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Additional KA class powers

Sat, 10 Jul 2004 19:34:23

B0rsuk

Hey. I just got an idea how to make Moose more occupied (a joke, probably not so good one). Each class would get special, passive (used automatically) power at level 6. To make them somewhat more fun, etc. ------------------------------ I hope my ideas aren't imbalanced, hard to code, all alike, or downright silly. I thought about powers which are useful in both duels and deathmatch. Once again, they are enabled only once you reach level6, this requires a lot of exp. So here they are: Heretic - Soul Harvest/Dark Ritual - you get 20 health for each kill. (the Cleric has enough healing...) Mage - Mana Regeneration - it should be pretty slow, but noticable. Like you run away for 10 seconds and suddenly have mana for one shot, or so. All kinds of mana are regenerated, excluding discs and flechettes. Cleric - Reincarnation - you preserve 30% of your mana each time you die. (but you don't spawn with additional weapons) Warrior - Natural Resistance - the cost for Disc Of Repulsion is significantly reduced. (alternate - Disc Of Repulsion ammo slowly regenerates). Marine - Survival Instinct - the marine can now hear footsteps ! (and voices, too). An useful skill to have. I hope it's possible toimplement ? The volume depending on distance, and stuff... ------------------------- Feel free to discuss.
Sat, 10 Jul 2004 19:43:39

RambOrc

Not a bad idea a such. A quick correction, Cleric's Healing spell will be removed from KA and replaced with a weapon (same goes for Mage's Maulotaur summon spell).
Sat, 10 Jul 2004 19:53:35

Moose

Heh heh I'm not to bothered if anyone adds new ideas for KA, it's not my project. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> I like the idea although the marines ability could use some rethinking IMO. Other than that it all seems well and good.
Sat, 10 Jul 2004 20:05:05

B0rsuk

[quote="Moose":1x6odti7] I like the idea although the marines ability could use some rethinking IMO. Other than that it all seems well and good. Like what ? MakeMarineEvenMorePowerful class power ? All I can think about are Berserk, additional armor points from items, better accuracy, faster reload... ? ..and the Marine may be the most powerful class now, by definition (so much insta-hit)
Sat, 10 Jul 2004 20:14:46

RambOrc

Insta-hit is a relative thing... you have a lot of small-power bullets you need to hit the opponent, which doesn't necessarily happen. If he's too powerful, cutting the damage caused by his projectiles can do the trick any time. As for the BFG, I wanted that to be the most powerful ultimate weapon and at the same time to use nearly all mana too. A further balance option would be to max out the level you can get up to at 5 or 6 or something close to it. That way, no player could get all-too-powerful and we could also make definite calculations how strong a player or a weapon maximally can get in the game. And at the same time decreasing requirements for weapons somewhat, like 2/4 instead of 3/5 (that way, you need only two kills without being killed to have access to all weapons except for the ultimate one). After all, leveling up is just one of the features of KA multiplayer, it's not the most important thing, not even in DM where getting frags and getting (and also keeping) EXP requires different tactics at times.
Sat, 10 Jul 2004 22:16:12

Stryker

I like all the ideas.. Except, I don't know about the Marines Power, maybe the Footsteps but Voices, I don't know...
Sun, 11 Jul 2004 10:44:36

B0rsuk

[quote="Stryker":3fqogn8v]I like all the ideas.. Except, I don't know about the Marines Power, maybe the Footsteps but Voices, I don't know... The 'voices' part was a joke. Actually, the DooM guy in Quake3Arena ocassionally says: "You are just jealous because the voices only talk to me !", "There are no guns in heaven, I guess it's the hell again" and so forth.

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