Stabilis
Member
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If you have a 100 point advantage in Technology in a 1V1 battle, you should be the one who deflects and not the one who is deflected, right? So, here is an old suggestion that has been modified that might bring joy to all players at the same time as enhancing gameplay. Well, EpicDuel is classified a strategy game... so this suggestion may indeed add a whole new element of fun strategy on the topic of blocks, deflections, critical strikes, and stuns. Instead of being determined by random number generating code, the battle perks will occur at player input. This involves extra decision-making for players, and may as a result encourage more cause-and-effect strategical thinking which adds more tension or more excitement to the gameplay. How this would work is that we play using counters of these in-battle perks. This feature will replace luck-based battle perks. The first turn perk from Support is a once per battle occurrence, so whoever has the highest Support stat total should play the first turn. If 2 opposing players ever had the same Support value, the player with the lowest Agility goes first. If both players have the same Agility, RNG is used for a 50% chance to start. Support also perks critical strike and stunning, and these may occur more than once. Here is the idea of counters: counters are the number of charges of a battle perk that can be used by the player in battle. For example if P1 has 2 critical hit charges, P1 can choose to critical strike 2 times in a battle. The number of charges on counters would be calculated by the difference in stat points between opposing players. Here is a progression for determining the number of counter charges: 0- Difference in Stat Points: 0 Counters 1+ Difference in Stat Points: 1 Counter 20+ Difference in Stat Points: 2 Counters 40+ Difference in Stat Points: 3 Counters - Maximum So, if for example, we had P1 VS P2 with the following stats (stats from equipment and enhancement included): P1 STR = 100 (base + mods) DEX = 40 TEC = 20 SUP = 40 P2 STR = 30 DEX = 70 TEC = 70 SUP = 30 In battle, P1 would receive 1 Critical Strike Counter, and 1 Stun Counter. P2 would receive 2 Block Counters, and 3 Deflect Counters. Mechanics: players receive their counters at the start of a battle in 2V2 and Juggernaut, the player with the highest stat in Technology, Dexterity, or Support, compares their stat to the highest value of the same stat of the opposing players' side to determine the number of charges, any counters gained are also given to their partner EXAMPLE1 players may use as many of their counters that they have in a battle using a counter does not end a turn, but may only be used on the player's own turn by clicking on the counter before clicking an action EXAMPLE2 all counters have a cooldown of 3 turns, cooldowns are not shared, cooldowns of different types have unique cooldowns all counters have a 1 turn warmup counters that have been played remain in battle until activated EXAMPLE3 counters can stack EXAMPLE4 counters are not visible in battle to other players counters do not effect or proc on skills all skills cannot be blocked, deflected, or go critical counters only affect weapons skills with a chance to stun (such as Stun Grenade) require a stun counter to stun... stunning is guaranteed but only occurs with a stun counter in play the bonus to critical strike on skills (such as Bunker Buster) is replaced with armour ignore anticounters are temporary counters that are created for the player when a stat nerf skill (Smokescreen, Malfunction) or stat buff skill (Reflex Boost, Technician) is used - block anticounters are created by Reflex Boost that creates 1 weak-block counter or Smokescreen that creates 1 temporary anti-block counter. Deflect anticounters are created by Technician that creates 1 weak-deflect counter or Malfunction that creates 1 anti-deflect counter. Anti-block and anti-deflect counters prevent the target from using 1 block or 1 deflect counter until the effects from Smokescreen or Malfunction end or until these anticounters are used to negate 1 normal counter. Weak-block and weak-deflect counters remain in play until the effects of Reflex Boost or Technician end or are used to block or deflect an attack... anticounters cancel out if EXAMPLE5
if an anti-block counter or an anti-deflect counter and the opposite normal counter are in play during an according attack, the anticounter negates the normal counter, then the anticounter is removed but the normal counter remains... anticounters may negate normal counters but do not destroy them EXAMPLE6 modified weapons (Celtic/Azrael/Delta), give 1 counter to the according battle perk (example... Azrael Bane gives 1 critical counter, Celtic Cleaver gives 1 anti-block counter, Delta Daggers give 1 critical counter, etc) EXAMPLE1: P1: STR = 50 DEX = 40 TEC = 50 SUP = 60 P2: STR = 25 DEX = 50 TEC = 25 SUP = 100 P3: STR = 20 DEX = 100 TEC = 30 SUP = 50 P4: STR = 70 DEX = 20 TEC = 20 SUP = 90 P1 & P2 VS P3 & P4 P1's TEC is compared with P3's TEC. P1's 50 TEC is 20 more than P3's 30 TEC (highest TEC on P3 and P4's team), therefore P1 and P2 receive 2 Deflect counters each. P2's SUP is compared with P4's SUP. P2's 100 SUP is 10 more than P4's 90 SUP, therefore P1 and P2 receive 1 Critical Strike counter and 1 Stun Counter each. P3's DEX is compared with P2's SUP. P3's 100 DEX is 50 more than P2's 50 DEX, therefore P3 and P4 receive 3 Block counters each. EXAMPLE2: It is P1's turn... P1 has 1 Block counter, 1 Deflect Counter, and 1 Critical Strike counter ready for use. P1 clicks his/her Block, Deflect, and Critical Strike counter, and clicks Auxiliary. P1 does 40 critical damage (turn ends) EXAMPLE3: It is P1's turn... P1 has 1 Block counter ready for use. P1 clicks his/her Block counter, and clicks Sidearm. It is P2's turn... P2 clicks Sidearm. It is P1's turn... P1 clicks Strike. It is P2's turn... P2 clicks Auxiliary. It is P1's turn... P1 clicks Field Medic. It is P2's turn... P2 clicks Robot Strike, and is blocked. P1's Block counter is removed. EXAMPLE4: It is P1's turn... P1 has 2 Deflect counters ready for use. P1 clicks his/her Deflect counter, and clicks Sidearm. It is P2's turn... P2 clicks Strike. It is P1's turn... Deflect counter (1) is in cooldown (3 turns) P1 clicks Strike. It is P2's turn... P2 clicks Strike It is P1's turn... Deflect counter (1) is in cooldown (2 turns) P1 clicks Strike. It is P2's turn... P2 clicks Strike. It is P1's turn... Deflect counter (1) is in cooldown (1 turn) P1 clicks Sidearm. It is P2's turn... P2 clicks Strike. It is P1's turn... P1 has 1 Deflect counter ready for use. P1 clicks his/her Deflect counter, and clicks Strike. (P1 has 2 Deflect counters in use) It is P2's turn... P2 clicks Sidearm, and is deflected. It is P1's turn... (P1 has 1 Deflect counter in use) EXAMPLE5 and EXAMPLE6: It is P1's turn... P1 clicks Malfunction on P4. It is P3's turn... P3 clicks Smokescreen on P2. It is P2's turn... (P2 has 1 anti-block in use) P2 clicks his/her block counter, and clicks Technician on P1. It is P4's turn... (P4 has 1 anti-deflect block in use) P4 clicks Strike on P2. (P2's anti-block counter is removed, P2's block counter still in play) 3 turns pass... It is P4's turn... (Malfunction has ended and P4's anti-deflect counter is removed) P4 clicks Strike on P1.
< Message edited by Depressed Void -- 8/31/2012 20:21:01 >
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