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My perk ideas and how they could work (Long) page 1

TheGreatVax
12-27-2009, 05:41 AM
Loopy Perk: Kamikaze
I never understood why we don't have this.

Kamikaze will allow you to blow yourself up when playing loopy.
The kamikaze charge replaces your EMP grenades and has a considerable radius. At point blank, the explosion will instantly kill any low HP plane without heavy armor. Anything healthy enough to survive it will strongly be pushed away.
Pressing secondary once will activate the bomb charge, at a cost of 100% energy. Pressing it a second time will cause you to blow yourself up, resulting in an explosive shockwave and a few shrapnels piercing through anyone unlucky enough to get hit, damaging them a bit.
When you die with the kamikaze charge armed, it will detonate, dealing damage scaled by the amount of Energy you had stored. (Note: Ultracap. won't increase damage)
Pro: High instant damage with great radius, Capability of pushing enemies away. Deaths are rewarding.
Con: Kills you. Replaces EMP nades.
Appearance: You will see a little Bomb tied to the front of the plane. The explosion could be any.




Bomber Perk: Steel Tip
Aren't you supposed to fight head-on anyways?

Steel tip is a very simple, yet effective perk. It replaces your tailgun with heavy frontal armor. Any attack that hits you at 60° to the front will only deal half damage.
Pro: Frontal attacks have reduced damage
Con: You are vulnerable from behind
Appearance: Adds steelish looking grey armor to the front of the plane.




Explodet Perk: Tripmines
It should have been like this in the first place.

You can deploy up to 5 tripmines. Tripmines will only detonate on contact or when the maximum number of mines is exceeded. In short: They won't explode on their own.
Pro: More effective defending with constant mines. Bigger blast radius
Con: Mines take 1 second to arm. Instead of following the enemy, they will explode a split second after they get too close to it.
Appearance: Possibly like the Remote mines, only smaller?





Biplane Perk: Shotgun
Why do we even have recoilless?

Yet another simple and effective Perk. Shotgun will cause your close-range-gun to instantly shoot bullets for half of your maximum energy, shooting you back with rather high speed. The rate of fire could be equal, eventually slower to that of the Heavy Cannon perk. Yes, the amount of damage will be affected by Ultracapacitator.
With this perk active, your ranged machine gun will shoot in 3 round bursts that deal slightly less damage per bullet.

Pro: Instant damage, good hit and run capabilities. Great match-up with Rubberized Hull, Ultracap and Reverse Thrust.
Con: Insane recoil, eventually crippling you in corridors. Weaker and less accurate primary gun.
Appearance: A different paintjob on the plane? White nose? I dunno.





Miranda Perk: Energy Field
I always really missed any type of full "Support" plane. Yes, we do have Acid bomb, but that isn't exactly what I'd think of support.

This perk is pretty much what it says. It replaces the secondary reverse-warp, pretty much like time anchor. Instead of teleporting, holding down your secondary button will build up a bubble-like energy shield around you, healing and decreasing the used energy for allies inside it. Think of the heal as a weakened "Repair Drone". With a fully charged shield you will also recieve less damage from incoming attacks. Enemies moving into a fully charged shield will drift off, imagine this working like constant but weaker and reversed thermobarics.
Downside of using the Energy Field would be increased energy usage with your ball attack. Attacks passing through the shield will cost you energy and just slightly push you in the opposite direction, depending on the attack's damage.
Pro: Heal, Shield and Energy support allies, Slows down Enemies and Enemy objectives (Bombs, Ball)
Con: Replaces reverse-warp, Makes your attack cost more energy and slows you down as attacks impact the shield.
Appearance: On the plane none. The shield itself will be mint-blue colored and have an outline.

Shield Attacks and consequences:
Rockets and Grenades (Loopy, Bomber, Splodet) will slow down inside the shield and eventually run out of propellant (Explodet).
Bullets (Bomber, Biplane) will pass through the shield, but significantly lose damage.
Armor-piercing projectiles (Bomber, Biplane) will pass through without much penalty, but will eventually ricochet if they hit the shield at an odd angle or distance.
Energy Weaponry (Loopy EMP, Miranda) will have reduced damage, but drain more energy on the shield.
Acid (Loopy) will pass through the shield, "infecting" everyone inside it for a few seconds.
Lasers (Miranda) will refract, feathering wider inside the shield, but not losing any damage.
Mines (Explodet) will be pushed away.
Warping (Miranda) will cut through the shield, Damaging anyone inside for 3/4 of the damage.
Crossing enemy shields will push them away from each other, until they eventually stall.
Splash damage (Bomber, Explodet) will be significantly lowered.






I would be very happy seeing these perks added to the game, as they would add more variety, fun, and HOPEFULLY balancing.
evilarsenal
12-27-2009, 06:31 AM
these are all really well thought out ideas, maybe a test server with these perks?
CCN
12-27-2009, 07:02 AM
Can you imagine a server with 10 suicide loopies?
OH **** THAT MIRANDA IS fkin me up, BOMB.
TheGreatVax
12-27-2009, 07:05 AM
Can you imagine a server with 10 suicide loopies?
OH **** THAT MIRANDA IS fkin me up, BOMB.

I could very well imagine that being chaotic fun.

Ever played a server with a team full of Double-loopies? A swarm of 6 overpowered planes coming towards you isn't really fun. Every single one of them exploding at the same second is rather hilarious.
[FN]MONXY FIST
12-27-2009, 07:35 AM
Why do we even have recoilless?

Is there a reason you want to get rid of the best perk in the game?
Beagle
12-27-2009, 07:43 AM
Ever played a server with a team full of Double-loopies? A swarm of 6 overpowered planes coming towards you isn't really fun. Every single one of them exploding at the same second is rather hilarious.

How do you even
I
..
What.

Re-read what you just said and tell me how having 6 planes that will kill you even if they die is better than 6 planes that fight normally.

In fact, I hate to go back to my popular persona as forum grouch but you need to think about all of these ideas. Really think about them and how they would affect gameplay in a multitude of situations and match-ups, because in my honest opinion, these would all break the game.

Kamikaze for obvious reasons.
Steel Tip because do you REALLY want to give Bomber, the plane that screws over anyone it charges at and nadespams, MORE FRONTAL ARMOR?
Tripmines because the reason mines explode on their own is to prevent a giant minefield campfest. Never-ending mines would break gameplay so badly, no amount of duct tape could patch it back up.
Shotgun because are you really serious? Biplane needs MORE burst damage?
Energy Field because lets give the game's Glass Cannon (A highly damaging but low health) plane a damage soaking shield and the ability to heal their teammates. That isn't imbalanced at all.

As I said at the beginning, I hate to be grumpy but you've either given no thought to how these ideas will impact the game, or you're some kind of meta-troll.
GGQ
12-27-2009, 07:47 AM
what beagle said. none of these will work well in a real game.
TheGreatVax
12-27-2009, 08:53 AM
It's not like it's gonna change the normal game much, beagle.
Double loopies require absolutely no effort at all by any means, and still get almost instant kills. I fail to see how these are imbalanced compared to that.
Beagle
12-27-2009, 09:11 AM
I fail to see how these are imbalanced compared to that.

Yes, you do fail to see.

This is because you are a new player. Play the game for a few months, then come back and look at your suggestions, you'll have a good laugh.
zwanglos
12-27-2009, 09:28 AM
I've seen kamikaze bombs implemented in other games, and they get spammed pretty hard. Amusing for whoever uses it, just plain annoying for everyone else.

Well, since we're brainstorming... instead of Kamikaze bomb, how about Bonzai charge? Upon pressing the trigger, your plane increases speed, loses much of its turning ability, and you'll severely damage any plane you hit, and severely impact its momentum. (If opponent is low on health, it would kill them, of course). Aimed right, you could send an opponent into a wall.

It would possibly create a problem in Ball, though, with a plane shooting himself into the goal. However, dramatically affected turning would make him a generally easier target (not good at dodging).


Anyway, I've been practicing w/ bomber a lot recently (I have a soft spot for anything considered "the worst in the game") and I've found that having a tailgun/flak cannon is rather essential to playing bomber decently. What beagle said is a valid point, too, but personally I wouldn't want to trade anything for the ability to have a gun that shoots behind me (esp. since said gun has limited tracking abilities). Bomber's slow turning rate makes the ability to shoot in two directions important, I think.
-MH-CaptainVogez
12-27-2009, 10:22 AM
Yeah I'd have to say that the kamikaze is already putting extra strain on an over-used spam plane - all its going to do is reward players for killing themselves if they try for a 1:1 ratio in the end.

When they finally understand spamming is retarded and ratio whoring is fail, then maybe it can be looked at.

All in all good effort about thinking things up so early - but why not enjoy what already is :)
Luke
12-27-2009, 10:55 AM
I disagree with beagle, with some adjustments these perks could be balanced.

i.e.

Kamikaze: once activated, it explodes after 3 seconds. Cannot be deactivated, you have to pick your timing right.

Steel tip: this seems could work like GreatVax said. I would not trade the tailgun for a frontal armor, tho.

Tripmines: reduce number from 5 to 3, or make them destroyable (i would say with the health of, uhm.. a loopy? or something like that)

Shotgun: I must agree with Beagle, no need for more bip burst damage.

Energy field: fine, but I do not like it. I would rather see an energy field that cost half your energy and builds up for a couple of seconds a shield that deflects all attacks like the shield powerup (but blue colored). When the shield is active energy do not recharge.
Bukem
12-27-2009, 11:01 AM
Kamikaze loopys exist- just grab the bomb fly into an enemy and press s. It's incredibely annoying.
eth
12-27-2009, 12:58 PM
Like posters have said before me, most of these are not very viable.. except energy field, although the one you suggested seems massively overpowered. If there's anything I'd kill to see, it'd be a new, pure support plane.
Sarah Palin
12-28-2009, 12:47 AM
These are mostly not viable, except the ones I already suggested (http://altitudegame.com/forums/showthread.php?t=2082). For kamikaze, it would need two conditions: first, only triggerable when you have low health. Second, it would need a LONG charge-up time during which the plane glows to alert everyone that it's about to blow up.

This would give people plenty of time to either fly away or try to kill you before you can detonate. The point being, it wouldn't be like Loopy-with-bomb, where you just press a button and instakill 3 people. There would be a very good chance that you would die before you explode, or explode harmlessly.

This would at least lead to some interestingly tactical uses of kamikaze instead of just spamming it and ruining the fun for a lot of other people.







For energy field, it needs to have ONE SIMPLE effect instead of a myriad of hard to understand effects.

How about this: pressing S generates an instant circular pulse around your plane. Any friendly plane that was inside this circle slowly gains 30% health over the next 10 seconds (or until they reach full health). This has a huge energy cost for the miranda.

Thus the idea for the miranda would be to try to find a cluster of planes (or tell their team to cluster around it) so as to maximize the buff. However, this cluster of wounded planes would at the same time be very vulnerable to enemy attack. See? Balanced.
Beagle
12-28-2009, 12:57 AM
Thus the idea for the miranda would be to try to find a cluster of planes (or tell their team to cluster around it) so as to maximize the buff. However, this cluster of wounded planes would at the same time be very vulnerable to enemy attack. See? Balanced.

I think Biplane should have a gun that kills every member of the enemy team at once, but to use it he has to be next to all his other teammates at once. As we all know, more planes = more vulnerable, which is a commonly known fact proven every time someone tries to bomb the base on their own and easily ploughs through the stupidly clustered wall of defense. This is why you are not allowed to play with less than 5 players in a 5v5, because you would have a big advantage over the overpopulated enemy team.

In fact, I too welcome the Energy Field, as the tactic of plane hording needs a buff considering it is so weak and underused in Altitude.

See? Balanced.

In case you put on your stupid hat this morning, this is pure sarcasm, every last syllable
A doughnut
12-28-2009, 01:07 AM
As beagle said, you are a new player and haven't thoroughly seen the game throughout. Instead of having a "hold f" plane which just flies around and spams, now we can have a "hold f" plane which flies around and blows itself up? You must have heard of people complaining of loopy spam?-Imagine a nukefest. The way you described the self-explosion to work, it looks exactly like somebody with the "big bomb" running around nuking people. I also do not encourage the idea of suicide-bombing. And how would you kill these loopies?- "I'm circling the loopy, I'm taking shots at the loopy, The loopy is stalled, I'm coming in for the final shot to kill him, AWWW CRAP." I can see it right now, me flying around, then 10 guys come charging me and explode. That would really piss me off.
Sarah Palin
12-28-2009, 03:03 AM
I think Biplane should have a gun that kills every member of the enemy team at once, but to use it he has to be next to all his other teammates at once. As we all know, more planes = more vulnerable, which is a commonly known fact proven every time someone tries to bomb the base on their own and easily ploughs through the stupidly clustered wall of defense. This is why you are not allowed to play with less than 5 players in a 5v5, because you would have a big advantage over the overpopulated enemy team.

In fact, I too welcome the Energy Field, as the tactic of plane hording needs a buff considering it is so weak and underused in Altitude.

See? Balanced.

In case you put on your stupid hat this morning, this is pure sarcasm, every last syllable

Your sarcasm isn't too funny if the point you're trying to make is totally wrong.

Loopy and HC biplane can easily get multikills by firing into clusters of low-health enemies, for example by lurking under the bais in Core and taking pot shots at retreating wounded.

Gathering many wounded in one place to heal would be inherently risky: in TBD it's not killing a lot of people that counts but killing a lot of people at the same time which allows a push forward and successful hit.

Depending on how tight the circle of healing is, the healing group would also be extremely susceptible to ambush by AOE such as acid, emp, rocket, bomber, etc.

The idea is balanced because there is a good series of tradeoffs.

Base Heal.
Pro: relatively safe, heals 100%.
Con: far from action.

Miranda Heal
Pro: closer to action, heal more often.
Con: vulnerable to ambush & multikill, heal over time.
nesnl
12-28-2009, 03:15 AM
The reason i don't like self destruct for loopy is that it another weapon like remote mine which wouldn't need to be aimed and could just be used in the general area of another plane.

However, I do like the idea of new perks. I think that they should add one more blue and one more green perk and then possibly create another color of perks that would have a different use, maybe aura effects or something team related.

Edit:

Oh, and here are the ideas that I have had wanted to be put into the game for a while now for those blue and green perks. First, the blue perk should be Superburner. I know that Superburner was already in the game, but I think it should be brought back with a few changes. First, make afterburner use 50% less energy and second, give the plane a 10% increase in top speed. The green perk I am less sure about, but I always liked the idea of something called Secret Compartment, which would basically give the user the ability to hold 2 powerups at the same time (except the bomb or a ball). The powerups would need to be used in the order in which they were picked up.

As for a possible 4th category perk (maybe Orange Perk?), I will have to think about it some more.
TomBRowkaH
12-28-2009, 05:20 AM
I really don't like any of these ideas, especially the kamikaze one for the reasons stated above.

The support plane thing might be cool, but something that would be implemented a long time from now (there are other priorities).

One thing from your post I DO kind of like is having planes using different perks actually appear differently. I think that would be kind of fun.

I had an idea awhile ago about giving each plane a powerful ability that has a cooldown. Maybe these could be kind of like "orange perks," I don't know. But some of your ideas might be able to be implemented given a cooldown.. self-destruct for loopies, super armor for bombers, unlimited ammo for biplanes.. invisibility for miranda.. those kind of things. Just a thought.
TAYLOOP
12-28-2009, 05:34 AM
When i read kamikaze i just thought of all how many ratio whores would rage quit by being blown up as they're killing a loopy.
hurripilot
12-28-2009, 07:35 AM
When i read kamikaze i just thought of all how many ratio whores would rage quit by being blown up as they're killing a loopy.

Such as yourself, Wolfe? :p

But in an effort to weigh in on the discussion, I like Maimer's idea. More customization is always more fun :) The new perk category should be Orange. A couple of other dudes have proposed new perk categories and all have said that the perks should be orange. I also like the idea of making each red perk give a different appearance to each aircraft.
Beagle
12-28-2009, 08:32 AM
Your sarcasm isn't too funny if the point you're trying to make is totally wrong.


You'd like to argue that good teams never bunch up around the bomb carrier to bring him in?

Imagine the classic bomber huddle flying in, only with a Miranda spamming energy field. Every single one of those planes is now being healed. The already troublesome plane mob is now EVEN STRONGER.

And, uh, Heavy Cannon is the master of area damage now, is it? Don't make me laugh. Back in the day, perhaps, but these days Pierce is little more than a visual effect. 50% damage on ONE extra target will barely even kill a smoking Loopy, and eventually you just wish they'd take it out altogether if they're going to leave it so crippled. Its nice to see it fly through the plane though, I guess, reminds me of old times.

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