Author Topic: Hexer spell & feature suggestion thread  (Read 42351 times)

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Offline Xxypher

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Re: Hexer spell & feature suggestion thread
« Reply #240 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.

Offline Biscuiteer

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Re: Hexer spell & feature suggestion thread
« Reply #241 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
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Offline Brok3n Arr0w

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Re: Hexer spell & feature suggestion thread
« Reply #242 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. 
« Last Edit: August 11, 2007, 06:07:55 pm by Brok3n Arr0w »
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Offline Biscuiteer

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Re: Hexer spell & feature suggestion thread
« Reply #243 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.
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Offline [h8]`·._.¸,ø Divi

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Re: Hexer spell & feature suggestion thread
« Reply #244 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 !
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Offline Chameleon

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Re: Hexer spell & feature suggestion thread
« Reply #245 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

Offline haha

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Re: Hexer spell & feature suggestion thread
« Reply #246 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...? :(
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Offline Avarax

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Re: Hexer spell & feature suggestion thread
« Reply #247 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
« Last Edit: August 12, 2007, 07:59:50 am by Avarax »
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Offline King_Of_Pain

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Re: Hexer spell & feature suggestion thread
« Reply #248 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.

Offline Avarax

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Re: Hexer spell & feature suggestion thread
« Reply #249 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.
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Offline King_Of_Pain

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Re: Hexer spell & feature suggestion thread
« Reply #250 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

Offline Avarax

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Re: Hexer spell & feature suggestion thread
« Reply #251 on: August 12, 2007, 10:09:08 am »
done :|
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Offline Tosty

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Re: Hexer spell & feature suggestion thread
« Reply #252 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
« Last Edit: August 12, 2007, 11:30:21 am by Tosty »



Offline Duck Boi

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Re: Hexer spell & feature suggestion thread
« Reply #253 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)

Offline Avarax

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Re: Hexer spell & feature suggestion thread
« Reply #254 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. :)
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Offline SDFilm

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Re: Hexer spell & feature suggestion thread
« Reply #255 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

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Offline Biscuiteer

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Re: Hexer spell & feature suggestion thread
« Reply #256 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
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Offline Tosty

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Re: Hexer spell & feature suggestion thread
« Reply #257 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
« Last Edit: August 12, 2007, 02:46:57 pm by Tosty »



Offline blackdevil0742

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Re: Hexer spell & feature suggestion thread
« Reply #258 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
« Last Edit: August 12, 2007, 03:09:45 pm by blackdevil0742 »

OBEY!!!

Offline SirJamesaford

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Re: Hexer spell & feature suggestion thread
« Reply #259 on: August 12, 2007, 03:09:01 pm »
I like "Retaliation".  Not so much the other one though.
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