#1
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Perks and Perks
I am kinda bored so I figured I would make this post. I was brainstorming some ideas for more perks and just wanted to post them because I thought they were fun. I have no delusions into thinking they will get implemented, but on that note I expect them to be in the game next patch.
I always wanted to see one more blue and green perk. Sticking with the themes of those categories I would want to see: Blue - Superburner (I know this was already in the game once) but I want it modified a little. First, I want it to increase your top speed by 10% and not just when using afterburner, but also your top cruising speed when not using afterburners. I would also like to see it reduce energy usage from afterburner use by something like 10-15%. Green - Hidden Compartment (This was not my original idea but I like it). Basically, it would allow you to carry two powerups at once. This would exclude the bomb or the ball, which would always count as two power-ups. The power-ups would need to be used in the order in which they were picked up. The other perks I was thinking of were going to be in a new category. Let's call it Orange perks. Orange - Kamikaze - Upon death this perk would cause the exploding plane to do a certain amount of damage to the planes in a certain radius around it's plane. Maybe something like 1/2 the Health of a Loopy to any plane within 3 Plane lengths of the dying plane in any direction. Orange - Last Stand - Any shot that would otherwise kill you does no damage. This perk would need a cooldown. Something like 30 seconds before it could activate again. This perk could be really powerful against things like a heavy cannon shot because it would negate the entire shot, but against a Loopy, it might negate one rocket and then you would just get killed by the next one. Orange - Spooky - Overall damage is increased by 10% (maybe a little less) but the user of this perk is unable to pickup or use any power-ups. If the user of this perk picks up a bomb or the ball (the only "power-ups" it can use) then the 10% damage buff would be negated until they released the bomb or ball and then the buff would return after 3 seconds. Orange - Quick Recovery - Reduce your respawn time after you die by 3 seconds with a minimum of a 1 second respawn time in any mode. Orange - Morale Booster - Increase the all stats (ie health, speed, turning, energy, damage) of all ally planes on your screen by 4%. You cannot be affected by this perk yourself while using it (so two people on the same team can't use it and boost each other). Each plane can only be affected by this perk once. So two planes on the same screen does not equal 6% stats increase. Anyway, that's all I got! |
#2
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Hmmmmm...Overall, I like the ideas. Very good idea about the spooky buff not coming online immediatley after releasing the ball/bomb, because then a 'randa self-passer would be REALLY powerful!
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#3
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Nice ideas! The only feedback I can think of at the moment is that being able to reduce spawn time to only a couple of seconds might make it a lot easier to defend than it already is in modes like TBD, which would correspond to longer games.
That being said I expect these to be implemented on a trial basis as soon as the developers' work on the Aerial Freeze Tag mode is completed. |
#4
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Eeeeeeeeehhhhhhhhhhhhhhhhhhhh?!??
Edit: Oh wait, I missed the facetious post dinnit I? Vodka has that effect. Last edited by Taroud; 03-10-2010 at 03:35 AM. |
#5
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Don't like Kamikaze or Last Stand because they alter the basic gameplay (I shoot a smoking plane, it dies, I continue to live) too much.
But I think the others sound very interesting and could alter team strategies in amusing and effective ways. |
#6
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I dont mind last stand, but Kamikaze = sad recoilless/dogfighter users.
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#7
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I, on the other hand, do mind last stand.
Last stand = sad HC/non-lazor randa users. |
#8
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First of all, I have to say that I do NOT like the idea of adding a new perk slot. There are a few reasons to this:
- It adds more complexity for new players to learn. - It adds a lot more complexity to the actual game experience, as so much is happening on the screen. With lots of perks doing lots of hugely different things you'll have a huge amount of information to follow all the time and it gets really hard to concentrate on actual tactical play. - It makes balancing a lot harder as the number of combinations gets so huge. (New perk slot is a new multiplier in the equation, while new perks in existing slots just grow the existing multipliers. If you know any maths you notice the difference.) Once that is said, I have nothing against adding new perk options to the existing perk slots, yet again keeping in mind that adding more than a few will get overly complex with the number of options and balancing. The number of combinations is still a lot lower than with a new perk slot though. Adding new perks to the existing perk slots also means that you have more perks to choose from and still only get to choose as many perks as before, causing your choices feeling a lot more meaningful. When choices feel meaningful then the player feels good of making choices that he thinks are good. If you just have many slots with few options then the player easily feels like he is just picking the no-brainer choices out of the few offered. Basically currently most players use very limited perk combinations for each plane as those feel like no-brainer choices. With a few more perks options for the current slots the choices would become more meaningful (assuming that the perks are worth picking and aren't overpowered when compared to the other choices). I'll comment on the different perk ideas and in case of the orange ones I'll assume they'd be blue/green instead. Quote:
Short: In favor. Quote:
Short: In favor. Quote:
Short: Not in favor. Quote:
Short: In favor. Quote:
Short: Not in favor. Quote:
Short: Not in favor. Quote:
Short: Not in favor. |
#9
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the ideas are very good especially the green and blue perks since they dont look too overpowered (like the usual extra perks people propose) you trade extra speed for less energy, you trade 2 powerups for no type of health boost or flexi. Im not so sure about the orange perks, i think they would change gameplay quite drastically, especially the kamikaze (instead of escorting i go straight into defence with 3 kamikaze planes and kill everyone = free bomb run) and the last stand which would make snipes much more difficult. On the other hand the morale booster and the quick recovery (although 3 seconds seem OP) are cool perks and could be implemented in one of the 2 already existing categories. e.g. morale booster (affects your plane too by 2%) green perk. quick recovery blue perk.
Last edited by andy; 03-10-2010 at 02:01 PM. |
#10
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I'm not in favour of the orange perks at all. Especially the respawn time. That is seriously overpowered in terms of defence
The others I have no strong feelings over, would nice to have a bit more variety sometimes though |
#11
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I'd be in favor of combining the concepts of last stand + spooky, thus becoming:
Last Stand: When your health reaches critical, you get a slight increase in damage. And I find nothing wrong with adding more perks eventually... sure, makes things more complicated, but that means that there's more to 'digest' and honestly it will keep interest in the game going for longer. More possibilities = more investigating how things work = more time spent playing the game, etc. |
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