IDEAS [BigThread]
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IDEAS: For Skills, Weapons, Events.
SKILLS:
- Fox Skill:
- Heartbeat: Releases a Silent Shockwave, Fries the Electronics of the Missiles that is following Fox, causing them to become unable to lock-on and crash. (Mid-Cooldown)
- Thrust: Turns all Systems Offline and Gives all Excess Energy to Armour and Movement Mechanism, Causing Fox to become Unable to Lock-on but also UnTargetable, With the Energy Given to Armour and Movement Mechanism, Engines Overdrives and Gives a Huge Amount of Boost and Hardens Armour against and Impacts. (Long-Cooldown)
- M.A.M.: Multiple Attack Module described as M.A.M., OverDrives Missile Loading System by %20. (Toggle)
- D.M.: Devil Module described as D.M., Halves the Energy of Movement Mechanism but Giving Excess energy to Weapon Systems, Boosting Maximum Range by %20~30, Boosting Speed of Missiles by %30 and Missile Loading System to Load %30 Faster. (Long-Cooldown)
- Hound Skill:
- Ground Salvo or Worm Salvo: Starts to Load Multiple Missiles in a Second then Empties a Salvo of Missiles to the Target Ground, Shoots all Missiles in 3 Shots instead of instant, Missiles Shot by Ground Salvo/Worm Salvo is Dumb ammunition but they spin as they fall, causing enemy to be trapped withing them. (Mid-Cooldown)
- Air Salvo or Great Salvo: Starts to Load Multiple Missiles in a Second then Shooting it all in 1 Go, Missiles Shot by Air Salvo/Great Salvo is Dumb ammunition, Causing them to Go in a Spreading way. (Short-Cooldown)
- Ghost: Disables all Radar it's utilities for 3 Seconds, Cannot Attack as it needs radar but also cannot be-locked on. (Mid-Cooldown)
- S.I.P. Module: Sudden Impact Protection Module described as S.I.P. Module, Lowers Weapon Systems Energy by Half, Giving Excess Energy to Armour, Causing it to Harden Againts Sudden Impacts, Lasts 3 Seconds. (Mid-Cooldown)
- Gryphon
- Heat: After activated, Will be surrounded by a Shield, Causing any Harmfull object to be disingrinated on-Touch but because of the Heat, cannot Attack. (High-Cooldown)
- A.N.D.: "Advanced Nano Defibrillator" shortened as "A.N.D.", Once Used, Repairs Target for 3 Seconds or Stops once Target counts as "Fully Repaired". (High-Cooldown)
- A.D.M.: Advanced Distruption Missile Described asA.D.M.: Shoots Target a Missile at High Velocity with Advanced Isolation System, Cannot be Disabled and Hits Target Under a Second, Causing it to Disable Sytems for 3 Seconds, Making them Vulnerable Againts any attack. (Long-Cooldown) (Note: Can also be a Laser like Shot in High Velocity Rather than Missile, then will be called A.D.L. or something like this.)
- T.A.M. Armour: Transmitted Aid Module described as T.A.M., Repairs Armour of the Target from a Distance without the need of Droids. (Low-Cooldown)
- T.A.M. Shield: Transmitted Aid Module described as T.A.M., Repairs Shield of the Target from a Distance without the need of Droids. (Low-Cooldown)
- Monkey
- Edge: Turns Movement Mechanism Offline, Gives Excess Energy taken from Movement Mechanism to Weapon, Causing it to become unable to Move as long as its On but Cools Down Weapon Systems faster, Causing them to OverDrive, if Disabled, is Slowed By %30 for 1 seconds because Movement Mechanism was Offline. Recommended Usage On-Ground. (Toggle Skill)
- Turtle: Turns Movement Mechanism Offline, Gives Excess Energy taken from Movement Mechanism to Armour, Causing it to become unable to Move as long as its On but Hardens the Armour againts Enemy Impacts, if Disabled, is Slowed By %30 for 1 seconds because Movement Mechanism was Offline. Recommended Usage On-Ground. (Toggle Skill)
- Shell: Lowers Energy of Weapon Systems, Causing Them to OverHeat Faster, but Covers self with a Shield that prevents Any Coming Missiles, cannot block Plasma Shots. (Mid-Cooldown)
- Snake: Turns off Radar Utilities, Turns Weapon Systems Offline and Gives Excess Energy to Movement Mechanism at Max Capacity and Overdrives it, Causing it to become UnTargetable but also Cannot Lock, With the Overdrive in Movement Mechanism, Gains a Huge Boost in Movement! Gives Less Speed in Air. (Low-Cooldown)
WEAPONS: (Naming of them may be bad )
- Rail: More Range, More Damage but Hard to Hit and Has to Charge.
- Focusing Rail: More Range, Faster Charge Time, Easier to Hit than Original.
- Fearsome Rail: Less Range, Slower Charge Time, More Damage, Deadly in Close Range, Not Suited for Long Range.
- Shredder: Less Damage but Damage is Overcome by Shooting amount, The more Heat it gains, the Faster it Shoots (Max %100 ReAttack Time).
- Shredder of Watt: Way Less Damage, Mid Range but Damage is Overcome by Shooting amount and Multiple Hits, The more Heat it gains, the Faster it Shoots (Max %100 ReAttack Time). After it Hits a Target, Shocks Nearby targets in 100~200meters dealing %10 of Original Damage and Slows Targets by %10.
- Shredder of Shields: %50 Less Damage but %400 More damage againts Shields, Fundamentally works as Original Shredder but Suited for Only Breaking Shields of Enemy. (Example: 100 Damage --> Nerfed to 50 but Deals 200 to Shields.)
I AM REALLY BAD AT NAMING WEAPONS
AT THIS POINT, ONLY CONCEPT COMES TO MIND
- Both Weapons Shooting at the same Time.
- Shotgun Style Shooting
- Damage Over Time Style (After hitting enemy, keeps damaging for X Second for Every 0.X Seconds, etc.)
I DON'T KNOW, HOW MANY OF THEM ARE GOOD IDEAS BUT HELL YEAH WROTE THEM ALL
EVENTS:
These are Concepts, Not the naming of EVENTS
- Invasion!: Invade Enemy Base while they are repairing Mothership and Destroy it!
- Truce: Making a Temporary Truce between nations for benefits of both nations for an Hour.
- Hold the Gate!: Locking Down an AREA, stopping enemy from coming inside and Opening an Invasion Gate.
- World's Enemy: a BOSS Appears in a Neutral map, making Both Nations to Fight againts it in a Temporary Truce, Rewarding Both Nations depending on Damage done (Not to the Most by TO BOTH) (There will be a Timer. )
- Hunt!: Temporary Truce and Making Both Nations Hunt NPCs down and get Reward as a Whole Nation depending on How much Killed and Depending on how much an Individual killed.
- Raid!: Attack Enemy Nation's Sources, so that slows their Growth! Flying across Maps to Destroy Multiple Objects.
- Spy!: the 3rd Nation thats run by NPCs, sends Spies to some maps, find it and kill it.
My brain stopped here
THERE MAY BE BAD OR WORSE IDEAS BUT ITS ALL CONCEPT I THOUGHT ABOUT
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I completely reject invulnerability skills. Play against the computer if you can't lose
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@Agearflyer he said he will make game hard so , i added these
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@OufGuy i really like the idea of buffing something (damage) in detriment of other (defense) it gives so much starwars vibes! and makes the gameplay balanced since if you want certain gains you have to take sacrifices.
wow! the events that you cameout with are simply awesome and i really would love to see them being implemented and play them! they have so much potential specially since the original game was lacking event variety.
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For support class I recommend adding a buff skill that transforms your total deffense into attack for a limited time trading vulnerability for power.
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@_RUNEGUARD_ TRUE POWER OF A SUPPORT, GOTTA TEAR EM OFF!
- Puts Doom Music
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This post is deleted!
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Make NPC dialog voiceover and send us the text, we will send you back the voice recording and you can choose who will be that NPC.
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Name the planes Battlecrafts
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Implement a 3rd nation with bounty missions.
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SOON!!!!
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Battlecrafts can have ultimate skills such as:
(as some are mentioned above)
Gryphon - (Armor Shattering) Temporary converting deffence into power becoming extremely vulnerable but being able to deal with enemies on your own
Hound - (Positron Laser Discharge) Sacrifice 99% of health (shield not included) and 50% speed while charging in order to perform a multitarget laser beam discharge (max 6 targets, going 2 4 6 by level) that will follow the target until hit or dodged via terrain or other methods (Note: The laser beams will deal dmg equal to a set % [based on skill level] of the enemy health with the option to execute enemies under 10% health)
Monkey - (Chrono Prison) Stasis charge shot that if aimed right will render the enemy unable to move for a short time (ex:3 seconds which a reasonable time not OP not weak) but the user would not be able to attack or move until the duration of the stasis has passed, opening a chance for party team mates to kill a high priority strong enemy while the user of this skill will be at risk to not be able to protect himself.
Fox - (Last Resort) Sacrifice shield and make yourself unable to recover it for the duration of the skill in exchange for immense fire power (aka berserk attack speed) and heat damage caused by the overdrive mode of the Fox (DoT[damage over time] ex:30-40-50 depending on skill level per second for 3 seconds)
In conclusion very strong ultimate skills that are High Risk but also High Reward.Party flight pattern skills that only work when linked together activated by the party leader, such as:
-Passive increased HP and Shield regeneration speed while linked together
-Frontal shield that absorbs a flat amount of damage but is on a long cooldown
-Full party stealth while linked together but the group flight speed will be reduced by 50% for the duration of the skill -
@_RUNEGUARD_ im in doubt about the Hound PLD skill. at max lvl it can hit up 6 targets and if one or more of said targets its under 10% hp then it gets deleted but, what happens after said target gets executed? the Laser finds another nearby target? i mean, its a time based skill or it just a kill-count based skill?
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@Ryoma that one laser chasing you would be consumed after executing, hitting or being blocked by terrain. Probably would make sense to have a max range cap for balance purposes but it will have a natural huge speed to make sure it gets you.
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@_RUNEGUARD_ Since its energy/light based it should be 300k km/s speed
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Idea: Code Name: Devil Modules (D.M.)
- Fox
Nightmare: When actived:
- Speed and Turnrate Buffed
- Missile Turn Rate, Speed and ReAttack Time Buffed.
- Takes More Damage While Active.(Does not lose Evasion but loses Defence)
- Hound
Nemesis: When actived:
- Damage, Pierce, Accuracy Buffed
- Defence Buffed, Evasion Nerfed
- Gryphon
Tempest: When actived:
- Defence % is Converted to Attack %
- Defence Lowered by %50
- Missile Turn Rate, Speed and ReAttack time Buffed
- Monkey
Dreadnought: When actived:
- Can only be used on Ground.
- Movement Mechanism Disabled.
- Defence is Lowered by %50
- Attack is Buffed by %1500~3000
- Collects Energy to the tip of Weapon
- Deals AOE Damage.
- Damage depends on range targets got hit from explosion.
- Cannot be Evaded but Lowered by Defence.
- Can also Damage Monkey itself if in Blast range.
- After shot, monkey is Disabled for 10 seconds.
- Recommended to shoot from far.
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Even tho it is a huge investment and time resource consumption I would love to see a fleshed out story mode with original soundtracks and cinematic cutscenes.
Just imagine random people finding out the cool soundtrack on a reel and then joining the game because of it.