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Butabee

Absorbing power from slain enemies

14 posts in this topic

This would be interesting, it would allow a player to "go on a frenzy" as long as he makes sure he keeps killing he keeps strong and thus capable of killing.
(Groups of ) other players would have to hide/be carefull before until some of that power has dwindled and they can take him down.

it would give some interesting player-interaction(/coöperation)

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I think it would be interesting. What is your current idea on how to make it work? I mean in terms of decay time, power curves and such.

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I havn't really thought of the details yet, I'd have to thinkg it trough. I think it would be cool to allow temporary alpha status though.

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Players aren't going to become gods and be able to mow down tons of players... power also comes from NPC kills. So chances are all players will have some varying degree of bonus power when they fight other players. There has to be a cap or increasing rate of decay the more you have.

 

Players die all the time in PvP. Having some buffs isn't going to change that. Bonus power will help players, but it doesn't make them immune to a handful of others. As players die off, the power levels in the area will decrease also, since only portions of power are gained for kills, and it goes to zero on death.

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Chronicles of Spellborn pulled this off in the MMO setting essentially put your character 3 levels ahead stat wise.   Worked well with their other mechanics, mostly the sense that it was possible to fight NPCs and players way above your level with correct positioning(IE could choose to play in areas you could get killed in a couple hits).

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This is kinda similar to a specialization in planetside 2 where you can spec I think it's adrenaline shield, and once activated, each kill increases player speed for a short period and replenishes 5% health. 

 

By choosing it you can't "spec" either of the 2 other types of shield, each has it's own trade off.

 

The other popular one is a temporary shield (absorbs % damage) that's strong but slows your movement, the 3rd doesn't slow movement, doesn't make a shield, but simply mitigates a % of damage and lasts longer with a shorter cooldown.

 

You could almost do stat loss on death and give the killer 10% that the dead player lost, but it might be a balance issue if someone kills multiple people and just becomes way overpowered. There could be a cap on it or something.

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You could almost do stat loss on death and give the killer 10% that the dead player lost, but it might be a balance issue if someone kills multiple people and just becomes way overpowered. There could be a cap on it or something.

 

One way to fix this is the killer gets a 10% bonus to damage/hp/whatever for a minute or two, and the killed player gets a -10% bonus.  The killed player then has to stay back a bit, and work with other players to either cancel it out, or just has to wait off the same minute or two timer.  I think as long as it isn't a 1v1 game, this mechanic could work to great potential.  Really puts into question "killstealing", ie: stealing bonus/levels from your best character.

(Dota 2 has a good example of this -- you always want to give kills to the "carry", or best player on the team -- this way, he's a lot higher level than your team, but is also higher than the other team and can lay waste to them in team-fights)

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Well so long as the reward of fighting off weaker critters fades progressively as you gain power, I think it makes a lot of sense. It could really shift the player's focus from inspecting everything in detail, to rushing in the fray, looking out for the next 'alpha'.

I'd like to hear more about the type of game in which this would take place though. You've been vague on that...

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The game I would put it in is a multiplayer third person shooter/rpg, with security zones like in EvE. Players can claim zero security zones as their own, and demolish any current buildings, and make their own. The game is mostly inspired by the Shadowrun IP with a little GTA mixed in with gangs/corporations + features I think are good from other games. There's magic + technology in a futuristic setting. That's the basic idea of the game.

 

Anyways, I'm still working on the design document. I have a basic prototype working, players can currently shoot each other and dual weild guns with seperate buttons to shoot for each.

I only have one gun in the game at the moment, and no graphics work is done besides capsules/cubes and stuff.

 

I might share the design document when I'm done with it. But I want to get more done with the game first.

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Oh yeah, the game is also gonna be totally seamless, the zones I mentioned previously are more like sectors.. there's no load screen between them.

 

I might have instances, but there's not gonna be any queueing or anything, I want players to be out in the world, so they have to travel to the instance's entrance.

 

I might also not have instances and have everything open world for anyone to go anywhere they want.

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i like that, it reminds me of brave fencer musashi and kirby, these are games you need to pick what enemy to kill / absorb. sometimes for fun, sometimes you need for the environment.

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Its sounds pretty original to me. Ive played numerous mmos, but never seen this. It sounds kind of like timed manna, which is cool.

Butabee, please contact me for more gameplay ideas. Ive always wanted to help work on a mmo. If you want to know more about what I can do please contact me.
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No, sorry to burst some people's bubbles, but this is not original.

Who cares though, it's concept is something I've always enjoyed, and it's what you do with a concept that makes it unique.

 

Also, to put at ease some people's doubts of "overpowered" people coming into effect because of this, I suggest that you add in a consequence of gaining many kills/going on a frenzy.

One suggestion of this would be to have it so that the more power you've obtained from killing, the faster it decays. This leads to being able to become overpowered for a short duration, something that many games implement. Of course, it requires the skill to achieve that level, so it is not unfair at all.

 

What i suggest you do is rather then having it as an instant absorption of the powers, rather let the player have a choice.

I'm going to take a concept from Bioshock 2 multiplier here, where a player, after killing another, can go up to the body and "research" it, which gains increased damage against that specific idea. The problem is that this research takes time, so you have to decide if it's worth risking being caught off-guard. If we apply this concept with power-absorption, we can lead to you have to physically go to the body and spend a few seconds gaining it's power. This way, not only is your player presented with a unique choice within the game, adding in the fact that it decays faster the more you have presents a unique way of playing.

"do you risk going for another power grab, only for it to decay faster, or do you leave it and use what you've got"

now, we can explain this further. Let's say we also make it so that anyone can take that power of themselves. The choice expands.

"do you risk going for an other power grab, only for it to decay faster, or do you leave it and wait to see if someone else goes for it in order to catch them"

With this, you have created a rather interesting mechanic in your game that can lead to many tactical decisions within.

With only one implementation, you have created many unique ways to play.

 

Anyways, that's my suggestions.

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