In discussion with Einstein on IRC, he is interested in utilizing the existing code of Risujin's
Heaven of Relics port for Tremulous, which most players just call the
Relics mod. We would like to utilize some of the Relics as Abilities (and possibly some as Upgrades). For now, our working definition is that Abilities are "spells" or weaponless ranged attacks, chiefly against "soft" (organic) targets, and Upgrades are "buffs" or improvements in base class stats, e.g. maximum class health. As a tribute to Risujin, I have suggested using Relics to describe purchasable "spells" and Runes to describe purchasable "buffs".
Below is a partial list of possible "spells" or energy-based "weaponless" (i.e. no weapon model) ranged attacks, for use against organic targets. Due to the current balance, a Human base would be particularly susceptible to ranged attacks, and so we have chosen to limit the use of spells against "hard" targets, such as Human structures. Most Unv attacks against Human structures will have to be done the old-fashioned way: with melee weapons or very limited ranged weapons. In the interest of three-way balance, it may benefit us to make the Unv strong against Alien defenses, but less so against Human defenses, while being very effective against Human players and not so effective against larger Alien players (with their generally greater-than-Human health). For the purposes of this discussion, I have to tried to utilize the existing Relics, with only minor modifications, to suit our gameplay mechanic. Remember, in our proposed system, Unvanquished players can purchase these various spells with Bounties, and we anticipate the value of such Abilities to be in the 1 to 5 Bounty range (equal to one to five evos). Note also that we still must decide at which Stage each "spell" will be available, and which classes will be able to purchase which Abilities. Some suggestions follow. Remember, to keep the Unvanquished from being too strong, these "spells" must still be purchased with Bounties gained from kills, 2 min. survival bonuses, or, if the server op/admin/votecall so decides, a share/donate system.
Abilities,
OR Energetic Ranged Attacks, Damage/Bounty/Carry Multipliers and HP Tranfers aka "spells"
Note: All Abilities will possibly be stamina-dependent, i.e. you cannot "cast" a "spell" when you have low stamina; and also that all "spells" come with trade-offs, i.e. detrimental side-effects of the released energiesDamage Multiplier - Doubles (poss. less, e.g. X 1.2) damage dealt by melee weapons (but also increases damage received). (Dreadnaught only: S3)
Immunity - Immune from Alien Poison and Human Flamer; cannot be combined with other spells, if spells can be combined at all. (All: S2)
Vampire - "Gives you health for damaging players but prevents you from healing normally." Affects melee-weapon attacks. (Shaman only: S2)
Structure Vampire - as above, except works against organic (Alien) structures, can be charged & "fired", and works over a short distance. (Shaman only: S3)
Radiation - "Slowly damages everything around you." Including your base and your teammates. (Dreadnaught and Shaman only: S2)
Resurrection - Will resurrect you with low health when you die, once per purchase. (Groundling, Stonecutter, Mason: S2)
Bounty Doubler - Doubles (possibly less, e.g. X 1.5) your Bounty kill rewards and the credit/evo reward for killing you. (Groundling, Dreadnaught, Shaman: S3)
War-Witch - Causes your attacks to heal rather than damage (teammates only). You can heal your teammates up to, say, 100+___% of regular health. (Shaman only - unless Priestess is added - S2)
Grab Bag - Purchasable for 3 Bounties, this will become a random Ability when bought (worth 1 to 5 Bounties). (All: S3)
Plague - Will drain your health until you die. You can spread the plague by touching
enemy players. Will be nerfed from Relics mod, and possibly affect Alien structures; since it was a tremendous overkill advantage to Aliens in the Relics mod, it needs a slight tweaking. (Shaman only: S3)
Heal Rate - Increases rate at which Apothecary and Phials heal, lowers maximum health, e.g. 75% of maximum class health. (All, S2)
Ammo - Doubles ammunition capacity of Bowglove* weapon but randomly throws off your aim. (Mason, S3)
Builder - "Halves your build timer delay but makes you move very slowly." (Stonecutter, Mason: S2)
Damage Reducer - Reduces the damage you receive and the damage you deal, by some factor, e.g. X 0.5. (Groundling, Stonecutter, Mason: S2)
Cloak - Turns you tranlucent. It shuts off if you attack or are damaged by an enemy player. (Shaman, Mason: S3)
Destroyer - Increases damage dealt to and received from "hard" targets, i.e. Human structures (and Unv struct FF and damage decon). (Groundling, Dreadnaught: S1)
Freeze - Temporarily immobilizes and reduces underfoot friction of target. Short duration. Target still susceptible to all entities, e.g. bullets. Builder "spell", for defense. Possibly only within "build area". Projected duration: 5 sec for default builder, 10 sec for adv builder. (Stonecutter: S1; Mason: S2 - must be purchased, like all other Abilities)
Knockabout - Increases both knockback
and kickback of weapon.
Upgrades: to be discussed separately, listed here because they were Relics
Lograv - Significantly reduces gravity for "casting" player, increasing jump range, decreasing maneuverability somewhat. (All, S2)
Death-from-Above: Lets you deal damage by jumping on players and buildables, Mario-style. Falling farther deals more damage. Also to you, so use with caution. (Groundling, S1)
Sonic Reducer - Makes you completely silent but you cannot hear anyone else either. (Groundling, Dreadnaught, Shaman: S1)
did not use:
Translocate - janky, significant potential for griefing, price may defray such considerations
Mini - we already hope to have mini-yokais defend the Idol, and Groundlings may be about granger-sized (or even smaller)
Note also that we have discussed (on IRC) several ways of showing which Unvanquished player is carrying, brandishing, using, utilizing or firing which "spell" or buff. Such suggestions include changing the texture of the playermodel skin to something shiny or metallic (a la UT); having the playermodel surrounded by a glow or coruscating aura (a la Unreal1, Q3a, etc.); and utilizing something like the Q3a/ta "badges" which were least popular, as they might give away position, in which case it was decided that they would be best for builder/defender/camper "spells". The most feasible and least objectionable idea seemed to be a slight skin change for the Upgrades (decals on moving models appears problematic), and a glow or aura for the Abilities. TRaK and others will reconsider these issues as the need arises, per IRCcon.*Bowglove - Basically a Gauntlet that fires low damage projectiles, possibly only 3 before must regenerate or return to Smithy for ammunition. Possible default weapon, instead of Dagger, for Mason, adv builder, as brushback weapon for defense (a la adv granger spit).big ups to c-ron, for starting this discussion
slight change of topic name, to separate Ability discussion from Upgrade Discussion
my post split from Mod Proposal
topics merged
result = my reply to c-ron's post, new topic nameCheers!