Energy Requirement (Full Version)

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ansh0 -> Energy Requirement (4/10/2013 12:48:52)

I was thinking about this for some time.

What if certain skills/cores/robots required a certain amount of energy in the users pool.

Let's say skill A has a requirement of 15 EP.

You cannot use it unless you have 15 EP remaining in your pool. It won't use any EP, but requires you to have at least a certain amount AVAILABlE for you to use.

So if I have 16 EP and use skill A, it won't affect me, my EP will remain 16.

If I had 14, I will not able to use it since I don't meet the req. amount of EP.


Might be a bit confusing, will clear it up later, typing on an iPad is hard Q.Q




Mother1 -> RE: Energy Requirement (4/10/2013 12:53:49)

I get what you are saying. What it sounds like to me is a way to counter certain cores since there is an energy requirement that you must have to use them.




ansh0 -> RE: Energy Requirement (4/10/2013 12:54:56)

Yeap, exactly.




Mother1 -> RE: Energy Requirement (4/10/2013 13:19:33)

My only issues with this is that not all classes are equal with energy regains and drains. Especially the mercenary class since they only have the generator core and they can become victim of energy drains as well as lose the ability to use certain cores. This would cripple the Merc class more than the others since they even BM and BH have reflex boost and the generator core which are 2 ways to get back energy.

Then there are classes that are so much stronger with energy drains then others. The hunter class is a good example of this. They have the best energy drain in the game that always works followed by TM with Assimilation.




ansh0 -> RE: Energy Requirement (4/10/2013 13:41:37)

It can be a core though, you don't HAVE to have it.

Or Mercs could use it before they get drained of their EP.


It's not like it's a skill added to their tree.

And if it's a core, it's up to them to buy it or not.


What do you think of the idea though?




Hard boy -> RE: Energy Requirement (4/10/2013 18:51:01)

that will make merca Far more useless than they already are...




Stabilis -> RE: Energy Requirement (4/10/2013 19:06:44)

^

The thread is not about Mercenaries having an energy requirement, it is about HAVING energy as a requirement, which we do not.




Dual Thrusters -> RE: Energy Requirement (4/10/2013 21:37:16)

EMP Grenade

BAM! your robot is a peice of trash now

Not Supported!




ansh0 -> RE: Energy Requirement (4/11/2013 1:30:33)

^That would only work if the requirement was high(20+) and the victim had low EP.

An average EMP is 30 ish points, you can have a requirement of 10 or 15 etc.




goldslayer1 -> RE: Energy Requirement (4/11/2013 3:35:04)

lets add an energy requirement on strikes while we're at it.
15 energy per strike?
15 on gun
20 on aux

*continues with sarcasm*




ansh0 -> RE: Energy Requirement (4/11/2013 10:49:21)




@Gold
Who said anything about strikes/gun/aux? Did you even read the first post?

I'm talking primarily about cores.

Maybe a powerful core with an energy requirement(not cost).
This could prevent abuse, or counter something without needing to nerf it.







Elloisoul -> RE: Energy Requirement (4/11/2013 20:21:13)

*Makes High Emp build*

Ha now you cant do anything!!! than gun , aux and strike since cores and bots require energy especially if your a Mercenary or a Blood mage or bounty hunter




Stabilis -> RE: Energy Requirement (4/12/2013 9:23:59)

We should start off by somehow tying this in to skills then we can try cores later.




Drianx -> RE: Energy Requirement (4/12/2013 10:23:55)

You are getting harsh replies because, except for mother1, nobody - including me - understood what you meant in the first post.

quote:

So if I have 16 EP and use skill A, it won't affect me, my EP will remain 16.

If I had 14, I will not able to use it since I don't meet the req. amount of EP.


Basically this means that if you have 16 ep and use a skill, it won't work and you are unaffected.
Unlike when you have 14 ep, when it... doesn't work again.

Derp?




Blitzex/Sr. Zeph -> RE: Energy Requirement (4/12/2013 10:50:17)

He means that you need to have a minimum of 16 energy to use a skill
And then when you use it, your energy will be untouched so it remains 16 since that 16 is only a requirment like wrist blades are for massacre.

Its like massacre needs 33 to be used, and also uses it, but this suggestion will make some skills that dont use the energy but do require it.
Or like reroute requires 42tech on max lvl, this is the same but npw with energy.
It doesnt use the energy, only required it to be used.

But not supported.
Would make energy drain moves even more OP.
Blood mages will be UP because they lack energy drain moves (except weapon cores then).




Stabilis -> RE: Energy Requirement (4/12/2013 10:56:05)

Since I am biased to attacks, these should only apply to attack cores, but that is just me. [8D]




RabbleFroth -> RE: Energy Requirement (4/12/2013 11:01:18)

That's a neat idea. I kind of like the idea of a passive buff that stays on you as long as you have X or more energy left. I should play around with that a little. For active skills it does sound a tad unclear (as this thread is showing :P), and might feel a little odd.

We've talked several times about making some of the cores actually cost energy, but just haven't because of a few concerns (does the cost need to go up with level, should it be low to encourage use or high to gate use, etc).




Drianx -> RE: Energy Requirement (4/12/2013 16:47:28)

Or there could be active cores that should only work as last resort when you have 20 or less HP, otherwise they should be disabled.

This sounds much more strategic and balanced.




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