by Wazat » Thu Mar 27, 2008 5:27 pm
I remember token quake. That does seem to be what we're going for. It was kind of the ideal community project. Each ability or penalty has a cost/bonus, so everything can be balanced by the community, and everyone can contribute something cool.
Yesterday when I started reading the thread, here's what came to mind:
1) I didn't remember token quake right off (which is an even better example of a cooperation-worthy project), but I did remember the project where everyone was going to build their own character (there would be a Wazat character class, a FrikaC, a Dr. Shadowborg, basically everyone from the forum/community). Each character would have different attributes, such as bonus health/defense/attack, special weapons, and a special ability. The project died due to almost no one getting involved.
2) The idea that struck me while reading the thread was a Rune mod. The player can pick up runes while playing and attach them to either his weapon or his body. He can attach 1 rune to his body, and 1 rune to each weapon. Runes are found throughout the game (single player or multiplayer), and the player has two impulses to pick up a rune for his current weapon, or pick up one to attach to his body (picking up a rune throws away the current one attached). This means the player can have up to 9 runes: 1 for each weapon, and 1 on his body. With the body equipped and 1 rune on the weapon, he can have up to 2 runes active at once.
Runes applied to a weapon work at full strength, but only affect that weapon (or affect the player while the weapon is equipped). Runes applied to the body have a global effect, but operate at a reduced strength (less powerful, or less chance of activating if they are random, etc).
Basically everyone would get to program their own rune idea into the mod, and the code would be in SVN on sourceforge or something so everyone could stay updated and current, and resolving conflicts would be easy.
Some rune ideas:
Rage: +50% attack (only +20% when equipped on body)
Stone: +50% defense (+20% body)
Speed: +25% attack speed (+10% on body)
Haste: Each attack has a 5% chance of Hasting the player, which gives him 10 seconds of +100% attack speed (even if he switches weapons). (Only +50% attack speed on body).
Vampire: Each attack drains a random % of the damage done as health. The random number is Floor(randNum(0, damage/5)), so up to 1/5th the health can be drained. However, the player's health drops by 1 per second while equipped. (When equipped on body, hp drops by 1 per 2 seconds, and you only heal up to damage/10 per attack).
Cold: Each attack has a chance of slowing the damaged enemy, causing them to move and attack at half speed. The chance of slowing depends on the damage dealt vs the enemy's max health. (On body halves the chance of activating).
Regeneration: You gain 1 hit point per second. (On body gains 1 hit point per 3 seconds).
Revenge: The lower your health, the more damage you deal. I.E. if you are at 50% health, you deal +50% damage. If you are at 10% health, you deal +90% damage. (on body halves the bonus)
Fire and Ice: Each attack sets the target on fire, dealing bonus damage over time. The bonus damage depends on the damage dealt with the attack. Continuing to attack the target makes the flame hotter and hotter, adding more to the bonus damage that will be dealt before the flames go out. Bonus damage is 10% of attack damage (5% on body).
Attacks also have a chance of freezing an enemy's legs, so they cannot move (but can attack). Chance depends on attack damage vs target's max health (on body is half chance).
Plentiful: Weapon uses 50% less ammo (on body all weapons use 25% less ammo).
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Thoughts?
When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.