Post by Spectrum Vixen » Wed Sep 12, 2007 3:17 pm
Game balance:
I don't want any class to have a kill-all end-all move or attack. That would ruin the fun of it all... make it nothing but people using that attack for everything to kill everyone, nothing else. I hate that about fps games, always have. Each attack and skill needs to have a function that no other ability in the class can fill.
Because finding weapons and ammo is never an issue, and because many of these class abilities break barriers most mods take for granted, and because each class will be so drastically different, great care must be taken to game balance, so no class has a distinct advantage, even if all will have specialities.
Arrite, to make something clear, the three modes and the special are not powerups or anything, but are gonna be selected by keystroke (or whatever, set to impulses so you can bind them as you see fit).
Demon Retooling for new system considerations
-Superjump ability
-Wing-flight ability that consumes stamina, and is clumsy
-Immunity to lava, vulnerability in water, and weakness to acid
Reaping (mode1):
(normal, close): Basic claw attack (slish-slash)
(Normal, far): Launch fire bolts
(normal + Jump) Second, smaller mid-air jump that does less damage, but grants extra distance
(normal + Flight) a foreward-aimed, but innacurate fire bolt attack.
(Smash, close): A claw attack that hits all near the Fiend (spinning attack)
(Smash, far): Launch a couple, slower and overcharged fire bolts.
(smash + jump): A harder-hitting jump impact that knocks foes back.
(smash + flight): A foreward-aimed, but innacurate overcharge Firebolt attack.
Demon using this mode has cheap, easy powers.
Brute (mode2):
(normal, close): A single, powerful claw slash that is slower, but smacks foes backward some.
(Normal, far): A fireball-flinging attack that explodes. Not nearly as good as a rocket, but throws much harder.
(normal + Jump) A mid-air lunge that does heavy damage.
(normal + Flight) A couple of those weak fireballs. Innacurate, hitting an area rather than a spot.
(Smash, close): A very heavy circle-claw attack that forcibly smacks all nearby people away like ragdolls, briefly stuns, and deals impressive damage. Big, clunky and slow.
(Smash, far): A shambler-style lightning attack that impacts and knocks foes out of the air like flies, even if the damage is not all that impressive.
(smash + jump): A downward smash that damages and knocks away all foes near the epicenter of impact.
(smash + flight): Divebomb! Works a lot like smash + jump, but it can be directed some. Works like a flying rocket.
Demon using this power set can scale and cling to walls, and has stronger beats of their wings that can push foes a little, but they cannot glide.
Celerity (mode3):
(normal, close): A rapid-fire claw attack
(Normal, far): A weaker shot-per-shot but very fast firebolt attack.
(normal + Jump) Accelerates the arc of the jump and does a little more damage on impact.
(normal + Flight) a rapid-fire, but highly innacurate firebolt attack that attacks a wide area.
(Smash, close): A frenzy attack, letting the fiend viciously attack all foes nearby repeatedly, dealing small damage, but very often, and very quickly. Drains stamina QUICKLY.
(Smash, far): Lightning-link, letting the fiend latch onto a foe and yank right up to them. has a finite range, and can only grapple living things, but works like a ctf-style grappling hook.
(smash + jump): A mid-air lunge that does a little damage, and can be repeated in the event of an impact until the fiend misses. On a hit, the fiend bounces backwards several feet, then can lunge again once a couple feet away. (believe me, this will look really cool when its done. Imagine a scrag being pounced from below by the demon, who uses this attack, pounding them senseless mid-air as they try their best to hold their legs shut >.>)
(smash + flight): A charge attack that does impressive damage, and knocks those in its path flying aside. Poor controll while in the air, but fun.
Demon using this mode is much quicker than normal, but is constantly burning stamina when in motion, only able to regenerate it when sitting still.
Hunter(Special): The Demon's outlandish abilities that aid in the demon's role as the wanton destroyer and killer of crunchy prey.
(Normal): Scent (radar-like ability that lets them sense nearby foes.)
(Smash): Shadowstep (a short-range teleport ability. Mostly for dodging something nasty in a pinch, because theres no predicting where you'll end up in the immediate area.)
These abilities are gonna prolly be *very* cheap. Demon using the Hunter set has no actual attacks while the set is active, but the concentration of this improves their base attributes some: speed, jump distances, wingflight efficiency, gliding controll, all at no additional stamina cost. This makes Hunter the ideal set for the demon roving and searching for prey in a large map.
-----------------------------
Anyhow, how does this all look so far? Any ideas on how to balance this stuff, anyone?
Game balance:
I don't want any class to have a kill-all end-all move or attack. That would ruin the fun of it all... make it nothing but people using that attack for everything to kill everyone, nothing else. I hate that about fps games, always have. Each attack and skill needs to have a function that no other ability in the class can fill.
Because finding weapons and ammo is never an issue, and because many of these class abilities break barriers most mods take for granted, and because each class will be so drastically different, great care must be taken to game balance, so no class has a distinct advantage, even if all will have specialities.
Arrite, to make something clear, the three modes and the special are not powerups or anything, but are gonna be selected by keystroke (or whatever, set to impulses so you can bind them as you see fit).
Demon Retooling for new system considerations
-Superjump ability
-Wing-flight ability that consumes stamina, and is clumsy
-Immunity to lava, vulnerability in water, and weakness to acid
Reaping (mode1):
(normal, close): Basic claw attack (slish-slash)
(Normal, far): Launch fire bolts
(normal + Jump) Second, smaller mid-air jump that does less damage, but grants extra distance
(normal + Flight) a foreward-aimed, but innacurate fire bolt attack.
(Smash, close): A claw attack that hits all near the Fiend (spinning attack)
(Smash, far): Launch a couple, slower and overcharged fire bolts.
(smash + jump): A harder-hitting jump impact that knocks foes back.
(smash + flight): A foreward-aimed, but innacurate overcharge Firebolt attack.
Demon using this mode has cheap, easy powers.
Brute (mode2):
(normal, close): A single, powerful claw slash that is slower, but smacks foes backward some.
(Normal, far): A fireball-flinging attack that explodes. Not nearly as good as a rocket, but throws much harder.
(normal + Jump) A mid-air lunge that does heavy damage.
(normal + Flight) A couple of those weak fireballs. Innacurate, hitting an area rather than a spot.
(Smash, close): A very heavy circle-claw attack that forcibly smacks all nearby people away like ragdolls, briefly stuns, and deals impressive damage. Big, clunky and slow.
(Smash, far): A shambler-style lightning attack that impacts and knocks foes out of the air like flies, even if the damage is not all that impressive.
(smash + jump): A downward smash that damages and knocks away all foes near the epicenter of impact.
(smash + flight): Divebomb! Works a lot like smash + jump, but it can be directed some. Works like a flying rocket.
Demon using this power set can scale and cling to walls, and has stronger beats of their wings that can push foes a little, but they cannot glide.
Celerity (mode3):
(normal, close): A rapid-fire claw attack
(Normal, far): A weaker shot-per-shot but very fast firebolt attack.
(normal + Jump) Accelerates the arc of the jump and does a little more damage on impact.
(normal + Flight) a rapid-fire, but highly innacurate firebolt attack that attacks a wide area.
(Smash, close): A frenzy attack, letting the fiend viciously attack all foes nearby repeatedly, dealing small damage, but very often, and very quickly. Drains stamina QUICKLY.
(Smash, far): Lightning-link, letting the fiend latch onto a foe and yank right up to them. has a finite range, and can only grapple living things, but works like a ctf-style grappling hook.
(smash + jump): A mid-air lunge that does a little damage, and can be repeated in the event of an impact until the fiend misses. On a hit, the fiend bounces backwards several feet, then can lunge again once a couple feet away. (believe me, this will look really cool when its done. Imagine a scrag being pounced from below by the demon, who uses this attack, pounding them senseless mid-air as they try their best to hold their legs shut >.>)
(smash + flight): A charge attack that does impressive damage, and knocks those in its path flying aside. Poor controll while in the air, but fun.
Demon using this mode is much quicker than normal, but is constantly burning stamina when in motion, only able to regenerate it when sitting still.
Hunter(Special): The Demon's outlandish abilities that aid in the demon's role as the wanton destroyer and killer of crunchy prey.
(Normal): Scent (radar-like ability that lets them sense nearby foes.)
(Smash): Shadowstep (a short-range teleport ability. Mostly for dodging something nasty in a pinch, because theres no predicting where you'll end up in the immediate area.)
These abilities are gonna prolly be *very* cheap. Demon using the Hunter set has no actual attacks while the set is active, but the concentration of this improves their base attributes some: speed, jump distances, wingflight efficiency, gliding controll, all at no additional stamina cost. This makes Hunter the ideal set for the demon roving and searching for prey in a large map.
-----------------------------
Anyhow, how does this all look so far? Any ideas on how to balance this stuff, anyone?