Overheat - not useful by itself.

Force Reload - Disarm is better because they have to reload after the effect anyway.

Medic - This is an interesting way to heal, but it will also bink your buddies.
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

Sacrificial - This is only mildly useful for one opponent.

Rambo - Too cheap, the bow kills anything instantly :(

Zoom - Sounds inferior to sprint. How is it better?

Deactivate - Im not totally sure what you mean..

Super Scope - Impossible with scripting, i believe.

Change - Not very useful. You should be able to pickup better weapons anyway.

Team Heal - As Chameleon said, its just like warstandard - as well as healing sanctuary...

Inf Ammo - Definitely unbalanced already....
Title: Re: Hexer spell & feature suggestion thread
Post by: Kavukamari on July 07, 2007, 10:09:43 pm
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.

like on trenchwars? ;)

Date Posted: July 07, 2007, 11:03:32 PM
*a lot of stuff I would get flamed for if I kept in here*

I like your spell reviews ;) do some more :)
Title: Re: Hexer spell & feature suggestion thread
Post by: Brok3n Arr0w on July 07, 2007, 10:24:25 pm
just like trenchwars, i was playing it when i thought of the idea  XD

i think its funny that biscuiteer talks down ALL the spells suggested but his own.  why dont we leave the yes/no decission to avarax?  i think he would have the final say. 

the airstrike doesnt have to come from the sky.  it could just spawn laws going down a few inches above ground. 

avarax, give more info on the lvl40 game.  i have heard some things, but not enough to satisfy.  i will probably have 2 lvl40s in a month or so (2 28s with a lvl or 2 per account a day).  im looking foreward to see what u come up with!

also, will there be lvl resets with the coming of spells?  or possible spell catagories for those other spells?  i hope not.  i have some ideas how to not completely destroy lvls.
Title: Re: Hexer spell & feature suggestion thread
Post by: Kavukamari on July 08, 2007, 02:36:14 am
lvl 40 isn't just the stopping of exp gain?
Title: Re: Hexer spell & feature suggestion thread
Post by: Avarax on July 08, 2007, 07:01:00 am
I think I'll "reset" the accounts once again in a very special way once all the spells and a new little feature related to the special lvl 40 mode (http://home.arcor.de/avarax3/rake.JPG) are coming. I will also make levelling harder by then.
The special reset will not actually make all account lvl 1 again, instead it will unlearn all skills and reduce all levels to 75%, so a lvl 40 account is converted to a lvl 30 account. I hope you get what I'm trying to say.

Regarding Airstrike: There won't be such spell as it is
a) way too lame. It would be like random nadespam. I agree that it's fun in trenchwars though ;)
b) way too uncalculatable with scripting. Scripts don't know where there are polygons in a map and where not. That would make the airstrike often start within a polygon, not doing anything.

Biscuiteer's spell reviews are actually pretty good, I agree with each of them except for Freeze.
Spawning Stat Guns is possible btw, but Battlesphere is already enough like such Autogun skill.

Regarding Vanish's possibility to fail:
There is no way to directly give a player a bonus like predator. Therefore, i have to spawn a predator kit right in the player's current position and immediatly kill it afterwards so no one else can take it if it wasn't taken. Now if a player moves too fast while casting Vanish, the server will not register him picking up the predator kit. I already added that circle of predator kits to prevent this a bit.
Title: Re: Hexer spell & feature suggestion thread
Post by: Kavukamari on July 08, 2007, 01:52:06 pm

Biscuiteer's spell reviews are actually pretty good, I agree with each of them except for Freeze.


do you mean my ice suggestion?

EDIT: btw, are you planning on trying to fix server crashes in any way? they are annoying and I believe there might be a way to stop them...
Title: Re: Hexer spell & feature suggestion thread
Post by: Biscuiteer on July 08, 2007, 07:07:54 pm
to Broken Arrow - I dont review my own spells because i am biased towards them; unfair judging. Dont know what biased means? Try Wikipedia.

to Kavukamari - Yes, we do mean your ice spell, and for the server crashing im sure Avarax is trying to eliminate or reduce that problem.
Title: Re: Hexer spell & feature suggestion thread
Post by: SirJamesaford on July 08, 2007, 10:08:49 pm
The servers arent crashing that much nowadays anyway... I dont really like any of the suggestions so far except the airstrike one but noone seems to like that.  I think it would be cool to have a spell that places mines or something in that nature... i'm not sure if thats been suggested and shot down but if not feel free to shoot that idea down lol i just think it would be a usefull spell.  If we had more of an idea on what the new level 40 game is we'd be able to come up with things to suit it but i really have NO clue what thats gonna be.

On a side note i finally reached level 40 the other day...
Title: Re: Hexer spell & feature suggestion thread
Post by: Biscuiteer on July 09, 2007, 01:38:12 pm
The airstrike one isnt too bad, its just it is too hard to implement well with all the sorts of maps used in the Hexer servers. As for your mine idea, it has already been suggested, but not shot down.
Title: Re: Hexer spell & feature suggestion thread
Post by: SirJamesaford on July 09, 2007, 01:43:25 pm
LOL give it time bis.... it will be shot down.
Title: Re: Hexer spell & feature suggestion thread
Post by: Avarax on July 09, 2007, 04:34:40 pm
Code: [Select]
WriteConsole(ID,'/learn claymore or /info claymore: "Summon Claymore"',cSkillmenu);
Claymore is a military name for anti-personal proximity mines. I'm already working on this spell.
Title: Re: Hexer spell & feature suggestion thread
Post by: Kavukamari on July 10, 2007, 12:59:45 pm
I've never heard of claymore, but it sounds interesting *yay mines!!!*
Title: Re: Hexer spell & feature suggestion thread
Post by: SirJamesaford on July 10, 2007, 03:18:20 pm
I've never heard of claymore, but it sounds interesting *yay mines!!!*

I'm pretty sure "claymores" are american so if you arent american then you might not have heard of em.... your country probly calls em something different.
Title: Re: Hexer spell & feature suggestion thread
Post by: King_Of_Pain on July 10, 2007, 08:22:35 pm
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.
Title: Re: Hexer spell & feature suggestion thread
Post by: Avarax on July 11, 2007, 12:58:58 pm
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)
Title: Re: Hexer spell & feature suggestion thread
Post by: freestyler on July 11, 2007, 01:05:16 pm
oshi--

No way, I can't believe they all work.
Title: Re: Hexer spell & feature suggestion thread
Post by: Biscuiteer on July 11, 2007, 02:50:45 pm
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.

I dont think this is possible. If it is, it probably will be global (effects everything!). The skill itself is interesting - increasing your chasing abilites and overall range, but other spells are generally more useful.
Title: Re: Hexer spell & feature suggestion thread
Post by: dumdum31 on July 12, 2007, 02:05:52 am
With the M79 you should be able to /noob - teleporting you 1 pixel away from the nearest player and then automatically shooting the M79 killing the enemy and yourself!

*JUMPS UP AND DOWN ENTHUSIASTICALLY*

Date Posted: July 12, 2007, 02:58:13 AM
But... would weapon specific spells be a good idea? Or horrendously stupid?

I mean you could /learn "weapon"

It would be a static skill that boosts a certain weapon (different for every weapon), and as you level, your proficiency with that weapon increases.
You can /learn a new weapon every 5 levels or something.

This would be only for non-one hit kill weapons

Well... the details would be up to Avarax to decide, but thats what I think.

Again this could just be a horrendously stupid idea.
Title: Re: Hexer spell & feature suggestion thread
Post by: Avarax on July 12, 2007, 06:53:39 am
currently existing spells are already designed to fit certain weapons (best example are conjure clip (m79 / LAW / Knife), critical strike (semi-autos) and pierce armor (autos / spas-12).

so why should i add a new skillclass that a) causes lots more CPU usage then usual spells because they'd have to fit individually for each weapon.
and b) is it very difficult to modify anything but  damage with scripting without using the wapons.ini
Title: Re: Hexer spell & feature suggestion thread
Post by: Kavukamari on July 12, 2007, 02:17:03 pm
all of the spells listed in your *small writing* picture work? do they not?
Title: Re: Hexer spell & feature suggestion thread
Post by: Avarax on July 12, 2007, 02:56:54 pm
3 of them work: Summon Claymore, Flak Shells and Mage-Blooded.
The rest is yet to be coded.
I also though of a 6th summon spell, help me find the 7th:

Summon Thornling
Summoning, Spell
Summons a Thornling. As long as the Thornling is alive and has chargepoints (starts with ~5 charges), you may type /summon again to make the Thornling spray a huge circle of thorns, dealing high damage. If the Thornling grabs the flag before he dies, he will respawn once again with refreshed charges. The Thornling itself has no weapon and ~50% increased armor compared to yours.
Title: Re: Hexer spell & feature suggestion thread
Post by: Kavukamari on July 12, 2007, 03:22:24 pm
I think I love you <3 (your server is the best in the universe) what bullet will be thorns?

you should make a /summon kavubot :P

and you should make a hexer server with the harpoon mod :) knifes are harpoons, barret shoots harpoons!
Title: Re: Hexer spell & feature suggestion thread
Post by: freestyler on July 12, 2007, 04:05:15 pm
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.
Title: Re: Hexer spell & feature suggestion thread
Post by: SirJamesaford on July 12, 2007, 04:46:36 pm
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.

I like that idea...
Title: Re: Hexer spell & feature suggestion thread
Post by: Brok3n Arr0w on July 12, 2007, 05:50:23 pm
i never said bis had bad reviews, but "dont be so mean!"  im still a little partial to the airstrike (could be replaced with the onslaught spell) and deadly flag.  or.....

7th summon- a bot is summoned to attack the enemy flag carrier relentlessly with a weapon.  have extra armor and does a little more damage. 

can we get a date for the new version?  or do you need the next server version to begin coding. 

also, are any of the spells gonna be modified? 

ps - what does the flak spell do?
Title: Re: Hexer spell & feature suggestion thread
Post by: Demonic on July 13, 2007, 05:15:07 am
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!
Title: Re: Hexer spell & feature suggestion thread
Post by: Avarax on July 13, 2007, 05:39:41 am
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!

Too bad it's not possible to get the position of a players crosshairs with scripting in any way... otherwise cool ideas, Mine Layer is fantastic, yet simple to code. I might add something like that in another version. The Freeze spell will work like your push and repel, but it will spawn Spas bullets around an opponent player all aiming at him, so he gets a push from all sides, preventing him from doing controlled or fast movement. The Guardian might be an idea for the 7th summoning spell.
Title: Re: Hexer spell & feature suggestion thread
Post by: Demonic on July 13, 2007, 06:28:07 am
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.
Title: Re: Hexer spell & feature suggestion thread
Post by: DorkeyDear on July 13, 2007, 11:25:13 am
Missile!, offensive spell: You launch a rocket towards your crosshair. Bam.

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!
Cannot detect crosshair position with scripting.
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.

Title: Re: Hexer spell & feature suggestion thread
Post by: Biscuiteer on July 13, 2007, 01:21:43 pm
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.

Blade Barrier - This is interesting, but may slow the server down.

Nuclear Blast - Im not very sure if a script can detect your explosions. The idea itself is kinda limited. (Only affects nades, m79, and law)

Gravity - One of the more interesting Gravity Ideas, but sounds like it can also clog the server up.


Added Suppresive Fire to my ideas list, check it out!
Title: Re: Hexer spell & feature suggestion thread
Post by: Kavukamari on July 13, 2007, 02:10:41 pm
how about you actually add bladerage avarax, I want infinite knifes, and make it so that you can have 8 skills, maybe get second wave at lvl 20?
Title: Re: Hexer spell & feature suggestion thread
Post by: Avarax on July 13, 2007, 02:57:17 pm
errr... no ^_^
Title: Re: Hexer spell & feature suggestion thread
Post by: Brok3n Arr0w on July 13, 2007, 03:19:16 pm
bladerage is already coded in.  its been in for a while. 

@bis - the supressive fire sounds like a variation to critical strike.  maybe if the spell doubled your rate of fire (no chance) during the casting of the spell and also increased clip/shortened reload time.  or have it where u have a % chance of getting a double sized clip. 
Title: Re: Hexer spell & feature suggestion thread
Post by: Biscuiteer on July 13, 2007, 03:35:38 pm
I have to agree there. It is too much like crit but im not sure you can have an increased clip (I believe conjure clip was gonna have an increased clip size at one point but was scrapped) and the shortened reload time might be possible but it could be too much work to disable it on the weapons that would be really unfair with it.

Ill have to understand the limits of scripting a little more before i can tweak suppresive fire.
Title: Re: Hexer spell & feature suggestion thread
Post by: Brok3n Arr0w on July 13, 2007, 07:08:24 pm
thats a big problem.  u dont know what is possible or not so it cramps the suggestions. 

im sure theres also things in scripting that can create spells that are awesome but nobody has thought of it. 

sure shot
for a short amount of time, all your shots are garanteed to hit their target.  as u lvl up, the time increases.

this could just target the closet enemy, or something like that. 
Title: Re: Hexer spell & feature suggestion thread
Post by: Avarax on July 14, 2007, 04:41:05 am
that would require coding a perfect aimbot and i mean battlesphere is already like that.
Title: Re: Hexer spell & feature suggestion thread
Post by: Demonic on July 14, 2007, 05:47:04 am
Hmm, so would the Missile thing work if it'd target the nearest enemy instead of going towards your crosshair?
Title: Re: Hexer spell & feature suggestion thread
Post by: Avarax on July 14, 2007, 10:28:05 am
yeah, i actually coded such aimbot already for battlesphere and chainlightning. such missile spell would be a bit too easy though as it is an instant kill. spells should have a supportive character, there should always be a chance for a spell victim to survive.
Title: Re: Hexer spell & feature suggestion thread
Post by: Brok3n Arr0w on July 14, 2007, 03:18:07 pm
i've been thinking hard on a summon, but i got nothin.  i think its hardest to come up with good summons.  im leaning towards a bot that either specifically attacks or defends an area, or targets a certain enemy (flagcarrier).  here are some ideas to go from,  play with them a little. 

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. 
Title: Re: Hexer spell & feature suggestion thread
Post by: freestyler on July 14, 2007, 05:08:48 pm
Brok3n Arr0w: you can't force bots to attack specified person or to camp in one specified place.



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.

Level 1: 0.80 transfer_multiplier, immune to next 5 hits
Level 2: 0.85 tm, 5 hits
Level 3: 0.90 tm, 6 hits
Level 4: 0.95 tm, 6 hits
Level 5: 1.00 tm, 7 hits
Level 6: 1.05 tm, 7 hits
Level 7: 1.10 tm, 8 hits
Level 8: 1.15 tm, 8 hits
Level 9: 1.20 tm, 9 hits
Level 10: 1.25 tm, 9 hits
Title: Re: Hexer spell & feature suggestion thread
Post by: Biscuiteer on July 14, 2007, 06:17:02 pm
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. 

Flag Attacker - As freestyler pointed out, bots cannot specifically attack a unit.

Defender - As freestyler also pointed out, bots cannot forever camp the base.

Running Man - Suggested many times but impossible to create.

Front Line - Isnt that what all bots try to do?

Distraction - this is interesting, but already overpowered over the other summons because you summon more than one bot at a time - can really clog the server up esp. when the other players are doing it too.

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.

An interesting way of healing your buddies, but people will probably only use it for the immunity bonus. Battles tend to be won more easily by amount of players than amount of health anyway.
Title: Re: Hexer spell & feature suggestion thread
Post by: Brok3n Arr0w on July 14, 2007, 09:10:50 pm
again, i didnt know bots cant target certain things or made to camp because i know little about what you can do with scripting.  but about the "distraction" summon, its not like they are built like tanks, not like ghouls in the respect that they can take loads of fire and survive.  lets say that they have 75 hp or so.  that way 1 ruger shot or deagle shot to kill them, but still they have to do something about it because of the damage they can do.  meanwhile, friendlies are taking the flag.  its just there to annoy.  but the server clog problem, theres only, at any one time, 6 (is that correct? maybe less...) bots allowed at one time.  so if a guy summons his 5 distractors, other summons would start to kick the distractors.  or it can work the other way. 

question to someone who knows for sure:  can you allow only 4 ghouls in, but then at another time allow 6 distractors?  so, could there be 4 ghouls, and any more ghoul summoning kick just other ghouls, but also allow 4 ghouls plus 2 distractors?  get what im asking? 

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. 
Title: Re: Hexer spell & feature suggestion thread
Post by: mikembm on July 14, 2007, 10:07:11 pm
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. 

I like that idea.
Title: Re: Hexer spell & feature suggestion thread
Post by: Biscuiteer on July 14, 2007, 10:15:32 pm
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. 

Phantom Sniper - Whoa, this one is actually pretty good. An invisible sniper? Your enemies better be paying close attention now. However it shouldn't power up after it loses invisibility because it'll lose its vanish most likely before he reaches anybody. My ideas on it are:

It is spawned invisible (casts vanish just after spawn)
It has a vanish skill equivalent to its level.
You may command him to vanish if he is still alive and has cooled down vanish with /summon.
His damage will initially be low at first (Output ~30%) but will rise quickly (Output +12% per level)
He will be *REALLY* be weak at first (Input ~200%) but will lower quickly (Input - 12% per level)
Health will be always pretty low but increases mildly (Hp = 75 + 3 per level)

...And thats it. He should also be called an 'Assassin' for a shorter and cooler appearance.

Usefulness: *****
Originality: *****
Fairness: ***
Approximate Scripting Difficulty (ASD on later posts): ****
Overall: ****


Unnamed Bot: This is essentially a ghoul at later levels, but with a weapon. More annoying than a ghoul but more susceptible to m79s or other explosion-based damage.

Usefulness: ***
Originality: ****
Fairness: ****
ASD: **
Overall: ***





BTW, i am now revising my skill reviews by giving a rating for each of them. I might omit some individual ratings if the skill is not really up to par. Hopefully this will improve this topic a bit, and i recommend you do the same for other skills.
Title: Re: Hexer spell & feature suggestion thread
Post by: SirJamesaford on July 14, 2007, 10:22:41 pm
I think there should be a spell for level 40ers that you can use once per map that lowers everyones cooldowns on your team... That would help coordinate summons for flag standoffs... Dumb idea probly but i think it would be cool.
Title: Re: Hexer spell & feature suggestion thread
Post by: Biscuiteer on July 14, 2007, 10:29:45 pm
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?
Title: Re: Hexer spell & feature suggestion thread
Post by: SirJamesaford on July 14, 2007, 10:41:02 pm
Isnt useful my ass... It would help if your team has their flag and there team has yours.  You lower your teams cooldowns and then all at once your team could summon and vanish.  Thats 5 kamis/ghouls and a couple of preds on your team to get the flag back... I'd call that useful.
Title: Re: Hexer spell & feature suggestion thread
Post by: Avarax on July 15, 2007, 06:55:20 am
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?

great idea. I'll think about it.

An Assasin bot is nifty aswell... I'd make it have invisibility all the time and have warmth, but very high dmg input... Let's see if we can get some more cool ideas, if not, I'll make a Summon Assasin. Distractors, like Biscuiteer said, would clog up the server.
Title: Re: Hexer spell & feature suggestion thread
Post by: King_Of_Pain on July 15, 2007, 02:46:59 pm
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.
Title: Re: Hexer spell & feature suggestion thread
Post by: SirJamesaford on July 15, 2007, 03:49:35 pm
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 always set them as your taunts but since i dont know how to do that i agree with you lol  I never summon in time and when i do type it in time its usually: "/summpnon" or something retarded like that lol
Title: Re: Hexer spell & feature suggestion thread
Post by: Avarax on July 15, 2007, 04:33:01 pm
a command must be at least 3 characters long, otherwise the server won't recognize it as a command. taunts are the simple solution, and not only a solution but a great achievement for your hexer gameplay.
Title: Re: Hexer spell & feature suggestion thread
Post by: Kavukamari on July 15, 2007, 07:46:53 pm
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 :P
Title: Re: Hexer spell & feature suggestion thread
Post by: mikembm on July 15, 2007, 08:56:38 pm
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 :P
That's why the great programming world has the "OR" statement
Title: Re: Hexer spell & feature suggestion thread
Post by: ghg on July 16, 2007, 02:56:45 am
CreateBullet? Whats bugged with it?
Title: Re: Hexer spell & feature suggestion thread
Post by: freestyler on July 16, 2007, 04:08:40 am
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.

@ down: It shouldn't work for about 10 s after being body doubled and if you're disarmed.
Title: Re: Hexer spell & feature suggestion thread
Post by: SirJamesaford on July 16, 2007, 04:13:27 am
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.

That would help when i get exchanged for a damn m79... but i dont really like it.
Title: Re: Hexer spell & feature suggestion thread
Post by: ghg on July 16, 2007, 09:50:15 am
CreateBullet creates only 4 bullets per server start.
I wonder how Field Commander does it then?
Title: Re: Hexer spell & feature suggestion thread
Post by: Toumaz on July 16, 2007, 09:54:38 am
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.
Title: Re: Hexer spell & feature suggestion thread
Post by: Biscuiteer on July 16, 2007, 11:39:47 am
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.

This is kinda an iffy skill - It isnt especially bad or good.  Although it can be useful, other summon or offensive skills are generally better.

Heres a good way of deciding if a skill should be posted or not:

NEVER assume the usefulness of a skill on a 'perfect situation'. ALWAYS assume the usefulness of a skill on an average match where anything can happen.

Look at the previous skills before you post yours - somebody may have posted your idea first.

Have some common sense. Please dont post any skills that are utterly ridiculous and/or are over-powered and/or overly complicated.


Hopefully that will improve the quality of the skills posted here.
Title: Re: Hexer spell & feature suggestion thread
Post by: mikembm on July 16, 2007, 12:33:40 pm
Double Primary
Offensive

Use "/ofs gun#" to spawn that gun so you can replace your secondary with it.
Title: Re: Hexer spell & feature suggestion thread
Post by: Brok3n Arr0w on July 16, 2007, 01:20:27 pm
i kinda like the skill mastery idea.  but Avarax is already working on an entirely diiferent thing for 40's.  from what i hear, its a locked server that you gain access to and its set up like a quest against monsters and bosses.  u and other players are on a small team that works together.  he will make giant maps for it and it will have huge amounts of scripting involved.  but i heard that a while ago, so im not sure. 

also, the feild commander is an actual bot, that could affect it. 

......i really liked distractors.......but assassins where my next pick........
can u make it so they are always invisible?  cause that would make it the best.  also, make sure it has good aim so isnt just a lamer with a gun.  also,  maybe include just a little evade, so its like a ghost assassin. 
Title: Re: Hexer spell & feature suggestion thread
Post by: freestyler on July 16, 2007, 02:47:06 pm
"can u make it so they are always invisible?"
It's easy to make them stay invisible just by spawning predatorkit on them every 25 seconds.
Title: Re: Hexer spell & feature suggestion thread
Post by: zyxstand on July 16, 2007, 02:56:32 pm
hey avarax,
tell me, for your repelling spell thingy or automated aiming function, are you going to calculate players' positions based on where he's going to be when the projectilve hits him?  or simply at where he currently is?  If you want i could help you write that...sub-physics engine XP

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???
Title: Re: Hexer spell & feature suggestion thread
Post by: mikembm on July 16, 2007, 03:15:21 pm
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.
Title: Re: Hexer spell & feature suggestion thread
Post by: DorkeyDear on July 16, 2007, 03:31:31 pm
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 waypoints

(nice, 123 posts)
Title: Re: Hexer spell & feature suggestion thread
Post by: Biscuiteer on July 17, 2007, 02:32:40 pm
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 think I've heard on the contrary. You don't really see any currently existing bots purely camp their base. If they can be set to camp then how would you do it?
Title: Re: Hexer spell & feature suggestion thread
Post by: DorkeyDear on July 17, 2007, 03:26:15 pm
You could keep using MovePlayer to move them to the same spot :P
Title: Re: Hexer spell & feature suggestion thread
Post by: Biscuiteer on July 17, 2007, 04:32:53 pm
MovePlayer doesnt work on bots unfortunately, so that nulls out any known method of a base-defending bot.
Title: Re: Hexer spell & feature suggestion thread
Post by: ghg on July 18, 2007, 09:49:46 am
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.
Title: Re: Hexer spell & feature suggestion thread
Post by: Biscuiteer on July 18, 2007, 02:14:17 pm
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?
Title: Re: Hexer spell & feature suggestion thread
Post by: freestyler on July 18, 2007, 03:52:57 pm
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?
1. It should be offensive.
2. As he said, 'once activated' = it's spell.
3. It would work as Kamikaze does: range increases with every level.
Title: Re: Hexer spell & feature suggestion thread
Post by: DorkeyDear on July 18, 2007, 04:38:23 pm
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?
1. It should be offensive.
2. As he said, 'once activated' = it's spell.
3. It would work as Kamikaze does: range increases with every level.
Or number of cluster grenades possibly..
Title: Re: Hexer spell & feature suggestion thread
Post by: -Major- on July 18, 2007, 05:28:02 pm

Hidden: Impossible.

hmm how can this be impossible if you already have vannish?
Title: Re: Hexer spell & feature suggestion thread
Post by: DorkeyDear on July 18, 2007, 05:44:22 pm

Hidden: Impossible.

hmm how can this be impossible if you already have vannish?
Hidden
Static spell, you can be in predator mode, without moving 10 secs, if you shot or move the spell disspears
you'd think its impossible, but there could be away around this once MovePlayer is back.
when a player dies, preditor is forced off...
so kill him
do command('/setteam# #') to respawn him
then MovePlayer him to his old position..

and you could just do a for loop with moveplayer to hold him in his spot when he casts the spell
i would make it only workable when he is on the ground though..

thte thing is u have to deal with "_ has joined _ team" and that he has gained a death
Title: Re: Hexer spell & feature suggestion thread
Post by: Avarax on July 18, 2007, 07:07:35 pm
well there's almost always a work around,  but that's just too complicated and console filling, you know?  -rejected-  :D
Title: Re: Hexer spell & feature suggestion thread
Post by: -Major- on July 19, 2007, 09:40:09 am
hmm there is no onplayermove or something similar? then you could simply add a ticket counter.. but yeah.. I think there should be something like that because of the snipers zoom possibility.
Title: Re: Hexer spell & feature suggestion thread
Post by: King_Of_Pain on July 19, 2007, 11:21:33 pm
Harbinger
Summon (possibly offensive)/spell

When casted, instantly kills enemy player farthest away from you, but only awards half of normal exp and 0% combobonus in doing so.
Title: Re: Hexer spell & feature suggestion thread
Post by: Avarax on July 20, 2007, 03:41:40 am
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
Title: Re: Hexer spell & feature suggestion thread
Post by: ghg on July 20, 2007, 09:34:48 am
-snip-
(cluster nade or law missile).
-snip-
Or number of cluster grenades possibly..
Title: Re: Hexer spell & feature suggestion thread
Post by: SirJamesaford on July 20, 2007, 09:36:59 am
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

I would hate that spell so much and yet i cant imagine not having it implemented... Nice idea Avarax....


Oh and i found a minor bug... Whenever my kami gets kamigeddon i have to login again (im level 40) it didnt do it when i was less than level 40 tho.
Title: Re: Hexer spell & feature suggestion thread
Post by: DorkeyDear on July 20, 2007, 02:10:52 pm
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

would distance from the victim to the caster effect how much damage is being dealt? would be cool if it were a slight factor.
Title: Re: Hexer spell & feature suggestion thread
Post by: Avarax on July 20, 2007, 03:11:04 pm
no... the it's a defensive spell, damage doesn't play much of a role here. (i dont even know what's really even defensive about this spell, except maybe for preventing FCs from escaping >_>)
Title: Re: Hexer spell & feature suggestion thread
Post by: Biscuiteer on July 20, 2007, 04:40:37 pm
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

Interesting idea, but i think it might turn out to be overused like the M79. Just activate it, have your chainsaw out, and saw anything that gets near you. However you have to get close to your opponent which will be tough enough, esp when dealing with skilled and/or high-leveled players.

Herhaps this should be like a claymore except when a player lands on it they are stuck for a few seconds.
Title: Re: Hexer spell & feature suggestion thread
Post by: freestyler on July 20, 2007, 04:54:05 pm
It would be better if you make Vacuum Field offensive, so it could be 'mixed' with Vanish :)
Title: Re: Hexer spell & feature suggestion thread
Post by: Avarax on July 20, 2007, 05:25:05 pm
It would be better if you make Vacuum Field offensive, so it could be 'mixed' with Vanish :)

i see no use in that.
it will turn out as a spell, so you have to activate it and dont have it all the time.
Title: Re: Hexer spell & feature suggestion thread
Post by: Brok3n Arr0w on July 21, 2007, 01:30:25 am
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. 

so wut is the list of spells so far?  also, why dont u just lower everyones levels by 2, then strip them of their skills? that way they will lvl down with the relearn? 

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. 
Title: Re: Hexer spell & feature suggestion thread
Post by: Maryleaf on July 21, 2007, 07:40:42 am
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.
Title: Re: Hexer spell & feature suggestion thread
Post by: Avarax on July 21, 2007, 08:05:12 am
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.

your IP doesn't matter for saving accounts. just join and create an account with "/create name password" and always log back in with "/login name password"
Title: Re: Hexer spell & feature suggestion thread
Post by: King_Of_Pain on July 21, 2007, 01:33:21 pm
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. 

I'm not too sure about this one. It'll probably be overused since it'll make you unstoppable if you combine it with sprint, and there are lots of one-hit kill options at extremely close ranges, anyway.


To Avarax: I've never messed around with the Soldat scripting system. Could you give a big ol' list of the variables you can set in the script? It'll make it a lot easier for people like myself to give ideas, and it eliminates the guessing whether or not your idea can be properly scripted.
Title: Re: Hexer spell & feature suggestion thread
Post by: Biscuiteer on July 21, 2007, 02:43:23 pm
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. 

Black Hole: Sorry this is pretty much a Vacuum Field rip-off. Avarax also pointed out not to submit any insta-kill skills.

Claymore Note: Yes, Claymores do explode in a cone-shaped area BUT they aren't just manually detonated. 'Uncontrolled Mode' acts just like how most of us expect our mines; they explode when they detect some sort of movement/vibration/ etc. That's the mode Avarax will use for the Claymore in Hexer. (Thx, wikipedia)
Title: Re: Hexer spell & feature suggestion thread
Post by: Maryleaf on July 21, 2007, 09:31:18 pm
I see, thats cool. Ill go make one right now.

Date Posted: July 21, 2007, 05:48:50 PM
Whats the ip? and port?
Title: Re: Hexer spell & feature suggestion thread
Post by: Avarax on July 22, 2007, 07:19:19 am
soldat://selfkill.com:27073
Title: Re: Hexer spell & feature suggestion thread
Post by: Brok3n Arr0w on July 23, 2007, 04:41:36 pm
like i said, i got the black hole from vacuum.  i just renamed it to fit with the stat where u die if u touch the player. 
Title: Re: Hexer spell & feature suggestion thread
Post by: Xxypher on July 27, 2007, 03:09:46 pm
Added a lot of ideas to my post on the first page.
Title: Re: Hexer spell & feature suggestion thread
Post by: Biscuiteer on July 27, 2007, 05:05:04 pm
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.

Double Fire: Ive already suggested such a skill, and it isnt really replicated well - sorry.

Nader Summon: Not very useful, as bots will more than likely punch more often than nade - and when they do nade they'll kill themselves semi-often.

Army Summon: Unfortunately any summon spell that summons more than one bot at a time will result in slowing down the server.

Speeder Summon: Summons are made for killing - with capping the flag an afterthought.

Flag Returner: Basically this will make it nearly impossible to cap the flag, and there are more useful offensive spells.

Teleporter: Interesting idea, but very impractical to code - you'll have to code this for every single map or else it will bug.

Sinker: Cheese Tactics....

Flaghunting Ghoul: Bots can't be issued 'orders'; ie they cant go attack/defend specific targets.
Title: Re: Hexer spell & feature suggestion thread
Post by: Brok3n Arr0w on July 28, 2007, 02:32:38 am
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. 


will there be any credit for those who contributed?  maybe some ep is in order?  but anyway, if there is, maybe just a "___ helped me."  but whatever u wanna do. 

and how is the universal account idea coming along?  i would ALMOST want that then new spells, but new spells will be awesomeness. 
Title: Re: Hexer spell & feature suggestion thread
Post by: Bunney on July 28, 2007, 10:26:31 am
Why no offensive spells against the ghouls and kamikaze's? for liek someone that gets, to lvl 20 or 30.
Title: Re: Hexer spell & feature suggestion thread
Post by: Biscuiteer on July 28, 2007, 03:34:31 pm
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. 

Hmm, the opposite of pierce? interesting idea. This is more of a defensive spell - but it should be far weaker than pierce so it would be fair. Heres my stats for it:

'Debilitate' (or Deb)
Static: On every hit, weakens the foe's damage per hit.
Effect: .5% damage output reduced per hit; effect stacks; effect fades if not reduced any further for three seconds (just like pierce) +.2% per level.
Output cannot be reduced further than 10% +1 every other target's level. (So a lvl 40 character has a minimum output of 30%


Bunney - Pierce does wonders to bots even at level 1, although not as effective to fast moving kamis.
Title: Re: Hexer spell & feature suggestion thread
Post by: SirJamesaford on July 28, 2007, 03:35:56 pm
My pierce destroys kamis holmes... hardly ever die from em.
Title: Re: Hexer spell & feature suggestion thread
Post by: Brok3n Arr0w on July 28, 2007, 05:38:21 pm
i think that the drain should be more powerful, or it will be really hard to take an impact.  start up high, lvl slow.  or start low and lvl fast.  but dont put the 3 sec. duration and a limit on damage reduction.  or at least increase them. 

Energy Drain
static - every hit lowers the opponent's damage output.
effect - 2% reduction per hit.  0.5% increase per level.  stacks infinitely.  fades if 3 sec passes. 
Title: Re: Hexer spell & feature suggestion thread
Post by: SirJamesaford on July 28, 2007, 06:05:18 pm
Why no offensive spells against the ghouls and kamikaze's? for liek someone that gets, to lvl 20 or 30.

Not sure what you mean bunney...elaborate if ya can please.
Title: Re: Hexer spell & feature suggestion thread
Post by: Xxypher on July 28, 2007, 10:10:11 pm
I have another spell idea thing.

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.
Title: Re: Hexer spell & feature suggestion thread
Post by: cunchy on July 28, 2007, 11:53:08 pm
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 >_>]
Title: Re: Hexer spell & feature suggestion thread
Post by: King_Of_Pain on July 29, 2007, 10:19:20 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 >_>]


Well, it's interesting (to say the least), but I don't think it warrants a whole new 'buff skills' section. Also, your descriptions kind of conflict themselves. You say the spells get more powerful as you level up, yet below you say that they stay at the same level.

It's a good try, though.
Title: Re: Hexer spell & feature suggestion thread
Post by: Chameleon on July 29, 2007, 02:14:05 pm
i think he means the amount your defence/offence increase/decrease stays the same

i think its a good idea
Title: Re: Hexer spell & feature suggestion thread
Post by: Biscuiteer on July 29, 2007, 04:49:02 pm
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.


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.
Title: Re: Hexer spell & feature suggestion thread
Post by: Brok3n Arr0w on July 29, 2007, 05:36:04 pm
i think it would be really hard to code spells that affect other spells in the way you describe.  and also there will have to be alot of individual coding for each spell, like the weapon-specific spells.  also, your spell choices earlier on could easily dictate what mastery you choose.  when do you pick masteries? lvl 40?

the sub mastery is reaaly overpowered.  someone could end up with lvl 13 warmth and a lvl 12 evade.  or it could be set up where the person has many differing skill = vanish + evade, warmth + vamp.  people have never been able to evade spells, and i dont really want it to happen. 

swat is solely for those with non static spells.  but a  majority of spells are static (idea i just got - static summons?).  so most wont be picking swat. 

lvl 40 + mastery = ~30 and below are screwed.  think, lvl 40 with sub?  thats so rape. 

the only ones that can fit without giving huge advantages or are too spell specific are the input/output boosts.  but they can be lowered a bit.  at lvl 40 you would be dealing huge damage.  plus crit or pierce is rape. 

but the mastery idea is still good.  just need more balancing and avarax's approval. 
Title: Re: Hexer spell & feature suggestion thread
Post by: Biscuiteer on July 29, 2007, 06:46:49 pm
Yes, my ideas are preliminary and still unbalanced but it does give an idea on what to expect. You would also learn your mastery on level 6.

Thats only if Avarax decides to add in a mastery skill class, though.
Title: Re: Hexer spell & feature suggestion thread
Post by: Xxypher on July 29, 2007, 08:21:13 pm
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.


Inf jets and sprint are perfect together.  Inf jets and vanish would be great for a drop in attack.

The explosion barrier would be great because of the following...
1: Everyone seems to spam nades all the time at basses.
2: Half the players usually use M79's
3: Nade suicides happen all the time.



Quote from: Biscuiteer
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.
These would be harder to code then my explosion barrier.
Being in teams would heighten stats, bonuses, etc? People would spam it so then they would all get in groups and quadruple their stats and everything.


Change Gun:
When used, you have the ability to change the weapon in game.
Effect: Good for if you have something like an HK in an open area, you can quickly change it to something more suitable.
Title: Re: Hexer spell & feature suggestion thread
Post by: Biscuiteer on July 29, 2007, 10:19:30 pm
Addtional notes on explosion barrier: Yes, that is true - yet alot of those explosion problems can be eliminated with long range and an ak, but i guess i will say the skill is one of the better ones around here.

Addtional note on inf jet: As i mentioned in another skill, this is based on a 'perfect situation'. Its only going to be used for sprint? It seems like a waste of a skill; How can it also be used well?

...And more additional notes: Im pretty sure the input/output bonuses are easy to code:
(Only as an example...)
Char input - 2 = New char input <--- Without the bonus
Char input - |2*1.3| = New char input <--- With the bonus

All you really need to do is code it again, but making sure that it only activates with the bonus.

Change Gun: This has been mentioned before, but usually you are able to find another weapon on the ground anyway; a bit of an iffy skill.
Title: Re: Hexer spell & feature suggestion thread
Post by: Xxypher on July 30, 2007, 12:31:41 am
For the INF Jets, it would be good for flying at the top of the screen and going for a sneak attack, invisible or not. Also it would be good if you had the flag.

And it is hard to find the one weapon you want. Like if you have accidentally thrown your weapon while trying to use ofs or dfs, sometimes it wont let you pick it back up, its a horrible glitch. Using this will get you your weapon back.
Title: Re: Hexer spell & feature suggestion thread
Post by: Avarax on July 30, 2007, 06:44:39 am
Summon Flamebarrier is probably going to be removed because of scripting difficulties and terrible clientside lag due to the many flames. Please think of a 7th cool summon spell, the ones I planned to implement right now are Summon Claymore, Battlesphere, Thornling and Assassin.

Pulsar Onslaught is also probably going to be removed. It was a nice but difficult to code and too easy to use spell. Instead, I've thought of this:

Voodoo Burst
Offensive, Spell
The caster starts radiating large amounts of dark magic in all directions which deals moderate to high damage. Lasts few seconds. Using this spell reduces your HP to 1%. May be cast while dead.
About 200 seconds cooldown.


I'll also remove the Freeze skill idea, which means we need another defensive skill. I thought Xxypher's sink skill idea is very interesting, allthough it could be a very lame spell. Here's my version of it:

Burrow
Defensive, Spell
Attempts to burrow within the ground, can only be cast while really close to the ground.
Burrow may last for a maximum of 20 seconds. 8 seconds for flagcarriers.
You can dig yourself up by using /ofs again. Digging up results in a "Burrow Strike" which deals moderate damage to all enemys that are really close as you dig up. Cooldown starts once the Burrow ends. About 75 seconds cooldown.


I still appreciate new ideas ;)
About the Masteries: I thought about adding the possibility to master a single skill / spell at level 50 (new max level in 0.9.2), might come later. I'm not going to add more skill categories.
Title: Re: Hexer spell & feature suggestion thread
Post by: Brok3n Arr0w on July 30, 2007, 12:12:49 pm
did u get a look at my energy drain?  i think it would fit nicely as a defensive.  its on page seven, with bis and me discussing the atributes. 

with voodoo burst, does your hp go down to 1% at cast, or at end of spell?  end of spell i would hope.  and i like the "cast while dead," but the user better not cast it while they have a 2 sec respawn.  could u possibly add in a code where when u cast voodoo, ur spawn time stalls to get maximum effect?  and will there be something to indicate the opponent has voodoo (like blood with the berserker)? 
Title: Re: Hexer spell & feature suggestion thread
Post by: Avarax on July 30, 2007, 12:39:21 pm
Voodoo Burst is easy to see because of the "dark magics" that radiate from the caster. Your HP goes down at the beginning to make the spell easily counterable as it is a very powerful spell that can take out a whole gang of enemies. The Voodoo effect will stay were your dead body was as you respawn. Since the spell only lasts 2-3 seconds, that won't really be noticed as a "flaw in it's flavour".

Regarding Energy Drain:
Definitly a good alternative to Burrow, but I'd like to see something like it that is more unique. A simple copy of Pierce would be weird.
How about it triggering when the opponent hits you, not you the opponentl... mh....
Title: Re: Hexer spell & feature suggestion thread
Post by: Biscuiteer on July 30, 2007, 05:32:42 pm
Hmmmm, a skill that is activated when a foe hits you? I think i may have something like that.

(For those of you D2 players, you will recognize this)

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.)


I'm kinda wondering if this is better as a static or a spell skill.
Title: Re: Hexer spell & feature suggestion thread
Post by: Brok3n Arr0w on July 30, 2007, 08:02:35 pm
static definately.  and maybe higher returned damage %.  and, have some sort of return with law/m79/snipe/saw. 

what would be the lvl gains with voodoo?

and if energy drain is triggered by opponent hitting u, that would just be lame.  thorn vest is cool. 
Title: Re: Hexer spell & feature suggestion thread
Post by: Xxypher on July 30, 2007, 09:46:30 pm
My Change gun idea would work good for Hexer, a nice 60 second cool or so too.

No jump:
Defends: When used, your closest enemy can not jump for 3 seconds, each level up gets cooldown -1 second. First cooldown starts at 100 seconds.

Suicide Bomb
Offense: takes down yourself, but also everyone near you. Any enemy with in a few steps radius of you will die, long with yourself.
The cooldown starts at 200 and goes down by 1.5 seconds every level.
Title: Re: Hexer spell & feature suggestion thread
Post by: freestyler on July 31, 2007, 03:13:33 am
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.)


I'm kinda wondering if this is better as a static or a spell skill.
Definitely static. F12.

Xxypher's:
No jump - haha, useless.
Suicide Bomb - afair Avarax said that he is not going to implement instant-kill spells.
Title: Re: Hexer spell & feature suggestion thread
Post by: Avarax on July 31, 2007, 05:37:47 am
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.
Title: Re: Hexer spell & feature suggestion thread
Post by: cunchy on July 31, 2007, 06:11:02 am
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).

Cooldown - 100second
                   Cooldown decreases by 2.5 and time increase by 1 every 2 levels, level 7 damage dealt to     
                   you decreases to 1/3.
Title: Re: Hexer spell & feature suggestion thread
Post by: freestyler on July 31, 2007, 06:21:14 am
Quote from: Avarax
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

Avoid? That would be better than Evasion, makes Evasion useless.
Title: Re: Hexer spell & feature suggestion thread
Post by: Xxypher on July 31, 2007, 02:44:41 pm
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.
Title: Re: Hexer spell & feature suggestion thread
Post by: Biscuiteer on July 31, 2007, 10:14:18 pm
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.

Avoid a pre-set amount of damage? Well, there are alot more counters to autos than anything that deals strong blows, so a percentage-based thorn vest would be more balancing for the mod - and it would discourage strong hitters for weaker hits - and keep the player thinking to survive, but i could improve the skill by adding a base damage returned like, say, 2 damage and +1 per level. Anyways, this skill needs some tweaking until we really have something here.

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).

This is pretty much critting non-stop for a few seconds, and then with a pretty bad drawback which will most likely kill the player after its over. The skill has its uses, but i've never liked skills that hurt you as a side-effect.

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.

Erm.... The ghoul's almost never gonna kill as players will most likely stay away from bots anyway.
Title: Re: Hexer spell & feature suggestion thread
Post by: Xxypher on July 31, 2007, 10:41:55 pm
Yeah, maybe give the ghouls extra health, or have it heal itself over time.
Title: Re: Hexer spell & feature suggestion thread
Post by: Biscuiteer on July 31, 2007, 10:56:59 pm
Well, giving it healing will keep it alive but it still wont be able to really do any damage which is why i have to deny the skill.
Title: Re: Hexer spell & feature suggestion thread
Post by: Avarax on August 01, 2007, 04:58:02 am
I've made this Thorn skill now, it's already coded:

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.

+0,5% reduction / return per skilllevel
Title: Re: Hexer spell & feature suggestion thread
Post by: Xxypher on August 01, 2007, 11:43:36 am
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
Title: Re: Hexer spell & feature suggestion thread
Post by: Biscuiteer on August 01, 2007, 04:51:46 pm
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.

I like what i'm seeing here, very nice indeed.

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

Share: Mana Shield is better, because you take no damage but can still dish out the pain without any decreases in the output.

Grenade Finder: Yet another iffy skill; encourages grenade use - and maybe exclusive nade use which can nullify alot of non-friendly spells - but other ofs skills can be more damaging.
Title: Re: Hexer spell & feature suggestion thread
Post by: Xxypher on August 01, 2007, 10:34:38 pm
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.
Title: Re: Hexer spell & feature suggestion thread
Post by: Rijid on August 01, 2007, 11:20:40 pm
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.
Title: Re: Hexer spell & feature suggestion thread
Post by: Xxypher on August 01, 2007, 11:22:18 pm
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.
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...
It would be spammed horribly.
Title: Re: Hexer spell & feature suggestion thread
Post by: freestyler on August 02, 2007, 06:49:56 am
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.
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...
It would be spammed horribly.
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.

Quote from: Xxypher
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.
Title: Re: Hexer spell & feature suggestion thread
Post by: Xxypher on August 02, 2007, 12:13:03 pm
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.
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...
It would be spammed horribly.
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.

Quote from: Xxypher
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.
It is possible.
Title: Re: Hexer spell & feature suggestion thread
Post by: Toumaz on August 02, 2007, 12:35:33 pm
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.
... Which is done by continuously spawning grenade kits at your player's position, yes.
Title: Re: Hexer spell & feature suggestion thread
Post by: Xxypher on August 02, 2007, 10:33:54 pm
Okay I get it now.


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
Title: Re: Hexer spell & feature suggestion thread
Post by: Tosty on August 02, 2007, 11:37:44 pm
How about this

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
Title: Re: Hexer spell & feature suggestion thread
Post by: Xxypher on August 03, 2007, 12:35:15 am
How about this

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

This is an offensive move, not a summon.
That "at mac lv explosives area is 3 times the size of normal" That is a bad idea, think about it, a small map, you with that box, three shots, that would both lag and destroy everything...
Its also too risky in my eyes.
Title: Re: Hexer spell & feature suggestion thread
Post by: Brok3n Arr0w on August 03, 2007, 12:43:40 am
im really liking the thorn vest and glad it was put in.  thats only the really good one i've seen lately.  

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??




on a side note, the tree of life was ripped from shadowrun.  but it cant be "spammed."  it would only last so long, like 30 seconds, but more trees would stack affect.  plus it can be killed. 
Title: Re: Hexer spell & feature suggestion thread
Post by: Xxypher on August 03, 2007, 12:49:08 am
im really liking the thorn vest and glad it was put in.  thats only the really good one i've seen lately. 

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??
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.
And 50% health is taken on impact from flames. not just half. I was using 100% health as an example to being attacked with this spell.
Title: Re: Hexer spell & feature suggestion thread
Post by: who flung poo on August 03, 2007, 01:00:11 am
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

I know they're basic and gay but thats all i could think of for now :P
Title: Re: Hexer spell & feature suggestion thread
Post by: Xxypher on August 03, 2007, 01:03:58 am
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

I know they're basic and gay but thats all i could think of for now :P
Those are all horrible and would be spammed.
sorry.
Title: Re: Hexer spell & feature suggestion thread
Post by: who flung poo on August 03, 2007, 01:07:20 am
spammed? how so?

EDIT: i know they're horrible

EDIT2: ohh i see now, i thought that you could only use spells once every game not every now and then, sorry
Title: Re: Hexer spell & feature suggestion thread
Post by: Xxypher on August 03, 2007, 01:09:13 am
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.

And for who just posted before me...
the invincibility would be spammed so much, seeing as your invincible.
The invisible makes no since, seeing as there is already pred, you said it was an upgrade though, well, that would make pred obsolete.
And M79 and rugger are already strong enough, don't need upgrades.
Title: Re: Hexer spell & feature suggestion thread
Post by: Biscuiteer on August 03, 2007, 01:46:12 pm
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.
Title: Re: Hexer spell & feature suggestion thread
Post by: Xxypher on August 03, 2007, 02:55:31 pm
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.

Date Posted: August 03, 2007, 03:38:25 PM
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.
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.
Maybe if I mixed Eye for an eye and the burning alive script I want so badly to be just perfect...

Maybe having Burning alive also give you the ability of your "thorn vest" for about 5-10 seconds?

Burning Alive/ Eye for an eye:
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, this skill sets the nearest person on fire slowly taking damage of up to 5% per second, mattering on your skill. this spell will also give a Thorn Vest effect making the enemy that is shooting you take damage at around 50% per shot. Seeing as this skill has been buffed up, I will give it a 250 second cooldown to make up for its strength.

Good?

Date Posted: August 03, 2007, 03:46:21 PM
I also have anotehr idea.
Instead of learning only 4 skills, maybe 5?
Heal, Defense, Offense, summon, and charge?
Like the Burning alive skill that takes 5 charges and a certain cooldown time to use?


Date Posted: August 03, 2007, 03:51:21 PM
Also, during the game, people spam the !balance code, can you make it usable only ever 2 minutes?
That would help me not being yanked back and forth every 5 seconds...
Title: Re: Hexer spell & feature suggestion thread
Post by: freestyler on August 03, 2007, 04:09:33 pm
Quote from: Xxypher
Also, during the game, people spam the !balance code, can you make it usable only ever 2 minutes?
That would help me not being yanked back and forth every 5 seconds...
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.
Title: It's only a joke...
Post by: King_Of_Pain on August 03, 2007, 04:49:29 pm
Language Filter Defensive, Static

Blocks all flame-related words (like *****, ****, and **********) for the entire match.
Title: Re: Hexer spell & feature suggestion thread
Post by: SirJamesaford on August 03, 2007, 04:50:41 pm
....ooooookay.   /def.... now ya cant call me a fkin noob lol
Title: Re: Hexer spell & feature suggestion thread
Post by: adadqgg on August 03, 2007, 04:55:54 pm
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.
Title: Re: Hexer spell & feature suggestion thread
Post by: Biscuiteer on August 03, 2007, 07:53:43 pm
Language Filter Defensive, Static

Blocks all flame-related words (like ***** and ****) for the entire match.

Language Filter - Im sorry, but this is entirely useless. This would only cripple you permanently so you could spare some grief which you already knew was coming. Don't like the language? Dont play online!

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.

Infection Mk.2 - Mk.1 was passed on for a reason, and this one isn't enough to save itself. The constant spawning of these bots would clog up the server.
Title: Re: Hexer spell & feature suggestion thread
Post by: Xxypher on August 03, 2007, 09:10:27 pm
So Biscuit, no talking about my new spells?
 D=
lol
Title: Re: Hexer spell & feature suggestion thread
Post by: Felix_k2 on August 04, 2007, 12:43:02 am
Ok heres one of my own ideas, i dunno if its already been said but i cant be othered to read 10 pages =P

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
Title: Re: Hexer spell & feature suggestion thread
Post by: Xxypher on August 04, 2007, 12:56:23 am
Ok heres one of my own ideas, i dunno if its already been said but i cant be othered to read 10 pages =P

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
Horrible idea, cheating out of fighting...
Being a chicken.
Title: Re: Hexer spell & feature suggestion thread
Post by: Brok3n Arr0w on August 04, 2007, 03:27:56 am
i think there should be a intelegence standard to post here.  like at least an IQ of a bag of hammers?

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

thoughts? (was this already suggested?)
Title: Re: Hexer spell & feature suggestion thread
Post by: Avarax on August 04, 2007, 02:16:20 pm
I'm on vaction in berlin...
Title: Re: Hexer spell & feature suggestion thread
Post by: Xxypher on August 04, 2007, 03:42:52 pm
Okay, then I must wait for someone to discuss my ideas with.
Title: Re: Hexer spell & feature suggestion thread
Post by: Biscuiteer on August 04, 2007, 06:19:17 pm
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.

Immolation Mk.3 - At your request..... I dont really see any notable changes here; the body double thing is kinda obvious. The skill is alright, but it doesn't really cut it compared to other skills. Sorry but its still a Pass.

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.

Feint Death - This would make it very difficult to kill somebody, or keep the enemy away. They would simply cast this when near-dead and slowly creep up on the base. Cheese Tactics.... Its a Deny.

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

Silence - Any ability that harms an entire team is an instant Deny. However, this could be a useful singular-affecting spell.
Title: Re: Hexer spell & feature suggestion thread
Post by: Brok3n Arr0w on August 04, 2007, 07:52:04 pm
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

thoughts? (was this already suggested?)
Title: Re: Hexer spell & feature suggestion thread
Post by: Biscuiteer on August 05, 2007, 01:50:37 pm
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

Silence Mk.2 - There aren't any real counters to spell-casters, but this would be it. Increase the duration and maybe decrease the cooldown as people are still dangerous without spells, and then it'll be more useful. This is an Approve!
Title: Re: Hexer spell & feature suggestion thread
Post by: Xxypher on August 05, 2007, 03:58:20 pm
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
Title: Re: Hexer spell & feature suggestion thread
Post by: Biscuiteer on August 05, 2007, 04:46:29 pm
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

Immolation - It was passed on because it really didnt cut it. For it to fully work, you would need to wait until the enemy to have suffered the whole spell while you or he could of been dead by then. I approved Silence because there aren't any real counters to spell-casters.

Deprieve Supplies - This has been suggested before, but your version is slightly better. Unfortunately  this is a Pass because you can extend their reload if you time your Disarm spell well enough anyway.

Beserker - I just need a clarification before i can make my final verdict. So, it halves you life but increases output by 300% Anyway, this sounds like an old Hexer skill that didn't make the cut. You'll have to wait for Avarax on this one.

Conjure Vest - Hrmmmm, i believe this has been suggested from a PM to Avarax before - and he didnt like the idea. I don't know if he will approve or deny this skill, so you'll have to wait for Avarax on this one too.
Title: Re: Hexer spell & feature suggestion thread
Post by: Xxypher on August 05, 2007, 05:11:27 pm
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
Title: Re: Hexer spell & feature suggestion thread
Post by: Biscuiteer on August 05, 2007, 06:17:13 pm
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


Cooldown - The upcoming Mage-Blooded has a similar effect and is more useful. Denied

Weaken Foe - Hrmmm, this is an interesting spell. It has an interesting effect, non-lagging, and a good duration. I dont think this spell will get anywhere - but it might spawn another skill that will. For the time being, i'm gonna say Aproove!
Title: Re: Hexer spell & feature suggestion thread
Post by: Xxypher on August 05, 2007, 06:26:14 pm
*dies*
Finally!

...Now to come up with more skills.


Date Posted: August 05, 2007, 07:19:58 PM
Scapegoat:
Summon, spell.
When summoned, Scapegoat will follow you like a shield, and basically save you from a kill then will be kicked.
A different explanation. Perhaps not a real bot is summoned, but this will save you from a kill nontheless. Like make it unaffected, but all suicides will count.
Another try at it... When summoned, Scapegoat will save you from a kill, when he dies, your health returns to you and then the cooldown begins.
240 second cooldown. At level 40, Scapegoat gets weakened Soccom or Deagle.

Meh, I tried...
Title: Re: Hexer spell & feature suggestion thread
Post by: Biscuiteer on August 05, 2007, 06:27:53 pm
Scapegoat - You can't move bots with MovePlayer. The skill itself would encourage Cheese Tactics. Denied
Title: Re: Hexer spell & feature suggestion thread
Post by: Xxypher on August 05, 2007, 07:11:31 pm
...Why? Thats stupid that you can't move bots with moveplayer, someone should talk to MM about this..

Title: Re: Hexer spell & feature suggestion thread
Post by: Toumaz on August 06, 2007, 02:34:09 am
...Why? Thats stupid that you can't move bots with moveplayer, someone should talk to MM EnEsCe 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.
Title: Re: Hexer spell & feature suggestion thread
Post by: Xxypher on August 06, 2007, 02:41:12 am
...Why? Thats stupid that you can't move bots with moveplayer, someone should talk to MM EnEsCe 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.

Thank you.
Title: Re: Hexer spell & feature suggestion thread
Post by: Felix_k2 on August 07, 2007, 03:09:50 am
Ok how about this one:

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

Now i dont mean to sound stupid but i reckon this is actually a pretty good idea, the exact opposite of vanish, think abouti t.
Title: Re: Hexer spell & feature suggestion thread
Post by: ghg on August 07, 2007, 09:22:08 am
How would it work? There isn't any way to draw stuff other than text onto the screen.
Title: Re: Hexer spell & feature suggestion thread
Post by: DorkeyDear on August 07, 2007, 02:14:35 pm
<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.

Can't you just note that their waypoints are screwed up when it is used? This way people can still use them for.. bodyguards ^^
Title: Re: Hexer spell & feature suggestion thread
Post by: Biscuiteer on August 07, 2007, 02:19:55 pm
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

Reveal - Impossible with scripting. Denied
Title: Re: Hexer spell & feature suggestion thread
Post by: Avarax on August 07, 2007, 06:41:23 pm
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.



Title: Re: Hexer spell & feature suggestion thread
Post by: King_Of_Pain on August 07, 2007, 06:45:02 pm
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.

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.
Title: Re: Hexer spell & feature suggestion thread
Post by: SirJamesaford on August 07, 2007, 06:48:04 pm
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.

Welcome back sir....
That spell (if im understanding it right) would be great for getting the ffc home safe.  I cant wait for the new version...new spells = new problems = more fun.
Title: Re: Hexer spell & feature suggestion thread
Post by: Avarax on August 07, 2007, 06:56:57 pm
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.

good thing you said there, i hope i can make good use of raycast to prevent this in some way
Title: Re: Hexer spell & feature suggestion thread
Post by: Xxypher on August 07, 2007, 09:42:10 pm
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.




That has been denied multiple times though...
So what would make this different just to ask?
Title: Re: Hexer spell & feature suggestion thread
Post by: Biscuiteer on August 07, 2007, 10:36:30 pm
Burial Mk. 2 is very different. It affects enemies this time; not yourself. It also has the power to take on many enemies at once, but it also involves alot of tactics to pull it off right. Avarax already knows that i handed over an Approved.
Title: Re: Hexer spell & feature suggestion thread
Post by: Xxypher on August 08, 2007, 12:20:56 am
Freezeray:
Defense, skill.
When used, your closest enemy will be frozen. But during the time of being frozen, no weapons or grenades can affect him.
Effect lasts 4-5 seconds.

+1 duration every 5 skilllevels
-1 cooldown every skilllevel
Cooldown starts at 70.
Title: Re: Hexer spell & feature suggestion thread
Post by: Avarax on August 08, 2007, 06:11:46 am
how am i supposed to freeze a player?
Title: Re: Hexer spell & feature suggestion thread
Post by: EnEsCe on August 08, 2007, 07:12:31 am
<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.

Can't you just note that their waypoints are screwed up when it is used? This way people can still use them for.. bodyguards ^^
When will people learn that scripting is not made for for the purpose of Hexer.
Title: Re: Hexer spell & feature suggestion thread
Post by: Avarax on August 08, 2007, 07:47:23 am
heh... I guess I actually finally learned that ;Q

well...
Essential (non value-balance related, rather mechanicwise) changes of all old skills in 0.9.2:


Skills succesfully implemented:
Title: Re: Hexer spell & feature suggestion thread
Post by: ghg on August 08, 2007, 07:52:21 am
MovePlayer him to the same spot and set his health to incredibly high?

Hey nice features. 'specially the vamp change, now allow me to go and make love to your servers.
Title: Re: Hexer spell & feature suggestion thread
Post by: Avarax on August 08, 2007, 11:37:34 am
hmhmhmhmhm...

there's a little public beta test (w/o accounts) running at the enesce server. it seems a bit hectic and there's a lot of balancing needed. spells are getting too... weird, you dont really know whats going on. i also noted that this version is really laggy. i think i should cut the skills for each class down to 6, eliminating the new really weird spells. these would be:
Cleansing Monsoon
The 7th Defensive spell that isn't coded yet.
Voodoo Burst
Summon Thornling
Title: Re: Hexer spell & feature suggestion thread
Post by: King_Of_Pain on August 08, 2007, 05:51:41 pm
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.
Title: Re: Hexer spell & feature suggestion thread
Post by: Biscuiteer on August 08, 2007, 06:58:56 pm
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.
Title: Re: Hexer spell & feature suggestion thread
Post by: King_Of_Pain on August 08, 2007, 08:09:10 pm
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.
Title: Re: Hexer spell & feature suggestion thread
Post by: Xxypher on August 08, 2007, 10:41:16 pm
To me, that sounds interesting, but seeing as Biscuit doesn't like it, its a no.
Title: Re: Hexer spell & feature suggestion thread
Post by: Biscuiteer on August 09, 2007, 03:03:40 pm
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.

I don't think you can tinker with the grenade count with scripting. Because this is an advanced disarm, essentially, people will favor this over the other, resulting in the death of disarm. Skills aren't supposed to kill off other skills, so this is still a Denied.
Title: Re: Hexer spell & feature suggestion thread
Post by: King_Of_Pain on August 09, 2007, 06:28:03 pm
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?
Title: Re: Hexer spell & feature suggestion thread
Post by: freestyler on August 10, 2007, 02:31:59 am
Quote from: King_Of_Pain
(...) at levels 4, 6, and 10 (...)
Quote from: King_Of_Pain
(...) 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.
Title: Re: Hexer spell & feature suggestion thread
Post by: Arbiter on August 10, 2007, 05:35:27 am
Summon minigunner Summon, spell

A Invincible minigun gunner (100% acc) is summoned. When it's run out of ammo (increased to 200, with no self-bink.), it will be kicked. If it reaches flag,the summoner's team get miniguns as secondaries. Every 3 levels, it gets another clip, where it will auto reload.
Cooldown... 10 mins?
Pretty lame, w/e.
Title: Re: Hexer spell & feature suggestion thread
Post by: Avarax on August 10, 2007, 05:57:39 am
Pretty lame, w/e.

indeed ;P
Title: Re: Hexer spell & feature suggestion thread
Post by: Biscuiteer on August 10, 2007, 02:10:40 pm
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?

Teleport Mk.2 - I still dont like it, as it will make it very hard to escape from and/or kill the enemy. Although this no longer kills off Disarm, it kills off Boby Double in version 0.9.2
Pass.
Title: Re: Hexer spell & feature suggestion thread
Post by: [h8]`·._.¸,ø Divi on August 10, 2007, 02:46:13 pm
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!



                 
Title: Re: Hexer spell & feature suggestion thread
Post by: Biscuiteer on August 10, 2007, 03:21:03 pm
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!

Spell #1 - Not useful as your life can depend on a single bullet. Denied

Medic - Summons are supposed to kill, and this one doesnt... Spawning medkits is alright, but bots tend to be slow.... Denied

Blood Golem - Spawning something by having critical health (or other means than /summon) is just not going to cut it. A bot that heals you when it hits something might be useful, though. Pass

Ancestral Bonds + 'Spawns Men' + 'Dance of Blobs' - Any summons that summon MORE than one bot at a time is an instant Denied because they can clutter servers very quickly.

Call of the summoner - Not really generally useful because this will pretty much permanently weaken a character by losing out on a skill. The cooldown reducing ability is super-ceded by the upcoming Mage-Blooded anyway. I'm pretty sure Avarax left out the possibility of gaining bonuses for other skills or the such for a reason. Denied
Title: Re: Hexer spell & feature suggestion thread
Post by: Chameleon on August 10, 2007, 04:25:03 pm
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
Title: Re: Hexer spell & feature suggestion thread
Post by: Biscuiteer on August 10, 2007, 06:47:58 pm
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

Spell Snatch - I'm not really sure what your skill is about, please explain further.
Title: Re: Hexer spell & feature suggestion thread
Post by: Xxypher on August 10, 2007, 09:26:40 pm
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.
Title: Re: Hexer spell & feature suggestion thread
Post by: SirJamesaford on August 10, 2007, 09:48:17 pm
You really want one of your spells implemented dont ya xxy? lol
Title: Re: Hexer spell & feature suggestion thread
Post by: King_Of_Pain on August 10, 2007, 10:04:52 pm
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.

An extremely watered down version of the spell, just to see if it gets a better approval rating.


In my opinion, Teleporter Mk. 2 is still the best choice. It strikes a good mark between balance and strategic use. These two suggestions are experiments to see whether or not there is a more appealing version of the spell.
Title: Re: Hexer spell & feature suggestion thread
Post by: Biscuiteer on August 10, 2007, 10:16:46 pm
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.



Teleporter reviews in my next post...
Title: Re: Hexer spell & feature suggestion thread
Post by: King_Of_Pain on August 10, 2007, 11:36:53 pm
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.

Wow, Xxypher. 2 out of four ain't bad, especially in this thread. Nice work!
Title: Re: Hexer spell & feature suggestion thread
Post by: SirJamesaford on August 11, 2007, 01:18:27 am
I dont like the teleporter ideas at all... just doesnt seem like it would be of much use.
Title: Re: Hexer spell & feature suggestion thread
Post by: Xxypher on August 11, 2007, 01:19:39 pm
I will get more passed! Trust me!

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.
Title: Re: Hexer spell & feature suggestion thread
Post by: Biscuiteer on August 11, 2007, 04:44:39 pm
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.

Teleporter Mk 2.1A & B - They are both inferior versions of the upcoming Body Double update. Denied

Before i go onto Xxypher's 'Summon Poison' Spell, let me clarify my ratings:



Denied:[/i] Means the idea is generally bad and is not really useful in some sort of way, by itself and/or compared to other suggested and preexisting ideas.

Ideas can often get a Denied if they:


Pass:[/i] Means the idea is generally decent but doesn't compare up to previousally suggested and/or preexisting ideas.

Ideas generally might get a Pass if they:




Approved:[/i] Means the idea is generally satisfactory and can compare up to most skills overall. It has originality, usefulness in any or almost any situation, and is rational. This rating is the ONLY one that gives the thumbs up to the idea.



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.

Summon Fester Fiend - Any collision-based bots are pretty much a waste of time, sorry. A ranged version might be useful, but unlikely compared to the kami.Denied
Title: Re: Hexer spell & feature suggestion thread
Post by: Xxypher on August 11, 2007, 05:46:44 pm
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.
Title: Re: Hexer spell & feature suggestion thread
Post by: Biscuiteer on August 11, 2007, 05:52:52 pm
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.


Flag Warmth 1&2 - They are basically both watered down war standards. There are better healing spells than those.... Denied
Title: Re: Hexer spell & feature suggestion thread
Post by: Brok3n Arr0w on August 11, 2007, 06:05:31 pm
(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. 
Title: Re: Hexer spell & feature suggestion thread
Post by: Biscuiteer on August 11, 2007, 08:05:18 pm
(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. 

Word!

I'm planning to post a Skills Guideline post soon, and this would be a very nice addition to it.
Title: Re: Hexer spell & feature suggestion thread
Post by: [h8]`·._.¸,ø Divi on August 11, 2007, 09:08:38 pm
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 !
Title: Re: Hexer spell & feature suggestion thread
Post by: Chameleon on August 11, 2007, 09:27:56 pm
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
Spell Snatch - I'm not really sure what your skill is about, please explain further.

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
Title: Re: Hexer spell & feature suggestion thread
Post by: haha on August 11, 2007, 09:34:48 pm
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...? :(
Title: Re: Hexer spell & feature suggestion thread
Post by: Avarax on August 12, 2007, 07:51:20 am
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...? :(

i'll try to write a small algorithm that backs up accounts if they are overwritten, so you dont loose the account you got on one server because you safe your account on the other server once the global accounts are done.

-----

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
Title: Re: Hexer spell & feature suggestion thread
Post by: King_Of_Pain on August 12, 2007, 09:30:11 am
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

Again, though, I'm not sure if it's possible to implement this without some glaring bugs. Say you have a preset depth for each 'burrow'. If you use it on a steep gradient, you'll see a few limbs and possibly a head popping out of a hill, giving away your position and leaving you stuck helplessly. On top of that, there's all the issues with using it on very thin surfaces, on hurt/deadly polygons, and keeping the spell generally balanced with the others.
Title: Re: Hexer spell & feature suggestion thread
Post by: Avarax on August 12, 2007, 09:33:05 am
heh, i can deal with those problems, the new RayCast function allows me to kind of check the width of a polygon.
Title: Re: Hexer spell & feature suggestion thread
Post by: King_Of_Pain on August 12, 2007, 09:48:13 am
heh, i can deal with those problems, the new RayCast function allows me to kind of check the width of a polygon.

Well, if you ever get a public beta of 0.92 running, let me know. It sounds like you know how to do this, Avarax, so I'll let you hit the code on it.




And you'd really make my day if you could update the Hexer CTF servers to Soldat 1.4.2.  ;D
Title: Re: Hexer spell & feature suggestion thread
Post by: Avarax on August 12, 2007, 10:09:08 am
done :|
Title: Re: Hexer spell & feature suggestion thread
Post by: Tosty on August 12, 2007, 11:07:25 am
Ok i got 2 spells:

Summon gaurd :

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
Title: Re: Hexer spell & feature suggestion thread
Post by: Duck Boi on August 12, 2007, 12:15:41 pm
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)
Title: Re: Hexer spell & feature suggestion thread
Post by: Avarax on August 12, 2007, 01:49:33 pm
hehe... there will be something to encourage teamwork... a lot ... hehe

the bonus on FC kill is a good idea, might add it. :)
Title: Re: Hexer spell & feature suggestion thread
Post by: SDFilm on August 12, 2007, 01:56:10 pm
Nice RPG mod Avarex! The only thing thats tedious about it is that it's great when you've been playing for a while but sucks when you first join XD
Title: Re: Hexer spell & feature suggestion thread
Post by: Biscuiteer on August 12, 2007, 02:10:19 pm
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 !

Poison & Flame Bombers - So, its basically a suped-up kami? The kami is good enough as-is. 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

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

Burrow Strike - A very interesting spell. Has good, more general, uses - and is not really a cheese tactic anymore. It has enough time to fool yet not too long to be able to hide, and has offensive values as well. Because of its more useful abilities, i am giving this spell an Approved.

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

Summon Guard: Bot's can't really be set to defend.... Denied. Use a kami instead.

Zombify: This spell can actually be of good use. It'll need to be refined before it can turn into something that players will use often, so im giving it a Pass for now.

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)

Random Skills - Although this idea can turn the tide of battle, it's too unpredictable which will put off players from using it. Denied

Team Defence: Would be somewhat uneffective as your team mates would probably be moving which will only cause the vest to not work on them.... Denied
Title: Re: Hexer spell & feature suggestion thread
Post by: Tosty on August 12, 2007, 02:43:30 pm
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
Title: Re: Hexer spell & feature suggestion thread
Post by: blackdevil0742 on August 12, 2007, 03:07:00 pm
Some suggestions :)

Ammunition Within
Offensive, Spell
Sacrifice 60...18% maximum Health. For 30...120 seconds, your magazines gain 5...30 extra bullets.
Cooldown 120 seconds

Retaliation
Offensive, Spell
For 4...12 seconds, whenever a foe hits you,  that foe takes the damage you absorbed.
Cooldown 90 seconds

Um and Seamless servers! ;D
Title: Re: Hexer spell & feature suggestion thread
Post by: SirJamesaford on August 12, 2007, 03:09:01 pm
I like "Retaliation".  Not so much the other one though.
Title: Re: Hexer spell & feature suggestion thread
Post by: Tosty on August 12, 2007, 03:16:01 pm
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
Title: Re: Hexer spell & feature suggestion thread
Post by: King_Of_Pain on August 12, 2007, 03:40:05 pm
This is the feature suggestion thread, so here are a few non-spell suggestions:

Title: Re: Hexer spell & feature suggestion thread
Post by: SirJamesaford on August 12, 2007, 03:54:09 pm
Vanish only seems to fail if you do it as soon as you respawn...
Title: Re: Hexer spell & feature suggestion thread
Post by: Tosty on August 12, 2007, 03:54:59 pm
i was just playing on the [ec] serven when it disconected then i tryed geting back and it said avarax hexer 0.9.2 amd then it kicked me and said server password needed WTF
Title: Re: Hexer spell & feature suggestion thread
Post by: SirJamesaford on August 12, 2007, 04:02:52 pm
*sigh*  Theyre testing the new version of hexer....this is a really good thing.  It wont be passworded forever...usually an hour or two.
Title: Re: Hexer spell & feature suggestion thread
Post by: Tosty on August 12, 2007, 04:05:01 pm
woo hoo now im happy  [retard]  [Bravoguy] [Alphaguy] [retard]
Title: Re: Hexer spell & feature suggestion thread
Post by: SirJamesaford on August 12, 2007, 04:11:19 pm
Dont be too happy....itll probly be a while before its ready.  Theyve done the tests a number of times and theyll probly do it a number more.  Better to release an almost bug-free version than a version with a lot of bugs.

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

Id enjoy a /save command... when i logout it doesnt seem to log me out.
Yea the kami trail kinda sucks...pushes you backwards but i really dont see a reason to waste time on figuring out a better way...just a minor set back.
Title: Re: Hexer spell & feature suggestion thread
Post by: Avarax on August 12, 2007, 04:51:48 pm
This is the feature suggestion thread, so here are a few non-spell suggestions:

  • EP bonuses for Double/Triple/Multi Kills
MAYBE
[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]
Title: Re: Hexer spell & feature suggestion thread
Post by: SirJamesaford on August 12, 2007, 04:55:34 pm
Ummmmmmmmm Are you going to release a description of all the new spells like ya did in the hexer online manual?
Title: Re: Hexer spell & feature suggestion thread
Post by: Avarax on August 12, 2007, 04:56:15 pm
yeah sure
Title: Re: Hexer spell & feature suggestion thread
Post by: Tosty on August 12, 2007, 05:10:57 pm
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


Date Posted: August 12, 2007, 05:10:02 PM
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

Title: Re: Hexer spell & feature suggestion thread
Post by: Biscuiteer on August 12, 2007, 05:42:22 pm
Explosive Buffers - A similar spell has already been suggested, but it really didnt hold up. This one does not do any better.... Denied

Mana Drain - Interesting, but Disarm is going to silence in the next version. Denied

Zombify V2.A - Summon spells should never be coupled with any other ability. Denied

Zombify V2.B - It has its uses, but is a little overpowered. Pass

Zombify V2.C - I prefer this one, as a def spell. It requires some tweaking however. Pass

All of the zombifies - At level 12 it is badly over-powered, because you dont lose any health.
Title: Re: Hexer spell & feature suggestion thread
Post by: Tosty on August 12, 2007, 06:00:11 pm
ok this:
Zombify V3

Healing/ofs

When you cast this spell you will Have double health
Yet you Health Will deminish by 2.2% 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 -.5hp per sec on hit
At lv 9 u hav a 5% chance to poison a player -1hp per sec on hit
At lv 12 u hav a 8% chance to poison a player -1.5hp per sec on hit


or this:
alternativ Zombify V3

Healing/def

When you cast this spell you will Have double health
Yet you Health Will deminish by 2.2% 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 80% while a zombie

Title: Re: Hexer spell & feature suggestion thread
Post by: Brok3n Arr0w on August 12, 2007, 06:03:22 pm
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.  

Title: Re: Hexer spell & feature suggestion thread
Post by: Avarax on August 12, 2007, 06:21:25 pm
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. 




1st I'm NOT taking anymore skills except for good summon skills. The slot of Summon Flamebarrier is kinda free, if you don't come up with something better, i'll just replace it with a bullet barrier though.

2nd It is a) not possible to easily prevent direct hit explosive damage, doing this involves some rather weird stuff which would **** the health of a player up entirely if used with direct-effect skills like evasion. b) is it also not possible to "really" dodge a bullet with scripting.

oh btw, you got something wrong:
splash can be evaded
direct hit can't be evaded
Title: Re: Hexer spell & feature suggestion thread
Post by: SirJamesaford on August 12, 2007, 06:27:02 pm
I dont see why your complaining broaken arrow... half the m79 shots dont reg. in hexer anyway...thats sorta like evasion.
Title: Re: Hexer spell & feature suggestion thread
Post by: Avarax on August 12, 2007, 06:29:08 pm
half the m79 shots dont reg. in hexer anyway...

that's 1.4.2 :|
Title: Re: Hexer spell & feature suggestion thread
Post by: SirJamesaford on August 12, 2007, 06:34:06 pm
half the m79 shots dont reg. in hexer anyway...

that's 1.4.2 :|

That was also 1.4.1...now i remember that i wasnt gonna say anything because in case it could be fixed....me likey the non reg. thing lol

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?
Title: Re: Hexer spell & feature suggestion thread
Post by: Avarax on August 12, 2007, 06:37:02 pm
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?

yeah, it makes the server have some kind of delay in all its calculations as far as i can see
Title: Re: Hexer spell & feature suggestion thread
Post by: Xxypher on August 12, 2007, 06:39:44 pm
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.
Title: Re: Hexer spell & feature suggestion thread
Post by: Avarax on August 12, 2007, 06:42:49 pm
who cares, I'm the one who approves or denies ;Q
Title: Re: Hexer spell & feature suggestion thread
Post by: SirJamesaford on August 12, 2007, 06:46:14 pm
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.

I'd approve the his suggestions too lol hes the guy in charge...bis helps test and admins too...Hes just playin it smart lol
Title: Re: Hexer spell & feature suggestion thread
Post by: Brok3n Arr0w on August 12, 2007, 08:54:36 pm
i was thinking, and i think i dont like any of the new skills.  or any of the old ones for that matter.  i think there should be just one - u summon a super pwn bot with fully auto m79 and barret, infinite health, and 1000% damage.  avarax, u need to pick up the ball.  the summon can be activated every 5 seconds by pressing alt+f4. 

lawlz jk its doing great. 

for the summon u need, is my assassin back in the line-up?  i thought u might have cut it when u took some slots. 
Title: Re: Hexer spell & feature suggestion thread
Post by: Avarax on August 12, 2007, 08:57:22 pm
no, i cut thornling, assassin is in with exactly 10000% damage taken (= any 1 hit -> death) but 50 and up to 70 % evasion
Title: Re: Hexer spell & feature suggestion thread
Post by: [h8]`·._.¸,ø Divi on August 13, 2007, 12:45:50 am
Hmmm why not this?


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.
Title: Re: Hexer spell & feature suggestion thread
Post by: Xxypher on August 13, 2007, 01:32:56 am
abosorpation isn't a word.

This has been suggested so so much... And all is denied or passed. So I know your getting a denied.
Title: Re: Hexer spell & feature suggestion thread
Post by: Brok3n Arr0w on August 13, 2007, 12:58:12 pm
i dont think anything quite like this has been suggested.  but still, i think it is to situation specific.  and how big (tall) is the wall?  does it make a complete vertical wall all the way thru the level, including polys?  i dont think it will fly. 

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? 

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? 
Title: Re: Hexer spell & feature suggestion thread
Post by: blackdevil0742 on August 13, 2007, 02:16:47 pm
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.
Title: Re: Hexer spell & feature suggestion thread
Post by: Biscuiteer on August 13, 2007, 06:00:19 pm
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.

I approve everything Avarax says? Not really.... I denied his initial Burrow spell because it can be used for cheese tactics. I'd also would like to note that I approve most of Avarax's ideas because they are well thought. He starts with an original idea, puts in useful and balanced effects, and then tops it off with a non-noobish name; Avarax thinks BEFORE he posts an idea!

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.

Wall of Absorption - An invisible field would mean you could be slowly killing yourself... The effect is also too slow and weak as people are generally always moving.... Denied

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? 

This little side-effect will be fixed in the next Hexer version. Also in the next version, Vanish will NO LONGER FAIL!.

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.

Desecrate Corpse - Impossible or Near Impossible to script, and is not nearly as useful as the Ghoul. Remember any summon spell that summons more than one is an instant Denied.

Spirit Walk - Its a little unbalanced as you can break through defenses easily when done right, and i think scripting can't tell primaries and secondaries apart. The upcoming Body Double update has more uses and is too similar. Denied
Title: Re: Hexer spell & feature suggestion thread
Post by: Tosty on August 13, 2007, 06:14:07 pm
i got one

mummy

summon

Summons a mummy with 300-500% hp
shot acuracy is very low though (like 20-30%)
Mummy will slowly loose health (arount 2-3 pper sec)
Whe mummie dies he is kicked
230 sec. cooldown
-5 sec cooldown per lv
-.1 hp los per sec
 [retard] :o [retard]
Title: Re: Hexer spell & feature suggestion thread
Post by: King_Of_Pain on August 13, 2007, 07:30:25 pm
I know you don't need any more spell suggestions, but here's one for the road. This will be my final spell suggestion, unless I get a super-ultra amazing idea that I have to tell the world.

Reflector Defensive, Spell

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.


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?
Title: Re: Hexer spell & feature suggestion thread
Post by: Avarax on August 14, 2007, 08:28:45 am
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?


The assassin will be more of an assistant minion, all previously introduced summons where more of a stand alone thing. Since Assassin will carry a barrett and is invisible, you yourself just have to distract the enemy, so he doesn't notice the Assassin and BAM down he goes. IF an enemy spots the assassin, he will probably rape it within 2 seconds. However, random shots that hit him wont do much because of the high evasion and he will also be very strong vs. all slow fire rate weapons due to the evasion: ruger, barrett and m79.
Regarding m79: Evasion can evade the splash damage of an explosion, but not the direct hit damage. This means, a poorly aimed m79 grenade will most likely NOT kill Assassin.
Title: Re: Hexer spell & feature suggestion thread
Post by: freestyler on August 14, 2007, 12:44:48 pm
Reflector Defensive, Spell

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.
There's already a skill like that.. it's named Repel afair.

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?
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. ;)
Title: Re: Hexer spell & feature suggestion thread
Post by: Duck Boi on August 14, 2007, 05:58:24 pm
Couple of little things,
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

Think the new summon should be VERY unique, and different to the others.
Needs more variation, I would try, but it's late and I'm tired

And I'm not liking the burrow idea, I think it's useless seeing as vanish is already availible...

Apart from that, I think everything is fine, and I really want the vampire skill updated!

*Waits to be flamed then brutally beaten by Biscuiteer*

I also agree on gaining more EP for multi kills!
Title: Re: Hexer spell & feature suggestion thread
Post by: Avarax on August 14, 2007, 07:13:43 pm
I'll leave the shotty as it is... People are too conservative... wait two weeks and most of the whine about spas is gone.

@Tosty:
I read every post, however I can't be arsed responding to each one which usually means I dislike the idea or don't have a slot for it. Please stop spamming the thread up like this.


K this is how Summon Assassin turned out:

Summon Assassin
Summon, spell
Summons an almost invisible stealth assassin that's equipped with barrett. The Assassin dies if it takes a single shot, but it has an evasion chance of 64.4%. If the Assassin is shot and evades, it will however reveal itself for a short moment. If the Assassin caps, it will sacrifice itself and transfer its stealth powers to its owner, granting him invisibility that lasts until he dies.
390 seconds cooldown.


+4.0% evasion chance per skilllevel (bonus is halved every 4 skilllevels)
-13 seconds cooldown per skilllevel (bonus is halved every 10 skilllevels)


This "bonus is halved every X skilllevels" is btw a featur of the new skillbalance structure, allowing a better and more rounded balancing, preventing high level skills from being too strong and at the same time not adding a real limit to them. I will post the entire skillbalance once 0.9.2 is released. Expect it to come this or next week.
Title: Re: Hexer spell & feature suggestion thread
Post by: Biscuiteer on August 14, 2007, 09:02:21 pm
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

Holy Medkit is actually pretty good, although an increase in the amount of hits it reduces damage would be nice.

Yes, the new Bot summons will have on-cap bonuses.

If the shotgun seems to strong, try taking the battle with a long-range weapon.

Super Biscuiteer? lol.... Thats pretty funny!

And Avarax, i am a little concerned about that perma-vanish effect from the Assassin....
Title: Re: Hexer spell & feature suggestion thread
Post by: Xxypher on August 14, 2007, 09:56:11 pm
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.
Title: Whoever spots my trickery gets a cookie.
Post by: King_Of_Pain on August 15, 2007, 12:02:37 am
This is the feature suggestion thread, so here are a few non-spell suggestions:

  • EP bonuses for Double/Triple/Multi Kills
MAYBE
[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]

Wow, awesome job Avarax! You're the best, no doubt about it!
Title: Re: Hexer spell & feature suggestion thread
Post by: Chameleon on August 15, 2007, 06:37:48 pm
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)
Title: Re: Hexer spell & feature suggestion thread
Post by: Biscuiteer on August 15, 2007, 07:24:12 pm
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)

What if there are no enemies with a spell (or currently useful spell) at all? The idea is good, but in practice its too random to rely on which will lead to a semi-weakened character. I'm still giving it a Pass

Let the ideas continue...
Title: Re: Hexer spell & feature suggestion thread
Post by: Xxypher on August 15, 2007, 09:45:32 pm
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.

Ehh? Ehh?
Title: Re: Hexer spell & feature suggestion thread
Post by: King_Of_Pain on August 16, 2007, 10:21:07 am
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.


I have no idea what you just said.  ???
Title: Re: Hexer spell & feature suggestion thread
Post by: ghg on August 16, 2007, 10:29:20 am
I understood that perfectly, I simply hate the idea though.
I WANNA FREAKING PLAY.
Title: Re: Hexer spell & feature suggestion thread
Post by: Duck Boi on August 16, 2007, 10:40:27 am
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.


Think it's to similar to kami, and it is harder seeing as it's completely invincible...

And yes, I want it to hurry up and play. I really can't wait..
Title: Re: Hexer spell & feature suggestion thread
Post by: Xxypher on August 16, 2007, 11:23:26 am
Its nothing like a Kami! It doesn't hae a flamer, it doesn't automatically kill someone, it has mana, an HK,  and its nothing but a killer bot that can only do a few kills before its gone.
Title: Re: Hexer spell & feature suggestion thread
Post by: King_Of_Pain on August 16, 2007, 11:32:55 am
I see now, but I still don't like it. It's unkillable (never a good thing), and you don't have any potential for extra kills like a ghoul or a kami does. Besides, it'll make everybody else in the server mad.
Title: Re: Hexer spell & feature suggestion thread
Post by: Dr. Zombi3 on August 16, 2007, 12:57:33 pm
Name: Explosion
Type: Defensive, Hybrid
Info: Once you die everyone around you takes damage
Title: Re: Hexer spell & feature suggestion thread
Post by: King_Of_Pain on August 16, 2007, 04:48:38 pm
Name: Explosion
Type: Defensive, Hybrid
Info: Once you die everyone around you takes damage


Uhh... okay, then.
Title: Re: Hexer spell & feature suggestion thread
Post by: Xxypher on August 16, 2007, 05:00:29 pm
Name: Explosion
Type: Defensive, Hybrid
Info: Once you die everyone around you takes damage


I will take this one for Biscuit.
Denied.
Title: Re: Hexer spell & feature suggestion thread
Post by: Tosty on August 16, 2007, 05:01:11 pm
Name: Explosion
Type: Defensive, Hybrid
Info: Once you die everyone around you takes damage


Uhh... okay, then.

Is'n there somhing like this on another server???
I think its called 'Kaboom' And the servers
called gojmod
Title: Re: Hexer spell & feature suggestion thread
Post by: Coolio on August 16, 2007, 06:06:59 pm
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)
Title: Re: Hexer spell & feature suggestion thread
Post by: Biscuiteer on August 16, 2007, 06:59:08 pm
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 : The idea of permanent invincibility is a really bad one. The side-effect is also hard to pull off, and when it does you probably are in a bad position to use it. Denied

Name: Explosion
Type: Defensive, Hybrid
Info: Once you die everyone around you takes damage


I will take this one for Biscuit.
Denied.

Well Done, Xxypher. XD

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)

Air Barrier: If the enemy comes that close enough, then you would already be in trouble. I don't want a skill that requires you to get that near to use its effect. The bullet-bouncing effect is impossible, as well. Denied
Title: Re: Hexer spell & feature suggestion thread
Post by: Dr. Zombi3 on August 16, 2007, 08:26:39 pm
omg xyphher its just an idea you dont have to rate it
Title: Re: Hexer spell & feature suggestion thread
Post by: Xxypher on August 16, 2007, 09:09:11 pm
omg xyphher its just an idea you dont have to rate it
Every skill gets on. Its either a Approve, Pass, or Deny.
And I am getting a hang of this.
Title: Re: Hexer spell & feature suggestion thread
Post by: Biscuiteer on August 16, 2007, 10:01:37 pm
omg xyphher its just an idea you dont have to rate it
Every skill gets on. Its either a Approve, Pass, or Deny.
And I am getting a hang of this.

It does get easy by watching me deny roughly 90% of every idea posted here... You get an idea of what is useful and what is just stupid.

...and may the ideas continue.
Title: Re: Hexer spell & feature suggestion thread
Post by: Xxypher on August 16, 2007, 10:49:09 pm
I will help you deny things now.
Title: Re: Hexer spell & feature suggestion thread
Post by: cunchy on August 17, 2007, 04:24:52 am
Summon Clone
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
Title: Re: Hexer spell & feature suggestion thread
Post by: ghg on August 17, 2007, 04:38:35 am
Isn't they already a similar spell (body double) that's really low level?
Title: Re: Hexer spell & feature suggestion thread
Post by: Xxypher on August 17, 2007, 10:33:53 am
Summon Clone
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
To 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.
Title: Re: Hexer spell & feature suggestion thread
Post by: King_Of_Pain on August 17, 2007, 12:57:18 pm
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.
Title: Re: Hexer spell & feature suggestion thread
Post by: chron1c. on August 17, 2007, 01:03:26 pm
Sometimes when i try to cast Spearwall it doesnt do it. I make sure that my feet are placed on the ground and lets say Im on a slope it still wont cast it. A minor problem just a bit annoying at times. Is there anyway that you could fix this Avarex? BTW love the update.
Title: Re: Hexer spell & feature suggestion thread
Post by: SirJamesaford on August 17, 2007, 01:06:08 pm
Is the new version out!!!!!!!!!???????
Title: Re: Hexer spell & feature suggestion thread
Post by: chron1c. on August 17, 2007, 01:09:12 pm
yes
Title: Re: Hexer spell & feature suggestion thread
Post by: Toumaz on August 17, 2007, 01:09:53 pm
..., although I would change the death graphic to a Cluster Grenade instead of an AUG.

That can't be influenced by scripting; when using CreateBullet any deaths caused by the spawned bullets will show up in the death console as done by the owner's currently equipped weapon.
Title: Re: Hexer spell & feature suggestion thread
Post by: SirJamesaford on August 17, 2007, 01:19:14 pm
When did it come out?  Also...HEY AVARAX!!! lol can you make a post that tells us all the new changes and spells (i may have already asked you this...srry if so)...that way i can know wtf im doing before i do it so's i can choose strategically as opposed to blindly choosing spells and shizzle.
Title: Re: Hexer spell & feature suggestion thread
Post by: Avarax on August 17, 2007, 01:24:50 pm
main hexer thread, nub :D
http://forums.soldat.pl/index.php?topic=14061.msg217806#msg217806
Title: Re: Hexer spell & feature suggestion thread
Post by: SirJamesaford on August 17, 2007, 01:26:58 pm
Sorry man....me no see that lol Thanks though avarax.... your hexer script saved soldat for me lol  Best way to play IMO.
Title: Re: Hexer spell & feature suggestion thread
Post by: ghg on August 17, 2007, 01:47:56 pm
Not possible with createbullet I think.
Title: Re: Hexer spell & feature suggestion thread
Post by: Xxypher on August 17, 2007, 02:03:31 pm
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.
0.92 is out already.
Title: Re: Hexer spell & feature suggestion thread
Post by: Tosty on August 17, 2007, 04:44:08 pm
Why isnt there a reset accout command
and why isnt the a unlearn dommand anymore

 ??? ??? ???
Title: Re: Hexer spell & feature suggestion thread
Post by: Xxypher on August 17, 2007, 04:47:53 pm
/reset
/relearn
Title: Re: Hexer spell & feature suggestion thread
Post by: Tosty on August 17, 2007, 04:52:36 pm
why does it not tell you when you type !commands


(also i  was playing and the spells on the list(the one where it said you have not learned a     spell yet) got mixxe up and coger clip was in the def spell list
Title: Re: Hexer spell & feature suggestion thread
Post by: Xxypher on August 17, 2007, 04:56:04 pm
Its okay, you just don't logout to save, instead, leave, come back, and re do it, or just relearn it again.
Title: Re: Hexer spell & feature suggestion thread
Post by: King_Of_Pain on August 17, 2007, 05:18:00 pm
Yeah, I just played 0.92 for the first time today, and it's mindblowing.  You did a great job, Avarax, and you made a lot of people proud this week.
Title: Re: Hexer spell & feature suggestion thread
Post by: Xxypher on August 17, 2007, 05:42:33 pm
And a few disappointed, its too crowded, the spas is over powered, sometimes the assassins die for no reason... Too many spells at once, harder to level, lost 10 levels...
Title: Re: Hexer spell & feature suggestion thread
Post by: cunchy on August 17, 2007, 06:07:08 pm
Lol, I asked Avarax when 0.9.2 will come out yesterday... He said soon. I didnt know THIS soon xD

Avarax, can you change the max ping on EC servers to 300 instead of 250? I keep getting kicked with my around 200 ping. When A mobful of ppl just come, or heaps of explosions happen, i get kicked :[.
Title: Re: Hexer spell & feature suggestion thread
Post by: Xxypher on August 17, 2007, 06:08:51 pm
I knew it was coming, from all the downtimes that where going on while I was playing.
Title: Re: Hexer spell & feature suggestion thread
Post by: cunchy on August 17, 2007, 06:25:14 pm
Does Mage Blooded heal even when its Cooling down? Like if I use a spell, and mage blooded is cooling... Do i still get healed 30%?
Title: Re: Hexer spell & feature suggestion thread
Post by: Xxypher on August 17, 2007, 06:27:45 pm
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.
Maybe adding something that fully heals every 30 seconds? That would be a good replacement.
Title: Re: Hexer spell & feature suggestion thread
Post by: cunchy on August 17, 2007, 06:30:04 pm
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.
Maybe adding something that fully heals every 30 seconds? That would be a good replacement.
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?
Title: Re: Hexer spell & feature suggestion thread
Post by: Avarax on August 17, 2007, 06:31:45 pm
yeah it does
Title: Re: Hexer spell & feature suggestion thread
Post by: cunchy on August 17, 2007, 06:33:52 pm
Omg wow. Awesome <3 and Im loving those claymores. Put then on the flag and watch them go WTF.
Title: Re: Hexer spell & feature suggestion thread
Post by: chron1c. on August 17, 2007, 08:45:14 pm
Avarex I luv Battle Sphere and was wondering what are Bounty Points?
Title: Re: Hexer spell & feature suggestion thread
Post by: King_Of_Pain on August 17, 2007, 10:50:10 pm
Alright, here's the next list of non-spell suggestions I have in mind:

Title: Re: Hexer spell & feature suggestion thread
Post by: SirJamesaford on August 17, 2007, 10:53:41 pm
I love battlesphere...cant wait to level up and see it get more powerful.  Great work on the new shizzle!
Title: Re: Hexer spell & feature suggestion thread
Post by: Xxypher on August 17, 2007, 10:56:46 pm
Spas is too powerful! You can die in like two shots, even with evade.
Title: Re: Hexer spell & feature suggestion thread
Post by: SirJamesaford on August 17, 2007, 11:01:53 pm
I dont think hes gonna do anything about it xxy....it is too powerful though.
Title: Re: Hexer spell & feature suggestion thread
Post by: Duck Boi on August 18, 2007, 06:53:25 am
Couple of things that I think should be sorted out;
Claymore needs to be more powerful. People can easily just jump on it and it doesn't kill.

Think there should be a !battlesphere command giving more info about it as people are always like
"0mg liek nuffin' happens!!".

And wall not lasting it's whole duration :s

But apart from that, great work. Loving it. Vampire is now one of the best healing spells (imo) (:
Title: Re: Hexer spell & feature suggestion thread
Post by: Avarax on August 18, 2007, 08:50:29 am
  • Message telling when Repel activates (same idea as 'Crit' or 'Miss' messages)
Repel always triggers.
[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]

...
regarding spas: it's quite usual that it kills with 2 shots, same like in usual soldat, all you have to do is keep distance and change your direction all the time.
...
@Duck Boi:
Claymore will get more power with a balance coming up soon. It will also be kind of visible to other players and not be placeable on flags anylonger. To compensate this, it will get a much shortened cooldown.
/info sphere should be enough, people just started playing 0.9.2, give them some time and they'll understand.
Wall lasts it whole duration, however it stops as long as you stand too close so you dont hurt yourself ;Q
Title: Re: Hexer spell & feature suggestion thread
Post by: Duck Boi on August 18, 2007, 09:43:47 am
Oh.. I see, thank you (:

Keep the spas. Although it is a bit overpowered, the use has died down
and only 1 or 2 people use it

Title: Re: Hexer spell & feature suggestion thread
Post by: Avarax on August 19, 2007, 04:26:41 pm
I advise you to start new suggestions at the new official Hexer forums!

http://hexer.freeforums.org
Title: Re: Hexer spell & feature suggestion thread
Post by: Tosty on August 19, 2007, 05:14:06 pm
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
Title: Re: Hexer spell & feature suggestion thread
Post by: cunchy on August 19, 2007, 05:58:05 pm
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

Its actually quite funny when someone does that xD... but... it is seriously unfair =,=
Title: Re: Hexer spell & feature suggestion thread
Post by: SirJamesaford on August 19, 2007, 05:59:08 pm
It happens to me more than anyone....i guarantee it.
Title: Re: Hexer spell & feature suggestion thread
Post by: Tosty on August 19, 2007, 06:17:14 pm
BS

It happend to me 8 times in one match
Title: Re: Hexer spell & feature suggestion thread
Post by: cunchy on August 19, 2007, 06:23:25 pm
Lmao, this guy named {SS}Oblivion was using it in my match before.
Title: Re: Hexer spell & feature suggestion thread
Post by: Tosty on August 19, 2007, 06:24:51 pm
Lol same guy that ket doing it to me


(i hate him)
Title: Re: Hexer spell & feature suggestion thread
Post by: haha on August 23, 2007, 02:58:28 am
yeah, but i tried burrowing and body but it didnt work.....

BTW tosty, i dont think your "omg pickle, carrot, pepper, banana" sig is allowed....is it? i thought it wasnt,..
Title: Re: Hexer spell & feature suggestion thread
Post by: M.rSnow on November 20, 2007, 03:20:42 am
I think some kind of life link to an enemy whould be nice. Like if you take damage the closest enemy takes damage (cooldown skill).
Title: Re: Hexer spell & feature suggestion thread
Post by: haha on November 23, 2007, 07:28:57 am
i cant believe this thread is still running after almost 3 months of the new hexer forum.....oh wait a bump
Title: Re: Hexer spell & feature suggestion thread
Post by: FliesLikeABrick on November 23, 2007, 09:13:10 pm
i cant believe this thread is still running after almost 3 months of the new hexer forum.....oh wait a bump

This user has been warned for this post.
Title: Re: Hexer spell & feature suggestion thread
Post by: Avarax on May 16, 2008, 05:09:07 pm
I am holding an item suggestion contest on the Hexer forums. The winner will be included in the upcoming new Hexer version. So check it out and submit or take part in the discussion :)

http://hexer.freeforums.org/the-hexer-v0-9-6-item-contest-t1308.html
Title: Re: Hexer spell & feature suggestion thread
Post by: xmRipper on May 17, 2008, 05:52:35 am
I'm glad to see you improving the Hexer :)