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#1
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It could be interesting if each plane brings a global bonus to the team non stackable so plane compositions gets a bit deeper.
For instance: bomber: +1% to bomb base damage Whale: +1% Shield Loopy: +touch of pink Bip: +1% speed etc... and so on with all the planes. |
#2
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+1 to this. great idea
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#3
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Yes, I like the idea, it's intriguing. If the effects were non-stackable then indeed, it would encourage more diversity in the makeup of teams.
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#4
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Then if someone was about to bomb they could all just switch to 5 bombers and get extra points or something like that.
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#5
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heemmm good idea actually.
Could sorta implement a bonus of some sort to different planes. Must be a lot more detailed and figure out why the bonuses occur but i like this idea. |
#6
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am i the only one trying to figure out what 'a touch of pink' is lol. Does loopy get a gaydar attatchment or something
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#7
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more than one emp loopy: -1 for all stats for everyone on team. stacks.
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#8
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+1% anything is completely insignificant. It's not worth messing with.
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#9
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The difference between trip golds and trip gold + AI is only 9%
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#10
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it's just an example, devs should set up numbers. It could also be implemented to red perks instead of planes or in a different way, that's just the main idea.
Last edited by mssv; 05-09-2011 at 12:09 PM. |
#11
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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#12
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Loopy - Adds 5% speed to all team mates
Tracker - Adds 5% burst to all team mates Double Fire - Adds 3% burst to all team mates Acid - Adds 3% health to all team mates Bomber - Adds 5% burst damage to all team mates Suppressor - Bombs - Adds 15% Flak - Explodet - Adds 5% health to all team mates Director - Decreases enemy base damage by 5% Thermo - Decreases enemy base damage by 4% Remote - Decreases enemy base damage by 3% Biplane - Decreases all enemy burst damage by 5% (make biplane OP) Dogfighter - Adds 5% agility to all team teams Recoilless - Adds 5% agility to all team mates Heavy Cannon - Adds 5% agility to all team mates Miranda - Adds 5% agility to all team mates Trickster - Adds 5% to team bomb damage Laser - Adds 5% to team bomb damage Time Anchor - Adds 10% to team bomb damage All of these things do not affect the plane it self. So if you are a Time Anchor and you hit a 30 base damage, it doesn't turn into 33 (via 10% extra damage) It will only add that extra damage if one of your team mates hit. |
#13
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If this is implemented (which, IMO would require a lot of testing), the bonuses should kick in late, about 30 seconds after you switch planes, to prevent people swapping to get more base damage.
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#14
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Better yet, make them earn it. You need to have a silver bar for it to activate.
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#15
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Great idea York, I was thinking from that and it would be awesome if bonus are following this patern; 1% bonus when you get the 3rd bronze bar, 2% bonus when you get the 3rd silver bar and 3% bonus when you get the 3rd gold bar.
Each time you get a bonus you hear a sound with 3 versions of it, weaker for the bronze bonus, cooler for the silver bonus and the coolest from the gold one which is also heard by your team, the sound could be different for each plane. That way your team cares about you not losing your gold bars so they keep the bonus, and also Ace Instinct blue perk could be a lot more useful and maybe key in a match. I've been thinking about different bonus for red perks instead of planes, it could be interesting if some red perks gives some counter bonus. For instance Acid loopy gives +resistance to EMP, making EMP weaker (effect+duration) by 1%, 2% and 3% depending on your bars and DF Loopy could give +defense against acid by 1%, 2% and 3%. So that way it's possible to counter a player of the other team that is being an important threat. It could be also good to buff some not popular setups like Tracker Loopy giving them a cool or unique bonus like +energy efficiency. Also defensive planes like whales and bomber could give more defensive than offensive bonus and light planes perks more offensive than defensive. So the team gets enhanced his playstyle making setups more solid and noticeable different than the other team. Example of Red Perk bonus list, each bonus gets 1% for 3 bronze bars, 2% for 3 silver bars and 3% for 3 gold bars: Loopy Tracker: +energy efficiency Double Fire: +Acid protection Acid: +EMP protection Biplane: Dogfighter: +damage Reco: +agility HC: +piercing damage Whale: Director: +max health Thermo: +defence against walls (like ruberr) ReMine: +piercing defence Bomber: Supressor: +bullets max range or +base/turret defence Flak: +knockback defence (reduces knockback enemy's effect) Bombs: +base/turret damage Randa: Trick: +speed Laser: +max energy TA: +bonus to stall trigger point And again, bonus should be non stackable for repeated perks Last edited by mssv; 05-10-2011 at 01:12 PM. |
#16
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oops double post, remove pls
Last edited by mssv; 05-10-2011 at 01:13 PM. |
#17
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This would be awesome. Maybe help with diversity in ladder.
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#18
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Wait, did Altitude just go all pokemon on me?
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#19
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Did you have to walk 256 steps to hatch your plane? Did, when your plane's health dropped to >10%, it's Ability activated? Did, when you leveled up, the plane spout extra wings and it's stats improved?
And for what it's worth, I think this would be interesting. |
#20
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i cast fireball
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#21
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#22
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nah bra, thats D&D all the way
at first i thought this would be an awful idea, i mean boosting all planes? negatory ghost rider but now im thinking +1 for strategic team perk balance |
#23
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Oh, ok. lol Didn't know, because Magic has a Fireball spell, also. XD
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#24
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wat
it's mario if he stole mickeys wizard hat, damn it |
#25
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Now I have The Sorcerer's Apprentice music playing in my head. lol
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#26
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great idea, would never be implemented, nice try guys
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