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Post by crashgordon94 on Dec 1, 2008 6:58:18 GMT -5
I have an idea for a new class: Black Belt:His starting weapon: Nunchuck AT: 0 - 3 (This means that you can hit for 0 damage sometimes) AGI: 10 - 30 Range: 15 This is the only Nunchuck in the game & it's not very good, but that's not very important because of his special abillity. Special Skill: Note:You cannot allocate SP, but you don't need to. When he has no weapon equipped he can attack with his fists. Starting stats for his bare hands: AT: 1 - 1 AGI: 50 - 60 Range: 5 Sounds terrible, I know, but bear with me. SP is used in a unique way. Whenever you level up, the amount of SP in each slot is cleared and it puts in an amount of SP that's equal to your level + half your unallocated SP. (So at L2 there's 3 SP in STR, DEX & MAG, but at L3 there's 5 SP in STR, DEX & MAG). The stat growth is as follows: STR: Min AT + 0.25 (requires 4 SP or more to make a difference), Max AT + 1, LP + 1 DEX: Min AGI - 2 (Can't go below 5), Max AGI - 3 (Can't go below 10), LP + 1 MAG: Range + 0.25 (to a max of 20), LP + 1 Note: This only happens when you have no weapon equipped, so you can't experience stat growth with the Nunchuck. Also (When unarmed), you have room for 2 compo items, and they can be removed. What do you guys think?
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Post by me2 on Dec 1, 2008 10:07:35 GMT -5
SP is used in a unique way. Whenever you level up, the amount of SP in each slot is cleared and it puts in an amount of SP that's equal to your level + half your unallocated SP. (So at L2 there's 3 SP in STR, DEX & MAG, but at L3 there's 5 SP in STR, DEX & MAG). ... which eqals in "(2 x LEVEL) - 1". 1. Why do you make it so complicated? 2. This rises the character values (STR, DEX, MAG) three as fast as for any other character. This is pretty much and probably to much. 3. Instead of rising the STR, DEX, MAG so fast you can simply make higher factors at the stat growth. 4. You can decide ... nothing! (except for the "weapon"). Thats boring! The interesting thing is about choosing which characteristics you want to improve. 5. I don't see any benifit for the game from removing the SP distribution. 6. The "black belt" is pretty much the same guy as a boxer. He is as fast as the boxer, and has a similar short range. 7. His attack power is much too strong. He would have AT 2-18 at level 9 with the Nunchuck and his AGI has already reached the minimum of 5-10. And at level 13 he has AT 3-26, at level 21 he has AT 5-42. /me
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Post by bluestorm on Dec 2, 2008 22:41:05 GMT -5
It would be cool if there was a level where the enemys could only be damaged by your starting weapons
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Post by General Veers on Dec 2, 2008 22:57:22 GMT -5
That would be cool, and I would presume that certain levels would be a test of focus and endurance (e.g. Castle Boss in a starter-weapon level).
However, I personally would prefer to keep SR as it is, with the exception of adding new non-Grassland levels...
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Post by crashgordon94 on Dec 3, 2008 7:33:17 GMT -5
SP is used in a unique way. Whenever you level up, the amount of SP in each slot is cleared and it puts in an amount of SP that's equal to your level + half your unallocated SP. (So at L2 there's 3 SP in STR, DEX & MAG, but at L3 there's 5 SP in STR, DEX & MAG). ... which eqals in "(2 x LEVEL) - 1". 1. Why do you make it so complicated? 2. This rises the character values (STR, DEX, MAG) three as fast as for any other character. This is pretty much and probably to much. 3. Instead of rising the STR, DEX, MAG so fast you can simply make higher factors at the stat growth. 4. You can decide ... nothing! (except for the "weapon"). Thats boring! The interesting thing is about choosing which characteristics you want to improve. 5. I don't see any benifit for the game from removing the SP distribution. 6. The "black belt" is pretty much the same guy as a boxer. He is as fast as the boxer, and has a similar short range. 7. His attack power is much too strong. He would have AT 2-18 at level 9 with the Nunchuck and his AGI has already reached the minimum of 5-10. And at level 13 he has AT 3-26, at level 21 he has AT 5-42. /meWell, do you think you think it would be alright if I changed the SP equation to (Level X 1.5)? P.S. The whole thing about having no choices is the whole point really. P.S.S. Have you ever played Final Fantasy 1? That's where I got the idea.
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Post by bewnt on Dec 3, 2008 11:59:56 GMT -5
... which eqals in "(2 x LEVEL) - 1". 1. Why do you make it so complicated? 2. This rises the character values (STR, DEX, MAG) three as fast as for any other character. This is pretty much and probably to much. 3. Instead of rising the STR, DEX, MAG so fast you can simply make higher factors at the stat growth. 4. You can decide ... nothing! (except for the "weapon"). Thats boring! The interesting thing is about choosing which characteristics you want to improve. 5. I don't see any benifit for the game from removing the SP distribution. 6. The "black belt" is pretty much the same guy as a boxer. He is as fast as the boxer, and has a similar short range. 7. His attack power is much too strong. He would have AT 2-18 at level 9 with the Nunchuck and his AGI has already reached the minimum of 5-10. And at level 13 he has AT 3-26, at level 21 he has AT 5-42. /meWell, do you think you think it would be alright if I changed the SP equation to (Level X 1.5)? P.S. The whole thing about having no choices is the whole point really. P.S.S. Have you ever played Final Fantasy 1? That's where I got the idea. If you have played SR you'll find that spending SP is an integral part of the game. It allows for: - greater customisation/more flexibility (we can have tank builds, damage builds, support builds etc. depending on where we invest SP)
- sustained interest
- special effects (eg. Priest Aura will always be grey-white with your idea)
Conversely, by adopting your idea, we have: - a complete reliance on grinding for power
- loss of strategic planning
- nullification of restrictions for certain weapons (eg. what's the point of having a 12MP Ice Sword when you will be garaunteed to have enough MAG points by a relatively early level)
Sure, your idea works for some games. I just don't think SR is one of them.
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Post by crashgordon94 on Dec 4, 2008 3:42:54 GMT -5
Well, do you think you think it would be alright if I changed the SP equation to (Level X 1.5)? P.S. The whole thing about having no choices is the whole point really. P.S.S. Have you ever played Final Fantasy 1? That's where I got the idea. If you have played SR you'll find that spending SP is an integral part of the game. It allows for: - greater customisation/more flexibility (we can have tank builds, damage builds, support builds etc. depending on where we invest SP)
- sustained interest
- special effects (eg. Priest Aura will always be grey-white with your idea)
Conversely, by adopting your idea, we have: - a complete reliance on grinding for power
- loss of strategic planning
- nullification of restrictions for certain weapons (eg. what's the point of having a 12MP Ice Sword when you will be garaunteed to have enough MAG points by a relatively early level)
Sure, your idea works for some games. I just don't think SR is one of them. You know, I only intended the lack of SP distribution to apply to the Black Belt, right? But I see your point, and I probably only thought it up because I was in a FF1 trance
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Post by tomtomson on Dec 5, 2008 14:30:17 GMT -5
pets please they would be like a cross between weapons and compo items. cat higher jump and scratch enemies bat bites enemies and transfers 35% damage to your health dog characters a faster and the dog bites people. goat/ram charges across the level hurting enemies yeti makes your weapons do or more ice damage and makes you uneffect by cold attacks bear mauls enemeys and give you a +5 str bounus pheonix is the same as the yeti but instead of ice it's fire pig(gy bank) doubles the money earned by selling items and killing enemies snake same as the yeti but instead of ice it's poison blob sticks to enemies hurting them 1-2 every second (hard to earn) eagle attacks enemies and brings you items on the map
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Post by ~Memzak~ on Dec 8, 2008 1:43:00 GMT -5
I'd like an Ice arrow, a poison sword and a pink sword...
like in my mimic of SR [img src="http://i33.[tinypic.com]/k20ajr.jpg"]
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Post by me2 on Dec 8, 2008 21:00:40 GMT -5
My ideas of Stick Ranger are much more basic and simpler, and apply to the basics of the game: - First, you have a wonderful stickman physics engine which is capable of handling forces. But it's only used for the dragging with the mouse and the weapon projectiles. My suggestion: Make more use of it! You could create enemies which punch your Stick Rangers away. Everything is imaginable ranging from a small punch backwards, up to an enemy which kicks your Stick Rangers away in a huge bow to the screen border. Or an enemy which uses wind, to blow away the Stick Rangers (It doesn't have to be a real simulation like in Powder Game. Just apply a directional force, within a cone shaped area, which gets less strong, the farer away you are from the enemy, and add a little random to the force.) Or even the typical Nintendo-like punching-on-the-ground-to-make-the-rest-of-the-world-doing-a-small-jump Boss.
- More flexible landscape generation with more stuff.
- A cave would be really nice. The bats for it are already existing. You would have a ceiling in the cave and a more winding level design with less space (maybe bad for snipers with bow/arrow). A dark effect similar to the one in Irritation Stickman would also be cool for it.
- You could also include barricades and traps into the landscape, which kill you immediately. For example a hole with some spears in it, or a constantly burning fire barricade. Therefore you would just have to include the traps in the landscape and define the area in which the autowalk feature automatically gets disabled (otherwise they would die like lemmings).
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Post by General Veers on Dec 8, 2008 23:05:21 GMT -5
I'm personally not so crazy about traps, but new terrain generation possibilities would be nice...
The physics also seem good, with the strength of the force being directly proportional to the value of the attack by the enemy.
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Post by ~Memzak~ on Dec 9, 2008 11:19:09 GMT -5
Lol I'd like the:
Nintendo-like punching-on-the-ground-to-make-the-rest-of-the-world-doing-a-small-jump Boss.
I think there Should be a portal behind the castle...
with a bigger boss with that abbility...
and others...
and 15000 HP...
but thats not hapening...
I think the Castle boss will always be the biggest and baddest boss...
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Post by secret on Dec 13, 2008 6:35:24 GMT -5
My enemy ideas:
Red X AT: 6-12 x5 Additional AT: 1-5 LP: 365 Money ($): 45 Drops: ?
Description: Launch five small orange boulders at you, which will turn into flames when hit the ground similar to those from the Fire orb. Range is similar to Purple X. Can be a pain when present in groups.
Yellow X AT: 2-5 x2 Additional AT: 25-40 LP: 365 Money ($): 60 Drops: ?
Description: Launch two small yellow boulders at you, which will make a shock similar ro those produced by yellow wheels when hit the ground. Range is similar to Gray X. The main damage is done by the shocks. Can be a real pain.
Green X AT: 5-6 Additonal AT: 1 Specials: Poison effect LP: 365 Money ($): 60 Drops: ?
Description: Launch one green boulder at you, . Range is similar to Gray X. Poison the stick rangers for 0.5 seconds when hit by the boulders. Does not deal splash damage. Dangerous when present in groups.
Blue wheel AT: 10-13 Specials: Freeze LP: 1100 Money ($): 95 Drops: ?
Description: Rolls to you as the other wheels. Can freeze any stick ranger in place for 1 second when contact with it. Damage is done by simiply contact with stick rangers, thus no attacks on it's own. Has high health. Not a boss and has the same size as green wheels. Usuallly present in groups of five
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Post by kithrixx on Dec 13, 2008 20:27:13 GMT -5
I'm just going to expand on me2's physics suggestion.
How about some damage done to enemies when you pick up a Ranger and throw it directly at them? If you swing them right, you can get some serious momentum going.
And how about a class that makes USE of momentum?
Swinger
Starting Weapon: Hook (like a grapple hook with rope) AT: 1-5 AGI: 20-30 Range: 50 Use: Swinger throws the Hook at the enemy. Should he hit them, then he will proceed to yank on the rope, sending them into the air, and swing them back and forth in an arc over his head, smashing them on the ground and dealing damage with every impact. Enemies that are in the path of the hooked enemy are also damaged, although for a smaller amount of damage. Flying enemies will be tethered to the ground, allowing Gladiator and Boxer to reach them. Str: Increases hook and slam damage, will enable Swinger to lift heavier enemies* Dex: Increases swing speed (Max AGI being 10-20) Mag: Increases range, increases mp with hits to make magic Hooks effective
Usefulness: Singular enemy elimination Weakness: Short range combat; the closer the enemy is, the less momentum he can pick up by yanking on the rope *What if he encounters massive (bosses, the giants from Hill) or immobile (trees) enemies?: There will be no smash damage, as he will not be able to lift them/uproot them. He will simply yank on them to make up for the lack of smash damage. Larger enemies will be hindered by his yanking, and be tugged in the direction that he is yanking. However, if his Str is high enough, he will be able to lift larger enemies (the giants from Hill and some bosses, such as the ones from Grassland 1) and swing them, but they will be swung somewhat slower.
Higher tier weapons could included Barbed Hook, Explosive Hook (blast radius when enemies are slammed), Cold Hook (slow), Poison Hook (obvious), that kind of deal.
If keyboard controls are worked in for individual stickmen, then possibly the Hook could be used to latch on to terrain and have the Swinger, well, swing. What use that could serve, I'm not entirely sure, but if you take the suggestion of using the Ranger's bodily momentum to damage other enemies, it could work up some serious force and potentially be used to barrel into enemies to deal some considerable damage.
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Post by ganondorf on Dec 13, 2008 22:18:46 GMT -5
New idea for city after castle: tavern
when you enter you have to go threw a few sxreens of drunks. At the end is a few drunks and three other things:a cheeper inn, a tutor who canchange a stickmans class for a fee and a muterous dude. talk to him and he will chalange you to a duel. choose one stickman and accet and he will turn into a demon boss that can only be fought be selected sticknan. deadeat him and he will be freed and join your party as a classless stickman. give him a class with the tutor
myidea for sky stage: menu is white, no ground, only platforms. If a stickman falls you will be teletported to grasslands with faller dead.
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Post by General Veers on Dec 14, 2008 1:31:14 GMT -5
Would that mean that there would be as many sky stages as there are GL stages (7)?
Or would any sky stage drop into one designated GL stage, such as GL1?
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Post by ~Memzak~ on Dec 14, 2008 7:55:54 GMT -5
I'd like a quest...
Like if you go into the town, there is a house saying quest and when you click on it...
it gives you a quest....
eg: kill 20 grey tree's
Rewards: cash, gold and sometimes items (depending on the creature / quest)
teh quests also get harder according to your level...
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Post by ganondorf on Dec 14, 2008 17:16:57 GMT -5
Would that mean that there would be as many sky stages as there are GL stages (7)? Or would any sky stage drop into one designated GL stage, such as GL1? Each sky is over a stage, though it those not have to have corresponding numbers or bwe a grassland it must be found. No falling in hcii if you havn't unlocked it. if the corresponding stage is unavalible you go to a random stage.
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Post by General Veers on Dec 14, 2008 18:02:19 GMT -5
Ah, alright, then.
It's just over whatever stage, provided that the stage has been unlocked.
That sounds like a neat idea, although one should hope that the stage isn't level 2 of Castle if it was unlocked...
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subzeroten
Greater Being
{S=0}The Naturalist[M:-2]
5%
Behold, my new game, in an avatar! :D
Posts: 288
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Post by subzeroten on Dec 14, 2008 18:21:49 GMT -5
New Classes
Gunman= long ranged boxer
-Pistols -Magnums (Stronger) -Uzis (Weaker a little bit but faster) -Flare Guns (Fire type, more stronger than Magnums a little bit) (Requires Mana) -Machine Guns (Uzis and Magnums stats combine) -Laser Pistols (Stronger than Magnums, Projectiles go through enemies) (Requires Mana)
Ninja= melee and short ranged fighter
-Star N' Sword -Shuriken N' Katana (Faster and stronger by a bit) -Razor and Blade (Even Faster and stronger) -Disk N' Slasher (Thunder type, a little bit weaker) (Requires Mana) -Big Star N' Sharp Blade (Pretty big damage but slower) -Air Razor N' Double Katana (Longest ranged ninja weapon)
Necromancer= Magic class that summons one skeleton to fight, attack head on to gain Mana to summon another one if it is killed *All of the necromancer's weapons requires Mana, Increased base and max damage for each new weapon.
-Bone (Skeleton) -Red Bone (Burning Skeleton) *Relight if have enough Mana. -Gold Bone (Metal Skeleton) *More LP. -Blue Bone (Giant Skeleton) *Size of a Tree. -Bright Bone (Reaper Skeleton) *Has a scythe weapon. -Dark Bone (Necro Skeleton) *Can summon a smaller skeleton.
Jedi Knight= Magic using swordsman, Pushes enemies if have enough Mana.
-Green lightsaber -Blue lightsaber (More speed) -Red lightsaber (More powerful) -Purple lightsaber (Makes higher drop rate of items by 5.25%) -Yellow lightsaber (More Force Push) -Double lightsaber (Fastest Lightsaber weapon)
Berserker= The Most slowest but powerfulest melee fighter. Uses 2 'beefed up' gloves and on short ranged heavy weapon. *Big weapon has 20% chance to Stun.
-Smash Gloves N' Battle Axe -Fists N' Mace (More stun chance and damage) -Knuckles N' War Hammer (Even more stun chance and damage) -Daggers N Pole arm (Weaker but a little bit faster than the other berserker weapons) -Guillotines N' Hunter's Sword (Critical hits and more damage) -Meteor Mash N' Comet Clash (Very powerful but very slow.) (Meteor gloves and comet axe, Requires Mana)
Bow Master= Magic based sniper that can use fire, ice, poison or light arrows. Can also change number of projectiles and shotgun style or not. (Up to 3)
-Arcane Bow -Mach Bow (Faster Shooting) -Twang Bow (Farther ranged) -Guide Bow (Homing projectiles) -Warp Bow (Teleports arrows) -Split Bow (Arrows split into 2 more arrows after enemy contact)
Elemental Master= Powerful magic user that learns new spells after 10 MAG stat increase. *All spells require Mana, gains mana by using a normal magician class attack
-Elemental Orbs -Mach Orbs (Faster attacking) -Greek Orbs (Enables the use of 6th set of spells) -Matrix Orbs (Enables the use of the 9th set of spells) -God Orbs (Enables the use of the last 8 spells) -Doom Orbs (Increase power of Darkness Spells)
*There are 4 more classes: Samurai, Beast Tamer, Pirate and Enchanter. I did not come up with all of their weapons yet.
Spells of the elemental master:
___________________ Elemental Master Spells -------------------------------
Lv. 1
Fireball Iceball Boulder Toss Air Bolt Water Bolt Thunder Shock Ray Of Light Dark Sphere
Lv. 2
Flame Thrower Freeze Thrower Tree Crush Twister Whirlpool Lightning Strike Light Beam Dark Beam
Lv. 3
Magma Shot Frost Bullet Stone Smash Fog of Pain Waterfall Shock Pulse Holy Light Unholy Light
Lv. 4
Lava Geyser Snow Cloud Rock Tomb Tornado Rain Cloud Thunder Cloud Sun Ray Moon Ray
Lv. 5
Fire Blast Blizzard Earthquake Pressure Hydro Blast Thunder Pulse Solarbeam Dark Pulse
Lv. 6
Alpha Beta Rho Tau Delta Sigma Omega Gamma
Lv. 7 Incinerate Algorstorm Stalagmites Sonic Boom Aqua Jet Telsa Jolt Heal Necro Heal
Lv. 8
Volcano Ash Glacier Bash Mountain Mash Hurricane Slash Tsunami Splash Electric Smash Heaven's Flash Gravity Crash
Lv. 9
Thermo-Flare Hiemal-Frost Geo-Crystek Aero-Cyclonic Hydro-Geyser Dynamo-Static Lumino-Phos Adumbration
Lv. 10
Sacred Inferno Everest Blizzard Terra Firma Dimensional Hurricane Hydra Tsunami Edge Storm Of Zeus Holy Genesis Doomsday Density Beam
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