| 01-23-2007, 07:57 PM | #1 |
I notice that mana isn't being used in elimination tournament (yet...) Do you guys have any plans in mind for mana? Here is one of my ideas: Adrenaline: Each player starts out with 0 "adrenaline (mana)" and gets about 15-20 mana per kill. There could also be some adrenaline pills scattered on the floor of each map, Anyways, after a player reachs 100 mana, he may use a temporary power up similar to the ones available on runes (Speed, Shield, Double Damage) |
| 01-23-2007, 08:06 PM | #2 |
No, unless something REALLY good comes up (which this isnt, snowball effect and it just complicated stuff) were not gonna use it. |
| 01-23-2007, 08:42 PM | #3 |
Yeah. We can call my idea the 'Anti Snowball Effect'. Players start out with 50 mana, and can increase his speed for 10 mana/second. It would make it harder to camp enemy bases or live for ages camped out in a single spot. |
| 01-27-2007, 06:40 AM | #4 |
I spose if you want to use it, you could have mana as your Gun Temperature, and every time you shoot (or every second you channel minigun for), this increases. When it is full, umm.. you can't shoot so often lol, because you will have to wait for your mana to degen. This would only mainly affect smg / minigun users tho, because of standing there channeling, or smg spamming shots will have to wait for mana to go down before can shoot again. Would probably end up just buffing sniper users (/ other long cooldown weapons). But, I don't really like the minigun lol, because people just hold it down (I admit, I do this too if I am playing with a US host and like 2-3 second delay lol). Perhaps it would make the minigun have a new use, and the damage might have to be changed (more like an ak47, a quick spray then have to wait a bit). But, it will probably just add more complication. Or.. It could be everyone has XX mana, and every time they get hit it decreases by one (perhaps stronger weapons could decrease it more, hell even new weapons could be designed to decrease this a lot), and when it gets to 0, you are slowed for X seconds. It regenerates over time. Basically, to take the focus off of long drawn out battles, if you hit your opponent a lot in quick succession (ie like smg them twice), you can slow them down, making it easier to hit them. (Oh btw, did you ever try out that slow/minipause on get hit thing? Or did it not work out?) Or mana could just not be used lol. The game is fun as it is. |
| 01-27-2007, 09:03 AM | #5 |
We never tried slow-on-hit, seems I was the only one who wanted to test it and I was too lazy to add it. |
| 01-27-2007, 01:27 PM | #6 |
acid gun would become PRETTY useless then, yes? |
| 01-27-2007, 11:21 PM | #7 |
Well, when I suggested it, I meant a slight pause (would have to be quite slight, or minigun might keep you locked down permanently lol). Not sure what it would change in the game, or how hard it would be to add lol (I just thought if it was easy, why not test it, it might add a new dynamic to the gameplay, lol). |
| 01-28-2007, 02:20 PM | #8 |
Armour; You start with 0/100 mana. You can then get armour to increase your mana. When you are attacked, it deducts from your mana first, then does damage. Some guns (like laser + acid gun) ignore armour. Instead of the +50 hp powerup, it would be +25 mana (as it is permanent) A few other misc. ideas Overheating; You start with 0/100 mana. You constantly degen mana; whenever you use a gun, your mana increases (varying from gun to gun) If you fire a gun with more than X mana, you have decreased accuracy/the possibility to damage yourself. After Y mana, you just can’t shoot. Ammo; You start with X/X mana – X varies from gun to gun. Whenever you use your gun, your mana decreases (1 mana per bullet/equivalent). You have a reload ability on the command pad; if you get to 0 mana, or press reload, you will reload and get full mana. You cannot shoot with no mana. Reload is the same as when you buy your gun first time. Energy; You start with 100/100 mana. You constantly regen mana; the distance you jump/throw grenades depends on how much mana you have; If ever a melee weapon is introduced, its damage could be based off energy too. >X mana = full effect and -X mana <X mana = lesser effect and –all mana |
| 01-28-2007, 04:17 PM | #9 |
How about mode: "mana ON/OFF". Then ppl can play it just normally or with addiotnal mana features. |
| 01-28-2007, 05:05 PM | #10 |
Why don't we add a TD MODE where you shoot passing creeps instead of eachother? It could be turned on / off, then it doesn't matter if people like it or not! No, I'm not serious... |
| 01-28-2007, 05:40 PM | #11 | |
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| 01-28-2007, 05:54 PM | #12 | |
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Wtf r u talking about. ==== Anyways.. There could always be some minor abilities> Speed boost - very very brief (2 seconds) Dodge - For 1 second dodge shots. Some ppl may like this, others may dislike it (having abilities), hence I suggested, having the option of Mana On/Off. |
| 01-29-2007, 01:21 AM | #13 |
My goal on wc3campaigns is to quote someone whos quoting someone whos quoting someone... while quoting another person quoting anotehr person quoting another person. Anyways, the didge may be a bit strong. How about for 1 or 2 seconds giving you either: 1. A % chance to dodge. 2. Decreases your collision size, so bullets have to be nearer to hit you. |
| 01-29-2007, 01:27 AM | #14 |
ammunition. you get like 50 ammo/mana, then it takes some time, and it loads up completly again. it should be different from weapon to weapon, like a sniper would have five rounds, and the submachine gun would have 75 or something big. |
| 01-29-2007, 09:17 AM | #15 |
hmm Id be anti any ammunition thing, would overcomplicate imo. |
