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Working on some attributes for a new mod

Started by lugaru, March 29, 2010, 10:29:44 PM

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lugaru

I'm dipping my feet into attribute creation and want some feedback from the people on the forum who have some knowhow. My skills are basically "cut and paste" so I'm only going to do remixed attributes and convenience ones, unless some hidden talent manifests itself.

Here are my ideas so far:

Concrete flesh, fluid flesh, cloth flesh.

Each one simply sets the material type (concrete, air, cloth) to the character at the start of the mission, making it so that you dont have to edit hero files and that cost is included for those who care about those things. I saw a thread that has some suggestions on how to do this so hopefully I can pull it off.

This is part of my NOOB friendly initiative of course, to make it so that new players have 3 more material options without editing files. 

Jinx Remixes

Annoying (randomly enrages people), Fearsome (randomly frightens people) and so on... something to experiment with while I pick up some skill.

and the tough one...

Mad Scientist (good/evil)

In the past I've gotten a lot of entertainment out of limey lure swaps summoning objects (flame walls, bombs, etc). I've thought of a bunch of powerful objects one could summon but I'm wondering what the best way to go about this would be. The idea is that it is primarily made to work with AI (since I mostly watch) but obviosly players can use it too. You can summon 1 item, perhaps at a high energy cost (2 blocks) or perhaps do it once or a few times per match. Most of these items are actually characters who cant move and who have an object for a body mesh such as a box, a metal sphere or whatever. Examples:

Weather Device: metal, mindless, weather control attribute. Stops messing with the atmosphere when destroyed.
Power dampener: metal, mindless, pulses with Power null (enemy only) while slowly degenerating. Stops when destroyed or when it dies on it's own.
Anti missile net: metal, mindless, anti war field. One (or more) of these jimmies cause missiles to disintegrate with a cute special effect (probably sparks, not petals)
Gravity Trap: metal, mindless, pulses with "pull" and slowly degenerates. For about 30 seconds (unless targeted) it would trap characters not allowing them to leave an area.
Gravity Bomb: the same as above but explodes into a high knockback attack when it dies.
Nano healing pod: uses direct healing powers on allies until it consumes itself and dies.
Antimatter Bomb: larger than usual radius, causes objects to explode IF not destroyed before it pulls together enough energy to perform it's sacrifice attack. Or I could have it destabilize all objects in that radius, that would be a trip too.
Other possible ideas: battle computers (field commander with various attributes), other dampeners (parasite causing different effects) and other ideas.

My idea is that Heroes would have 4 to choose from (none of the mass killing ones) and Villains would have 4 to choose from (none of the nice ones).

What would be a good way to pull this off? Here are my ideas:

Putting the MAD in mad scientist: I would like to summon a tiggot style character who comes in with a random ally (that being a random invention) kind of like a cross between private army and sidekick. That way you never know what Dr. Doom or Hank Pym is going to whip out until it completely changes the battlefield. How would you suggest doing this?

Angelic Ally/Megablast stlye: you can summon an object as many times as you have hero points. Hopefully A.I. would have no trouble with this.
Summoner: perhaps summoning a random invention is super costly instead, and it is based off summon.

Any thoughts? It is ambitious but I can kind of wrap my head around it, like it looks like a lot of small steps instead of one huge new attribute.

Also as you can tell it is non custom... like you can set up any object as a limey lure or whatever but I dont want to take up another custom slot and the random adds flavor to the attribute.