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Quote from: Xxypher on July 28, 2007, 10:10:11 pmExplosion 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.
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: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 AMHow 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 10Resources : StaticDecreases all Spell cooldowns by 15%.[Stays at Same level]Healthy : StaticIncreases Damage output by an extra 0.25% Every level UpDecreases damage Input by an extra 0.25% Every level Up.[Same level >_>]I do like the 'buff' class of skill - but it needs a better name. How about 'Masteries'.They work just like the other skill classes - only one can be learned, however they never increase in effectiveness (ie. they never get better.) Ill also post in some of my ideas and some changes to cunchy's ideas:Arsenal Mastery: (Formerly known as 'Workout')As a master of weapons, you are able to deal more damage to your foes.Effect: Your output and output bonuses are multiplied by an additional 125% (ie. if your output was 100%, it is now 125%. Any normal additions to your output are increased as well - so if your output normally increases by 10%, it increases by 12.5% instead)Commando Mastery: (Formerly known as 'Shell')Being a tough-as-nails commando, you can take in alot more damage than your standard trooper.Effect: Your input and input bonuses are multiplied by an additional 130% (Works the same way as Arsenal Mastery - but for input)Subsisting Mastery:Surviving in harsh environments has toughened you up - making you a whole lot more annoying to kill.Effect: 5% chance to avoid bullets, 10% chance to avoid enemy spells, a level 3 warmth without the threshold, and regenerates jets twice as fast when on the ground. All effects stack onto any other skills.SWAT Mastery:Trained as a SWAT member for over a decade, you use teamwork and fancy tools in order to eliminate the enemy in any way you can.Effect: ALL cooldowns are reduced by 25%, and all non-static spells gain a boost in effectiveness, and you and your buddies gain bonuses similar to War Standard if you team up.
Thorn VestStatic: Has a chance of dealing some damage back to the enemy when struck.Effect: 25% chance of returning 35% of damage taken upon enemy strike. +4% chance and +2% damage returned per level. Lethal blows are never returned (To keep it fair against barret and m79.)I'm kinda wondering if this is better as a static or a spell skill.
Thorn VestStatic: 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?Like25% chance to avoid 20 damage and repel it back to the enemy
Quote from: Biscuiteer on July 30, 2007, 05:32:42 pmThorn VestStatic: 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?Like25% chance to avoid 20 damage and repel it back to the enemyMakes it a perfect skill vs. autos and spas. The way Biscuiteer posted it, it would of course be a nice skill vs. 1-hitters, It'd return like 100 damage on lethal blows... that would be 2/3 of max health.
Extreme BulletsOffensive - For 3 seconds you deal double the damage. After the 5 (or so) Seconds are over, the damage you dealt is Halved and dealt to you. (Say you do 120 damage, your HP will go down by 60).
Summon fire ghoul: SummonEffect, 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.