New Abilities
New Abilities
Just wanted to spark a topic based on the features poll we had awhile back. Most of the abilities mentioned here have been about throw or moving skills to be abilities. However, I noticed we really have no abilities given to players past level 200. I thought about it for awhile and drew a blank to what could go in. So, hopefully if we chat about it we can fill in some gaps and come up with some neat battle abilities that can get splintered off into their own topics.
Gatz Seijuro,
Owner of NarutoMUD
Owner of NarutoMUD
Re: New Abilities
I'll get the ball rolling.
Saru (Monkey) Style - Combat style which removes any combat lag from being applied on the player. However, it causes the Stamina requirement to explode in cost. Combat level 220.
Kamakiri (Praying Mantis) Style - Combat style that makes all hand seals instant. At the cost of making Chakra requirements shoot very high. Combat level 230.
Mujina (Badger) Style - Combat style which prevents any auto-melee combat rounds, but boosts damage by 50% and lowers cost of skills by 50%. Combat level 250.
[Edit: Altered Mujina Style a bit.]
Saru (Monkey) Style - Combat style which removes any combat lag from being applied on the player. However, it causes the Stamina requirement to explode in cost. Combat level 220.
Kamakiri (Praying Mantis) Style - Combat style that makes all hand seals instant. At the cost of making Chakra requirements shoot very high. Combat level 230.
Mujina (Badger) Style - Combat style which prevents any auto-melee combat rounds, but boosts damage by 50% and lowers cost of skills by 50%. Combat level 250.
[Edit: Altered Mujina Style a bit.]
Gatz Seijuro,
Owner of NarutoMUD
Owner of NarutoMUD
Re: New Abilities
For Mujina to really be feasible....it would have to at least double, or maybe even triple, damage to really make it worthwhile. It's one thing to lose all your auto-attacks when you've only got 2 or 3, but when you're doing 4 or 5...that's a lot. Especially when you look at how much damage can be dealt in the auto-melee range. Lowering the cost of skills would be nice, but I think a bigger factor would be the presence of combat lag still. If all the damage one is dealing is being constantly combat lagged....then it presents kind of a problem to the person using it.
For example, even in Tsuru style I can usually do 50 to 100 damage a round if I hit with all (and only) my auto-attacks. However, I can use Buddhist palm for an additional 50 to 150 damage. So really, this could be a good idea....but the additional damage would really need to make it worthwhile.
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Other Ideas:
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Skill: Fuzen Gikei
Affect: Perhaps there could be an ability that allows players to "improvise" certain skills. Something were there is maybe only a maximum of a 50% chance of it actually working, and even if it did work, it would cost twice as much as normal. (Also, you couldn't improvise something for which you did not meet the level requirement)
....Also, only In-Village skills could be improvised.
Level: Either 200 or 220
For example, even in Tsuru style I can usually do 50 to 100 damage a round if I hit with all (and only) my auto-attacks. However, I can use Buddhist palm for an additional 50 to 150 damage. So really, this could be a good idea....but the additional damage would really need to make it worthwhile.
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Other Ideas:
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Skill: Fuzen Gikei
Affect: Perhaps there could be an ability that allows players to "improvise" certain skills. Something were there is maybe only a maximum of a 50% chance of it actually working, and even if it did work, it would cost twice as much as normal. (Also, you couldn't improvise something for which you did not meet the level requirement)
....Also, only In-Village skills could be improvised.
Level: Either 200 or 220
Re: New Abilities
I'm bumping this guy, to try to get others to post thoughts.
Gatz Seijuro,
Owner of NarutoMUD
Owner of NarutoMUD
Re: New Abilities
Guidance (Level 250) - Using the Syntax "Sensei (Skill)" the player can lead a group and make everyone who follows him able to do that skill by using "Sensei Skill", no quotes around the skill, and the followers can do that skill at the same proficiency as the group leader.
Soul Burst (Level 260) - Soul Burst is a mode which can turn on and off, and when it is on, it will let the user start to use the experience they currently have instead of Chakra/Stamina. The trade off wouldn't be 1 to 1, maybe like 1,000 to 1 or 10,000 to 1.
Sacrifice (Level 200 ?) - Like rescue, but instead of changing who is being fought, it simple takes any death blows they receive. For example, if you do 'sac Bill' if Bill is about to be killed with a hit, the person jumps in and takes that hit, but it does significantly more damage to them (double or triple maybe).
Bond (Level 270) - Any friends who are "Eternal Comrades" or higher, if you're in the same group and in the same room, you both can do any skills the other has. If you both know the same skill, performing it costs 30% less and using it in a combo or Jutsu combination boosts damage by 20%.
Taunt (Level 150-250-ish???) - Any NPCs who are non-sentinel in the area (1-3 rooms from you) flock to your location (as long as they aren't in the middle of a fight) and will try to kill you.
Rapid Movement (Level 250) - You no longer get lagged when moving from room-to-room, even with carrying a heavy load.
Domain (Level 300) - Can buy a tract of land to put a house/hall on. (This would be a heavy thing to add, might need to just add custom building commands to let players do the buying and setup 'tracts' on pre-determined spots where a player could go 'buy tract' and buy it.)
Soul Burst (Level 260) - Soul Burst is a mode which can turn on and off, and when it is on, it will let the user start to use the experience they currently have instead of Chakra/Stamina. The trade off wouldn't be 1 to 1, maybe like 1,000 to 1 or 10,000 to 1.
Sacrifice (Level 200 ?) - Like rescue, but instead of changing who is being fought, it simple takes any death blows they receive. For example, if you do 'sac Bill' if Bill is about to be killed with a hit, the person jumps in and takes that hit, but it does significantly more damage to them (double or triple maybe).
Bond (Level 270) - Any friends who are "Eternal Comrades" or higher, if you're in the same group and in the same room, you both can do any skills the other has. If you both know the same skill, performing it costs 30% less and using it in a combo or Jutsu combination boosts damage by 20%.
Taunt (Level 150-250-ish???) - Any NPCs who are non-sentinel in the area (1-3 rooms from you) flock to your location (as long as they aren't in the middle of a fight) and will try to kill you.
Rapid Movement (Level 250) - You no longer get lagged when moving from room-to-room, even with carrying a heavy load.
Domain (Level 300) - Can buy a tract of land to put a house/hall on. (This would be a heavy thing to add, might need to just add custom building commands to let players do the buying and setup 'tracts' on pre-determined spots where a player could go 'buy tract' and buy it.)
Gatz Seijuro,
Owner of NarutoMUD
Owner of NarutoMUD
Re: New Abilities
These two seem a bit odd to me. While leaders of groups could plausibly teach their followers jutsu, they couldn't have the followers suddenly be masters at it just from being super-awesome at it themselves. Plus, there should be some restrictions on what jutsu the beneficiaries could actually "learn" from this, e.g. they shouldn't be able to do jutsu that they aren't qualified level-wise to use in the first place. Also, if this does get implemented there should be a significant amount of time wherein the involved parties must focus on the teaching/learning, perhaps a system something like the LSC 3.0 stuff, so that it takes effort to teach the basics of the jutsu without just making it magically happen (which is what seems to happen when you practice with a trainer). I maintain the same for Bond, and love the idea of improving performance when both know the jutsu.Gatz wrote:Guidance (Level 250) - Using the Syntax "Sensei (Skill)" the player can lead a group and make everyone who follows him able to do that skill by using "Sensei Skill", no quotes around the skill, and the followers can do that skill at the same proficiency as the group leader.
[...]
Bond (Level 270) - Any friends who are "Eternal Comrades" or higher, if you're in the same group and in the same room, you both can do any skills the other has. If you both know the same skill, performing it costs 30% less and using it in a combo or Jutsu combination boosts damage by 20%.
Taunt intrigues me. Would it be restricted to mobs that are within your level range or would anyone who can come do so? I'd like to see the former, especially once the player has Intimidate (if this is acquired before said ability).
Soul Burst sounds neat, but the XP system is balanced enough that spending XP instead of Chakra/Stamina is undesirable, unless one is in grave danger and near the end of a fight. Plus, such a system would probably need to be balanced so that fighting done in Soul Burst mode doesn't net greatly negative (think hundreds of millions) or merely slightly less XP gains.
I like the ideas of Rapid Movement and Domain (provided we're actually talking about tracts of land), though I think the latter would take away from the draw of establishing/joining clans.
Sacrifice sounds a bit strange. How would the player determine whether a teammate was about to receive a deathblow or just a hard hit? Also, I think that this would need a name change, as we currently have a sacrifice command. Perhaps "Block" or "Substitute"?
Re: New Abilities
Yamashita wrote:These two seem a bit odd to me. While leaders of groups could plausibly teach their followers jutsu, they couldn't have the followers suddenly be masters at it just from being super-awesome at it themselves.
I partially stole this idea from the Disagea series, where students and Masters could do moves the other could do. Which would let your "Master" character end up using lots of cool spells he couldn't normally learn, their balance with that is the characters had to be right next to each other, which almost made one of them a lame duck.
Of course, if you have any ideas, it'd be nice. I'm having a hard time thinking of abilities that shouldn't be skills or would be too over powering (like no more Stamina cost for auto-combat).
Gatz Seijuro,
Owner of NarutoMUD
Owner of NarutoMUD
Re: New Abilities
Offspring (Level 150) - Offspring command generates 2 unique IDs. When a character is created and is still level 1, they can type "Offspring (Parent) (Id)" and it makes that character a 'child' of the parent. Once an ID is used, it can't be used again. What this can do is build family trees on NarutoMUD. Also, for every person under you in your family tree, you can gain boosted experience and other bonuses (Can be discuessed to hash out addition bonuses). Also, being the offspring of someone gives you some mild bonuses, like slightly boosted experience and maybe something else.
Gatz Seijuro,
Owner of NarutoMUD
Owner of NarutoMUD
Re: New Abilities
Bond - I think that by the time people are "Eternal Comrades" AND level 270, everything about that is totally feasible. Just getting to "Eternal Comrade" status is preeeetty hard, but then you have to be level 270 on top of that.
Guidance - Maybe at half proficiency of the "master"...and have a level requirement for the "students" as well...like 100 or 125 or something...
My thoughts are the same as those.
Offspring - Sounds pretty cool to me.
Guidance - Maybe at half proficiency of the "master"...and have a level requirement for the "students" as well...like 100 or 125 or something...
Yamashita wrote:Taunt intrigues me. Would it be restricted to mobs that are within your level range or would anyone who can come do so? I'd like to see the former, especially once the player has Intimidate (if this is acquired before said ability).
Soul Burst sounds neat, but the XP system is balanced enough that spending XP instead of Chakra/Stamina is undesirable, unless one is in grave danger and near the end of a fight. Plus, such a system would probably need to be balanced so that fighting done in Soul Burst mode doesn't net greatly negative (think hundreds of millions) or merely slightly less XP gains.
I like the ideas of Rapid Movement and Domain (provided we're actually talking about tracts of land), though I think the latter would take away from the draw of establishing/joining clans.
Sacrifice sounds a bit strange. How would the player determine whether a teammate was about to receive a deathblow or just a hard hit? Also, I think that this would need a name change, as we currently have a sacrifice command. Perhaps "Block" or "Substitute"?
My thoughts are the same as those.
Offspring - Sounds pretty cool to me.
Re: New Abilities
So...since nothing's been said on these for awhile...
I think Bond, Taunt, and Rapid Movement sound great and should definitely be put in
Other things can keep being discussed.
I think Bond, Taunt, and Rapid Movement sound great and should definitely be put in
Other things can keep being discussed.