Page 1 of 2

Wierd Combo Idea V2 look down inside

Posted: Tue Oct 12, 2004 6:07 am
by ChaosJester
Here's an Idea for a combo - would be called something like tank - Player who uses combo gets berserk and extra 100 health, but here's the catch- beyond 100 or whatever amount of health player began combo with, whichever is larger, any extra health goes away at end of combo as well as berserk. No other abilities affected. Effect so people see combo being used: Fairly transparent, red fog-like emitter coming out of player's body. Point- to help players make Flag caps and for other situations where instant health and instant extra firepower are good ideas even for a short time. Length of Effect- Without first making it, I would say ~5-10 sec. would be a good idea. Long enough to make a difference yet short enough to be balanced. Good players should still be able to take out players easily, yet in a critical situation it is long enough to be used effectively.

Posted: Tue Oct 12, 2004 2:54 pm
by TKATK
seems a bit over-the-top,and makes berzerk fairly useless now(the removing of added health wont matter becouse a good player wouldnt lose it anyway)

Posted: Tue Oct 12, 2004 5:17 pm
by ChaosJester
Idea though is that it is VERY short and even for a good player, extra health can still save the reat end. Basically it is meant to be just long enough to help a player to get past a known ambush where the opponents will have a large advantage for instance vehicles and the player has minimal resources and then the berserk and the health go bye-bye. Berserk on the whole is still useful since if you have the health you can use it to decimate opponents, but this is meant for when a player is near death or knows teammates are gone. so it is meant as a choice between a short berserk and extra health that will disappear in a short time or more health in total or longer berserk. The amount of health involved and the time of the combo can be entirely determined by gameplay.

Posted: Tue Oct 12, 2004 5:33 pm
by TKATK
How about
Focus
When activated:The FOV is set to a lower amounth so that the player has scope-ish vision,The spread for bullet weapons and damage for non-bulelt weapons is increased for X sec
When deactivated:FOV set to a abnormally large amount,bullet weapons are gonna spray around like mad for a bit more than X

Steroids:
When activated:The player's move speed is increased and he regenerates 10hp per sec for X sec
When deactivated:The player is degenerated 20 hp per sec for X sec,immobilized for Y sec becouse of exaustion,if the player get's a health pack the 20hp drain is downed to 2 or so hp

X,Y=any balanced number,maybe 18 sec for steroids and 14 for focus

Posted: Wed Oct 13, 2004 12:48 am
by Cigs
TKATK wrote:How about
Focus
When activated:The FOV is set to a lower amounth so that the player has scope-ish vision,The spread for bullet weapons and damage for non-bulelt weapons is increased for X sec
When deactivated:FOV set to a abnormally large amount,bullet weapons are gonna spray around like mad for a bit more than X

Steroids:
When activated:The player's move speed is increased and he regenerates 10hp per sec for X sec
When deactivated:The player is degenerated 20 hp per sec for X sec,immobilized for Y sec becouse of exaustion,if the player get's a health pack the 20hp drain is downed to 2 or so hp

X,Y=any balanced number,maybe 18 sec for steroids and 14 for focus
Focus sounds nice but.. Steroids seems like boost and speed put together but with negation effects, which of course makes it balanced so I guess Steriods would be good to go.

Here's a thought...

Chaos Adrenaline Combo: Reaper.

This basically removes all of your weapons periodically and replaces them with a horrific spectral scythe that deals 100 damage. During this adrenaline combo, the player also moves at super speed making the player harder to hit. Primary function swings the scythe, secondary transforms the scythe into a spectral shield that reverses the direction of projectiles. This adrenaline combo will drain in 6 seconds which is more than enough time to wipe out a squad of enemies. The scythe is basically made out of pure energy which allows the transformation to take place. Since the scythe is made out of energy, the player can swing the weapon swiftly and quickly. When the adrenaline completely drains, you will regain all of your arsenal.

Posted: Wed Oct 13, 2004 2:30 am
by Kaboodles
I propose combining the adrenaline system with the current Relics system. When you pick up a relic, there should be a counter over the relic image in the upper right corner of your screen. Killing people/achieving objectives, etc., nets you some points.

Once the counter reaches 100, you perform a key combo to activate a relic-based super power-up. This steadily drains your points, and when it reaches 0, the power-up is depleted, and you lose the relic.

Dropping the relic or dying before you do it resets your points, so you'll have to be careful if you want to be able to use your relic power-up

Power-ups:

Speed Relic: Ultra-speed - You move really really fast. There should be some motion blur to make it harder to hit you, but there should be a vision blur on your part as well, to make it more balanced. Bonus: Using Ultra-speed while the grav-belt is activated (or vice versa) should allow you to fly.

Relic of Armor: INVINCIBILITY!!!! Or, you could have it steadily increase shields for the duration of the power-up, with no max shield limit.

Relic of Vampirism: Steadily drains the health from nearby enemies and transfers it to you, up to a max of 250 hp.

Relic of Regeneration (Vitality is a better name): Doubles your regen rate up to a maxe of 250 hp.

Relic of Strength: 2.5x damage multiplier and doubles the knockback of your attacks/weapons.

Relic of Vengeance: Enemies receive half of the damage they deal to you. Also, if you die, bad things happen to them. Really baaaad things.

Posted: Wed Oct 13, 2004 3:32 am
by Rythmix
Kaboodles_The_Assassin wrote:<snip>
yo dat sounds dope!

Posted: Wed Oct 13, 2004 7:55 am
by ChaosJester
That sounds great, but I would like to add a modification. when a player has no relic when points/Adrenaline equal 100, if a player wishes to use the points/Adrenaline, have them use the combo presses to "select" a relic to keep, but uses up a number of points/Adrenaline based on the relic and gametype. Lesser relics, use less but their powers are less generally helpful or aren't as powerful. A usercontrolled supermode would be cool, while adding a bit to the system. Perhaps Vengeance as it currently is is the super mode, and the normal is a effect by which a percentage of damage given to you is sent to the enemy. That might tone down Vengeance balance issues a bit while making relics have the equivalent of a superweapon function. After super mode, you lose relic and relic is spawned somewhere else on the map perhaps with a wait and points/Adrenaline go to 0. Whaddya think? Like it?

[Edit] Kaboodles, I like your idea and I think that perhaps the "weird" "unbalanceable" combos suggested here could be relic-combos since they boost ablilities in strange or really powerful ways. Add some serious depth to the relics. I edited the tiitle I liked it so much. [/Edit]

Posted: Wed Oct 13, 2004 9:13 pm
by jb
Hmmm Chaos Combos...maybe we should look at these some more!!!

Posted: Wed Oct 13, 2004 10:16 pm
by Cigs
how about summing those relic combos into just 1 combo? this way, the combo works differently for all relics but has the same combo keys.

Posted: Thu Oct 14, 2004 12:53 am
by ChaosJester
Probably a good idea, but if the Chaos people do multiple combos per relic (hint, hint) there might not be any way to do that easily and still have users in the flow of combat.

Posted: Thu Oct 14, 2004 12:18 pm
by jb
We decided a long time ago to have either combo's or Relics not both active in the game. So for now we will keep it going as based of that past call.....

Posted: Thu Oct 14, 2004 4:37 pm
by ChaosJester
Oh well. i don't think the relic-combo system if kept apart from the rest of the combos would have interfered but itsyour call. Thanks for telling us the situation.

Posted: Thu Oct 14, 2004 9:05 pm
by Isotope
Here's a combo idea, though I don't know how possible it is...

Instincts: This combo puts a lingering trail on all players, helping them track others, only visible to that one player... I think it's possible to have stuff like that visible to only one player, because of the trails to blue and red base you get when you press "m" or "n."

Though is there's no possibility of using it in the mod, I'd like to gather a few more ideas, and make a combo pack.

Posted: Fri Oct 15, 2004 3:28 am
by ChaosJester
Isotope, a useful combo pac would be cool. jb, I think there is a way to satisfy the issue of combo binds running out and having chaos combos. First of all, this chaos relic-combos WOULD replace the adrenaline system, thus keeping bindings from being screwed up as a result of the Chaos mod. The relics are the key to the system, and what relic a player has would determine the combo used when activated. In order to keep relic holders from having too much power, the relic disappears and respawns after the combo ends. the combos are part and parcel of the relics so the epic system doesn't have any role.