Subheroes, team attacks and Squads OH MY!

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Subheroes, team attacks and Squads OH MY!

Post  Darkmega on Sat Sep 24, 2011 2:28 pm

basically the party/squad mechanic is that you can find subcharacters around the map. Subcharacters like recruitable Alastar (was that his name? I forgot that wizard guys name in the quest...) and recruitable Jack (pirate dude with the hydra), or hero Naisha (rather than unit naisha who dies in one hit who is a pain to escort through the forest and must instead be transported the cheap way by ship or turtle >_>) etc.

Basically while these guys are around you have a special squad/team/link/"whatever else you could call it" bar. Kind of like a limit break but not... when you and the subcharacter is together in a certain radius of each other and dealing damage or taking damage the bar increases... I'd note now before I get raged on is that you can only recruit one sub-hero each, or maybe 2 at best to prevent people from raging on who took who's desired subcharacter. Razz

Although a "Squad"/"Party" is usually bigger than 2 people, SO, because the players are teamed together initially you can form an official party with the real characters, and by doing so you get the same buffs from abilities which only take effect when in a party. Not only is this epic in the long run (you'll see) BUT it also promotes proper team work.

Now problem is only certain classes have link gauges together. Some that i can think of in the long run would be a knight and black mage (fun combination), black and white mages. Holy knight and a priest/white mage. Time mage and ninja and a so on. Maybe squire and chemist so to link the initial classes but yeah, there would be a lot more combinations you could put together for epicness... Twisted Evil as the bar fills up you unlock abilities together or with the subcharacter based on the gauge power, I'm thinking subcharacters should also be limited to who they can be paired/team linked with and people who link with characters who aren't compatible just have a "generic" team special.

These special moves are the same types as follows:
25% bar: Aura/passive ability. As long as the characters stay nearby and are within enough space to generate power to the bar they gain a special aura or defensive ability which can be activated or is already active while fighting. EG: Naisha could give a passive quick stealth ninja like ability or offer ranged attackers a bouncing attack, or if Cid was a sub-hero you could recruit after a certain time in the game (when you finish all his quests) he could periodically summon robots with strength depending on his level to act as cannon fodder etc (and eventually overwhelm enemies with in time. XD)

50% bar: Dual Crush: At 50% the dualrush becomes available which is generally same for everyone. Both characters gain energy on their weapon (melee combinations) or super overpowered attack speed (mage types) and barrage the surroundings with an omnislash style teleport slash up or projectile rave finishing with a large explosion in the center. A dual crushes final boom would depend on several things depending on the type of combination. Say a knight and a mage were together the final boom would be a combined of the mages intelligence and knights strength stat put together with a multiplier of perhaps 5 (say mage had 75 int and knight had 80 strength that'd be an explosion of 755 damage, or if the makers don't mind overpoweredness maybe X10 multiplier). Dual crush also drops your mana over the course of it and the number of strikes each player does within the move depends on some equation to do with mana, and the explosion happens when both run out. The strikes each player does with either projectile hell from the ranged people and omnislash mayhem from the meleeist are equal to half the damage they dual naturally, and perhaps put a cap of say 50 hits so to not take so long and any left over mana if they hit the cap is transfered to the final explosion for lols.

*PHEW* that was longer to explain than it had to be, and as such I won't be surprised if nothing is done about that one. >_>...BUT:

100% bar: Team finale: This is where it gets....uh... fiddly as all blazes. put it that way. In this part the compatible fighters use an overpowered cutscene move to rape the chosen enemy or enemies. Stuff I'm thinking of is things like a knight slashing the enemy up, knocking them into the air then the mage roasts them up to finish with with an barrage of spells. Or for holy knight and priest the priest channels holy energy to the holy knight who then smites a line of enemies with an overpowered sword made of light. Or time mage and ninja. Time mage freezes time in the area as the ninja goes to town on everyone ended with posing/taunting just as the time stop runs out and all enemies fall to the ground in style after taking ludicrious damage. you know, the fun final attacks of ultimate doom which really really REALLY hurt. Fun, yes, fun to code? probably not, thats my only problem and why I don't think this'll get accepted, but I'll stay optimistic none-the-less. >=D

with the gauge thingo out of the way, at the very least i think you should be able to recruit those heroes and characters you save/do quests for as support characters later on, and perhaps apply save codes to them to give them items they used to have/have the levels they had when you used to have them.
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Darkmega

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Re: Subheroes, team attacks and Squads OH MY!

Post  Zergling_man on Sat Sep 24, 2011 3:07 pm

Ignoring the coding nightmare this stuff would be, as you mentioned, my first thought is that it seems too overpowered.

Though, the recruitables idea would be cool. Add a custom charisma stat to classes and have it do stuff. <_<
The Priest gets the most.

...Why did I not think of doing this before? You could make some really free-form RPGs in WCIII just by adding charisma and karma... >_>
@the coders: How hard would that be?

Anyway. The aura thing could be good. One problem I see with the actives, including the one you suggested for Naisha at 25%, is where would you put them? On the NPC? That breaks in a player/player party. I'm thinking keep the buffs completely passive, it's just nice little improvements (including some strange things like Bash for lulz) for working with someone.

Hmm... I know the wizard guy you're talking about, on horse-back. But yeah, lost his name. We should hit up a game soon to find that. (As well as other stuff to test/learn I've been collecting.)
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Re: Subheroes, team attacks and Squads OH MY!

Post  Darkmega on Sat Sep 24, 2011 3:15 pm

but... you can't have epicness without things getting overpowered. and if you want overpowered go look at the enemies in the corrupted forest or mountains. >_>' sure they're not overpowered in damages once you're higher levels but damn, even with ultima spam and some bahamut zero tanking they take fricking forever. _-_ we need moves like limit break and this to counter that, cause if theres one thing I hate, thats sitting there for 5 minutes beating on the same ground of enemies as it grows constantly. -_-

and on the note of having a game, why don't you get Garena plus now and we can have a game now? Very Happy ... and of course the moment I say that mum yells out go to bed early cause I gotta get up early tomorrow. >_>'
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Re: Subheroes, team attacks and Squads OH MY!

Post  Zergling_man on Sat Sep 24, 2011 3:29 pm

Point made. But think of the XP, that'd be so incredibly broken if there isn't anything in place to handle this. Offering no XP for limitbreaking everything... Maybe, but that begins to break down the purpose of it. (Except on Hardcore, where saving your life makes it worthy.)

Wow, trolled. Well, I'll be around tomorrow probably, we could work something out then. (There's a chatbox at the bottom of the main page - we can use that to coordinate games. Heck, I might post this in some other thread, I think we have one about organising games or something.)
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Re: Subheroes, team attacks and Squads OH MY!

Post  Darkmega on Sat Sep 24, 2011 3:40 pm

sounds like a plan for tomorrow if I'm not busy continuing a game of a castlevania map I played with a friend today XD. and yeah, I was thinking perhaps only get some EXP if you kill stuff with overpowered moves like these. like dual strike would 50% your EXP and a team finisher would get you like 25% depending on the amount of collateral damage or number of possible targets it hits. How you'd stop watchers from leeching the EXP for themselves in the same way though is a problem...

and sorry, didn't mean to troll, I'm just stating a possible fact there. cause really, some of the enemies have so much HP it's not funny. Razz cause I remember once I was a sorceror and my friend was powering up his chemist we basically camped in one spot under bahamut and my nuking and his potion creation spamming and oiling and poisoning for probably a 3rd of an hour (20 mins. it was on that wide area below the igloo if you know of it) before we finally cleared shit up, only to move on up a bit further near the glacier wall to get stuck again. sure we were tanking and fighting like mad with me healing and potions from his chemist and all but damn, it took forever.
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Re: Subheroes, team attacks and Squads OH MY!

Post  Zergling_man on Sat Sep 24, 2011 4:22 pm

You silly. Razz I wasn't saying you were trolling, I was saying your mum was trolling you.

Under the igloo... Below the teleporter? In Snowy Mountains, I tend to camp in the weird t-way thing just West of the portal, the South East corner of Echelle's mountain. Anyways, that's aside. It's true they have lots of health.
Also, is it just me or does Lothlorien's creatures deal more damage than the Snowy Mountains'?

Watchers with XP... It wouldn't be hard to work out who's actually taking part in it; you know who's being moved about by the trigger. I'd be giving a bit of XP to the watchers, just less.
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