Nexus... -> RE: Minor Improvements, Major Effect (8/1/2013 14:37:11)
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Again, good solution. I just wonder if it would be a bit complicated or misleading for new players who would definitely feel a bit weird seeing weapon with, say, 10-15+36 dealing hundreds of damage. Thats true, but I think someone who is better at math than me could figure out how to scale everything up pretty easily. quote:
@Nexus any ideas about first turn debuffs? I'm glad you asked about this, because its something I had not thought about in a while. Something I have noticed through playing other games, is that many times debuffs will taper. I'm not exactly talking about the same kind of debuffs, but I think "tapering" could apply very well to the current system. Pretty much, all debuffs would receive a small buff (to debuff amount and mana cost), but to counter this buff, they would become weaker over time. So lets take malfunction for example...You deal -40 tech on your first turn (100%) with the debuff applied, -30 tech on your 2nd (75%), and -20 on your 3rd (50%). Shields remain the same...this makes shields less valuable (but stronger) over time, but punishes players for not using a shield at all. So it adds an entirely different dimension to debuffs and counter-play etc. Do you shield and negate the extra damage upfront, or do you attempt to wait it out? This is an idea I have put some thought into over the years, and I like it...I think it needs a couple tweaks, but I think the general idea would work very well. Also, if an assault bot were used to minimize the affect of the debuff, the minimized version would be based on what taper level the debuff was at when it was "cleansed", and the debuff would not taper after the use of the assault bot. Another idea would be to do what Trans suggested, and disable debuffs on the first turn so people don't jump the gun. However, if the suggestion about rage were implemented, I think the two combined might be too big a nerf to first turn. And finally, Trans's last suggestion is very strong, although I would tweak it a little. Instead of not doing any damage, I would make it so debuffs applied only 50% damage on hit (example), or something a long those lines. Afterall, shields are stronger, and last for an extra turn. quote:
We could disable them, in other words give it 1 turn warm-up. If we left the Shields alone (no warm-up) then Shields would be able to catch up slightly with debuffers - they are already stronger by a bit but debuffers give you free attack whilst Shields do not. Either that or you can make Smoke/Malf/Intimidate an effect - you don't attack at all but apply the effect, just like Shields.* * Debuffers should be bumped down a little anyway due to Omega nerfing HP and altering defences, so this change could be done instead and no other changes would be needed (in my opinion). I like these ideas, but I hope by 'no other changes' you are speaking about debuffs, and not the entire game. Prophet
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