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Player Customization

Posted: Wed Jul 14, 2004 3:21 pm
by Kaboodles
Player Customization:

How about allowing players to customize their characters to suit their fighting styles? Here's my idea:

Give players a set amount of points (say 150) to improve their character's stats (Movement Speed, Health, Damage, etc.) and buy Attributes (Special abilities). You should also be able to decrease stats and buy negative Attributes to free up points to spend improving other stats, etc.

Here are the stats:

Movement speed: Controls movement speed.
Damage: Controls the amount of damage you do.
Health: Yeah, pretty straight forward
Dodging abilities: Controls how fast and how far you can dodge
Jumping: Controls your Jump height.
Stealth: Controls how much sound you make when doing stuff (running, attacking, jumping, etc.)


Positive Attributes: Purchase these for points

Critical Strike: You have a chance of doing twice the damage in a single attack.
Spiked boots: Allows you to run up steeper hills and do more damage when you jump on someone.
Envenomed weapon: Your weapons poison your enemies.
Heavy hitter: Your attacks knock the enemy back more.
Stunning attack: Your attacks have a chance of stunning the enemy (disruptor blind effect)
Payback: Your opponent receives a portion of the damage he inflicts upon you (should not be able to kill opponent)
Danger sense: You have a little indicator that tells whether an opponent is going to attack you. The indicator points in the direction of the nearest opponent and changes color depending on range. Green means the opponent is pretty far away, yellow means that he is mid-range, and red means that he is very close to you. The indicator flashes whenever the opponent attacks.
Parry: You have a chance of knocking the enemy's weapon out of his hand whenever you parry his attacks.
Vengeance: When you die, the one who killed you is damaged.
Berzerker Rage: You get a "rage counter" that works pretty much like the adrenaline counter. You get 1 rage point for every 3 points of damage you inflict on the enemy, 1 point for every 4 points of damage he inflicts on you, and 15 points for every kill you make. Once you have 100 rage points, you go into "Rage mode" and cool stuff happens. Your weapon catches on fire, does extra damage, and sets opponents ablaze when you attack them. Your eyes glow red, and trail black smoke that obscures the enemy's vision. Your opponents also appear to glow to you, so they are easier to spot. Your health is increased by 100 hp. When you go back to normal, you go back to your original health. Rage points should also slowly decrease regardless of whether your enraged or not.
Helmet: More resistant to headshots.
Diseased: You trail yucky disease clouds that make others sick. You also spit out random goo blobs.

Negative Attributes: Having these gives you points

Near-sightedness: Far-away objects look blurry.
Butterfingers: A chance of dropping your weapon/flag whenever you attack.
Weak knees: You take fall damage more easily and get hurt more.
Cursed: Sometimes attacks hurt you more than they should and your attacks sometimes hurt the enemy less.
Lazy: Sometimes your attacks are delayed.
Paralyzed by Fear: Sometimes you just stop and cower in fear.
Confusion: When you are attacked, sometimes your controls get reversed (left is right, forwards is backwars, jump is crouch, etc.).
Blinded by Pain: Disruptor effect when you get damaged.
Trigger Happy: Your gun fires whenever you see someone.

Neutral Attributes: These don't cost anything, but don't realy help you much either.

Shadowstar's ideas

(scroll down a little)

I could write more, but my stupid little brother wants to play now. What do you think?

Posted: Wed Jul 14, 2004 4:42 pm
by TKATK
sounds like a built in RPG mut,i would certainly support it partly incorporated,it shouldnt be too hard as someone else(mysterial)has pulled it off already

Posted: Wed Jul 14, 2004 7:00 pm
by Kaboodles
Yeah, it's like the RPG mut, but without having to kill people to gain exp. for more points and stuff. You get a set amount of points and start off with what you created.

Posted: Wed Jul 14, 2004 7:03 pm
by General_Sun
that'll be great. But this could also break the mod with unbalances...

Posted: Wed Jul 14, 2004 8:13 pm
by Mick
There are so many choices! It all looks a bit complicated. Maybe just use the stats and a few attributes.

Posted: Wed Jul 14, 2004 8:20 pm
by Kaboodles
Maybe have caps for certain stats, and of course some attributes would cost more than others.

Or you can make it so that the cost for improving a certain stat increases as the stat goes higher, so that it will be more difficult to max out certain stats.

Posted: Thu Jul 15, 2004 4:13 pm
by Phantasma
I'm sorry but that would be hyper gay. I could just see the guys wondering around as fast as possible with the single axe owning people in a swing that would be so fast it wouldn't have the animations. Or better yet the "dagger whorage" would REALLY be out of control. An as for damage thing there is enough BS hits out there that kill people in one hit already. The whole RPG thing would have to be someting to think about long and hard, the smallest thing could break the current system.

Posted: Thu Jul 15, 2004 4:28 pm
by Rythmix
Phantasma wrote:I'm sorry but that would be hyper gay. I could just see the guys wondering around as fast as possible with the single axe owning people
How absolutely Poetic ! LOL :lol:

Posted: Thu Jul 15, 2004 4:45 pm
by Kaboodles
I could just see the guys wondering around as fast as possible with the single axe owning people in a swing that would be so fast it wouldn't have the animations.
Well, you can't make the animations faster, that's already been established. (i think)
An as for damage thing there is enough BS hits out there that kill people in one hit already.
I see your point. There should probably be a cap to that, maybe 125% max. Or a system where increasing a stat costs more as you put more points into it.Health would probably be the same, too.
Or better yet the "dagger whorage" would REALLY be out of control.
heh
I'm sorry but that would be hyper gay.
That's really mean. :(

Posted: Thu Jul 15, 2004 7:25 pm
by General_Sun
Kaboodles_The_Assassin wrote:
heh
I'm sorry but that would be hyper gay.
That's really mean. :(
That is really mean.

I would like to see this system but implemented conservely. Start off with just 2 options, damage and health, then slowly add more, balancing as see fit...

Posted: Thu Jul 15, 2004 8:10 pm
by Tuna_
lol while were at it why don't we add the ultima ability to the list :D

Posted: Thu Jul 15, 2004 9:01 pm
by TKATK
Tuna_ wrote:lol while were at it why don't we add the ultima ability to the list :D
regeneration and vampirism,i havent been able to kill someone if they have full vamp and reg(the required stats make them invincible already)

Posted: Thu Jul 15, 2004 10:04 pm
by Kaboodles
Hey, I never added regeneration or vampirism to the list.

Posted: Thu Jul 15, 2004 10:12 pm
by TKATK
but you didnt add ultima too
and not like its going to be implemented :?

Re: Player Customization

Posted: Fri Jul 16, 2004 7:22 am
by chaoskirina
Kaboodles_The_Assassin wrote:Player Customization:

How about allowing players to customize their characters to suit their fighting styles? Here's my idea:

Give players a set amount of points (say 150) to improve their character's stats (Movement Speed, Health, Damage, etc.) and buy Attributes (Special abilities). You should also be able to decrease stats and buy negative Attributes to free up points to spend improving other stats, etc.

Here are the stats:

Movement speed: Controls movement speed.
Damage: Controls the amount of damage you do.
Health: Yeah, pretty straight forward
Dodging abilities: Controls how fast and how far you can dodge
Jumping: Controls your Jump height.
Stealth: Controls how much sound you make when doing stuff (running, attacking, jumping, etc.)


Positive Attributes: Purchase these for points

Critical Strike: You have a chance of doing twice the damage in a single attack.
Spiked boots: Allows you to run up steeper hills and do more damage when you jump on someone.
Envenomed weapon: Your weapons poison your enemies.
Heavy hitter: Your attacks knock the enemy back more.
Stunning attack: Your attacks have a chance of stunning the enemy (disruptor blind effect)
Payback: Your opponent receives a portion of the damage he inflicts upon you (should not be able to kill opponent)
Danger sense: You have a little indicator that tells whether an opponent is going to attack you. The indicator points in the direction of the nearest opponent and changes color depending on range. Green means the opponent is pretty far away, yellow means that he is mid-range, and red means that he is very close to you. The indicator flashes whenever the opponent attacks.
Parry: You have a chance of knocking the enemy's weapon out of his hand whenever you parry his attacks.
Vengeance: When you die, the one who killed you is damaged.
Berzerker Rage: You get a "rage counter" that works pretty much like the adrenaline counter. You get 1 rage point for every 3 points of damage you inflict on the enemy, 1 point for every 4 points of damage he inflicts on you, and 15 points for every kill you make. Once you have 100 rage points, you go into "Rage mode" and cool stuff happens. Your weapon catches on fire, does extra damage, and sets opponents ablaze when you attack them. Your eyes glow red, and trail black smoke that obscures the enemy's vision. Your opponents also appear to glow to you, so they are easier to spot. Your health is increased by 100 hp. When you go back to normal, you go back to your original health. Rage points should also slowly decrease regardless of whether your enraged or not.
Helmet: More resistant to headshots.
Diseased: You trail yucky disease clouds that make others sick. You also spit out random goo blobs.

Negative Attributes: Having these gives you points

Near-sightedness: Far-away objects look blurry.
Butterfingers: A chance of dropping your weapon/flag whenever you attack.
Weak knees: You take fall damage more easily and get hurt more.
Cursed: Sometimes attacks hurt you more than they should and your attacks sometimes hurt the enemy less.
Lazy: Sometimes your attacks are delayed.
Paralyzed by Fear: Sometimes you just stop and cower in fear.
Confusion: When you are attacked, sometimes your controls get reversed (left is right, forwards is backwars, jump is crouch, etc.).
Blinded by Pain: Disruptor effect when you get damaged.
Trigger Happy: Your gun fires whenever you see someone.

Neutral Attributes: These don't cost anything, but don't realy help you much either.

Shadowstar's ideas

(scroll down a little)

I could write more, but my stupid little brother wants to play now. What do you think?
Chaos RPG! :D