The Incredible Hulk -> Consumables (6/9/2013 10:09:03)
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Consumables have been useless for 4+ months now because there's a thing called ''generator'' that made consumables useless. Some may argue that they want it back and some may argue that they don't want it back since health/energy boosters make the game much longer but also we have generator. What are we going to do with consumables now since I don' think health boosters are not going to come back. Here are some suggestions I think that would be super cool but super expensive because they seem quite good.] 1# Mechanical Magnetic Pulses (MMP). Now I would say EMP, but that is used in the game (Emp grenade). This effect takes out your technology for 1 turn. You throw this consumable to the opposition blasting out a devastating effect. making them have no technology for 1 turn (0-0). Cost: 50 credits. Why so expensive (In-terms of consumables)? Because it takes out your technology for a turn. Which is quite powerful. 2# Lore of shield [Defense/Resistance] This boosts up one of your defenses to +5 for 1 turn. Cost: 35 Why is it useful? Firstly I know what your thinking. It's useful for tanks. But forget about them for a moment. What about people that don't have a armor? They need something to survive with. 3# Envy Blood This gives 15% of the damage you inflict to health for 1 turn Cost: 40 credits Some of you may find this useful or not. 4# Core Booster This stops making the cores work for 1 turn (Not skill cores) for example Chairman's pride, generator. Cost= 35 credits This will be useful to some of us. 5# Fluke booster This increases your luck factor by 100% for 1 turn. Cost= 50 credits You either get blocked or deflected from the other person and when it is your turn you get a critical or no block. 6# Rogue of Booster This will not make you block for a turn Cost= 35 credits 7# Bio Booster The engine randomly picks a skill core that can only attack you excluding strike (Same principle as a pyro fly but it picks the one with the highest level/s on it like level 10). If that person attacks with that skill core, that damage will be reflected back to him. The opposition cannot see what skill core the game picked. Lasts for a turn Cost= 35 credits 8# 1 way booster Adds +10 stat points to strength for a turn 2 way booster Adds +10 stat points to dexterity for a turn 3 way booster Adds +10 stat points to technology for a turn 4 way booster Adds +10 stat points to support for a turn Cost: 35 credits 9# Mechanical booster Gives +5 more damage on a bot for a turn Cost: 30 credits 10# Re-path booster This gives 17% of the damage they inflict to energy for 1 turn Cost: 40 credits Some of you may find this useful or not. 11# Stun booster (For 2v2 only) This takes off the effect of stun. Credits= 30 credits In my opinion, To consumables, I think they only last for a turn with one time use. Other then that, it is useless after you have used the effect. Some of you may support and may not support some of the consumables. If you think there needs a change of any consumable, then let me know and I may change it. Other then that you could post your own consumable which lasts for a turn. I think we need to make consumables useful once again with some new things implemented instead of health/energy booster.
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