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Suggestions & Ideas / Re: Ranged Re spec.
« on: June 30, 2012, 06:18:14 am »
This is great stuff.
Proposed flags
Fire rate/delay/burst fire - all good and would probably not be difficult, given that we already have melee speed and skill delays.
Range, rounds, chance of jam - good.
Disposable, rockets - good. The issue would be making them good enough to be worth using but hard enough to acquire that you can't just collect 10 and go kill Gojira in 10sec.
I really like the idea of a ranged weapon that doubles as a melee, like a bayonet or something.
The only one I can't see being necessary is speed for dueling/switching. No other weapons have that.
Ammo
Viri and I were talking the other day about the elemental effects they have in Borderlands. The game is literally all guns/ammo. It works something like this:
There are 7 weapon and ammo types.
Ammo is all generic and has no effects.
There are hundreds of variations within each weapon type.
One major variable is the elemental type.
Incendiary/fire has a bonus against unarmored targets. It has a chance of lighting them on fire and dealing ongoing fire damage.
Corrosive/acid (which I suppose would be our water element) is good for armored targets. It has a chance of dealing ongoing corrosive damage, in which case all weapons get a bonus against the 'corroding' target.
Shock/electric removes the rechargeable shields people wear. For us that could equate to negating certain buff spells.
Explosive is good for something else, I think targets with exoskeletons but I'm hazy on that one.
Then there are regular guns with no element, which tend to have higher base damage.
The system works well because they each have clearly defined specialties. Targets that are strong in an element themselves are immune to that type of damage.
We have elemental staves now so it would be great if ranged weapons were eventually brought up to speed with them. I'm sure uses for spirit, death, etc could be thought of.
Proposed flags
Fire rate/delay/burst fire - all good and would probably not be difficult, given that we already have melee speed and skill delays.
Range, rounds, chance of jam - good.
Disposable, rockets - good. The issue would be making them good enough to be worth using but hard enough to acquire that you can't just collect 10 and go kill Gojira in 10sec.
I really like the idea of a ranged weapon that doubles as a melee, like a bayonet or something.
The only one I can't see being necessary is speed for dueling/switching. No other weapons have that.
Ammo
Viri and I were talking the other day about the elemental effects they have in Borderlands. The game is literally all guns/ammo. It works something like this:
There are 7 weapon and ammo types.
Ammo is all generic and has no effects.
There are hundreds of variations within each weapon type.
One major variable is the elemental type.
Incendiary/fire has a bonus against unarmored targets. It has a chance of lighting them on fire and dealing ongoing fire damage.
Corrosive/acid (which I suppose would be our water element) is good for armored targets. It has a chance of dealing ongoing corrosive damage, in which case all weapons get a bonus against the 'corroding' target.
Shock/electric removes the rechargeable shields people wear. For us that could equate to negating certain buff spells.
Explosive is good for something else, I think targets with exoskeletons but I'm hazy on that one.
Then there are regular guns with no element, which tend to have higher base damage.
The system works well because they each have clearly defined specialties. Targets that are strong in an element themselves are immune to that type of damage.
We have elemental staves now so it would be great if ranged weapons were eventually brought up to speed with them. I'm sure uses for spirit, death, etc could be thought of.