2009-04-24, 17:08:14
Unique Weapons Class..............................................................................................
Personally, a unique should be similar to uniques from Diablo 2 (an obvious inspiration) in that weapons have a different coloured name (e.g. silver instead of gold text) and a special name (e.g. Demonic Visage – unique fire magic).
■ The Idea
The concept of unique weapons is a category or class of weapon in the same way switchable or single target weapons are a special class of normal weapons. A unique weapon is unique among all current weapon; something that hasn’t been done yet. I propose a different coloured name and a good name as the definitive properties of unique weapon, both are extremely easy to do.
As stated, the defaults applied to uniques could be text colour and naming of the weapon, but to be truly unique they must do something that weapons don’t normally do. Hence the name. Unique attributes are limitless, up to you to create individually for your weapon suggestion (if you are not exo). Unique weapons must all follow conventions which I will ultimately be decided by exo should he choose to introduce this weapon class. A weapon in the most general sense could include mines and orbital bombardment.
Possible definition of unique: A weapon that does not follow normal weapon conventions.
Normal weapon conventions are simply all the weapons that currently exist, switch weapons have 2 modes, 1300 range weapons cannot hit buildings, weapon formula, hero/creep/special target damage/price adjustment etc… Special weapons are those which aren’t ‘absolutely normal’ such as switching, long range, one target only, these are the only kind of uniqueness in terms of weapons. The other uniqueness is the weapon effects and icons.
■ Unique Weapon Conventions
● Different weapon text colour: (not white, yellow or gold)
● Special name: The Infernal Gate, Horus’s Swarm of Chaos, Plasma Waves (Advanced)
● Different method of acquisition: (combine? special shop? random chance? enemy base? list below)
● Above average price: This and the difficult method of acquiring a unique weapon will mean people wont always ‘rush’ or save for it, like they do for weapons like poison magic at the start.
● Extra requirements: Currently the requirements are gold and open inventory slot. Possible requirements are level and availability, more listed below.
● Unique properties: You/exo decides what this is for a particular weapon. In general, anything that can technically be done without excessive work or file size and without causing additional lag.
Creating a Unique Weapon..............................................................................................
These lists are only guides. You may choose to have a technically normal weapon with cool effects or simply a weapon that breaks the ‘conventions’ such as having more than 1300 range or 5 second cool down.
■ List of Unique Properties
• No switch time
• Multiple switch options – cycles through
• Instant hit
• More than 1300 range
• Very high CD: highest is 3.33
• Has a distinct theme
• Makes the tank faster: +MS
• Gives detection to the tank – large area detection, whole map detection, targeted detection
• Has an active ability – places mines, places traps, orbital bombardment
• Upgradeable weapon – many levels of upgrade, each upgrade adds very little, upgrade bonus increases exponentially
• Different CD’s: multiple projectile weapon
• Varying damage
• Varying range – could be done with multiple switch options
• Uses the same stats as a current weapon, but shoots multiples of it – multiple projectile, such as a (x4) Fire Magic. Rocket hail almost follows this exactly, being obviously created as a successor to the bombard cannon
•
■ List of Unique Visual Effects
• Tank: aura effect
• Tank: orb effect – as if tank was holding an orb
• Tank: changes tank colour / tinting
• Tank: makes the tank semi-transparent
• Projectile: different projectile effects for a single projectile
• Impact:
• Weapon: switch modes change the weapons colour or theme e.g. fire and ice weapon (same stats)
•
■ List of Themes
• Multiples of a same weapon combined i.e. triple plasma waves, double rocket hails (renamed of course)
• Based off existing weapon themes such as plasma, frost, ion, missiles/rockets, 'psycho' etc
• Ninja weapons (what I call,) – Supercell and Confusion Magic which have minimal visual impact, should have no sound or projectile
•
■ Methods of Acquisition
• Combined like items are, same weapon, with items, trader resources
• Normal weapon: bought from a shop
• Bought from enemy base
• Corner shop
• Special shop that has defence – strong creeps, aura that damages you, aura that slows your down, cannot teleport near it, cannot use skills near it
• Drops from tank upon death, several deaths, upon death without any kills from last death
•
■ Special Requirements
• Trader only weapon or weapon costing wood
• Stats: Level, game length, tank HP
[• Kills, deaths, K:D ratio, troops killed, buildings killed
[• CP’s taken, defended, number of CPs currently held
[• Tank value/bounty
• Invisible shop – could move around the map, could be a flying unit that sells
• Availability – weapon has cooldown on restock, or a global limit:-
[• One type of unique weapon per tank, per team, whole game
[• Max of one unique weapon per tank I max 5 per team and 10 per game
• Kill streak: number of kills without dying
Conclusion ..............................................................................................
This is a very broad idea that already exists in the ‘unique’ weapons of switchables and specific target weapons which I call special weapons. Its up to exo whether he wants to have a designation of weapons that go beyond what has already been done, something I believe is inevitable. A designation of special weapons including switch weapons could be done but is a waste of effort to retroactively change the weapons. This unique designation will mean future ‘unique’ weapons will be created in a good format (saving work in the case this idea is introduced after).
With different requirements for different uniques, it will change how people play if they plan to obtain one. They should be rewards for your extra efforts such as farming well or defending your team’s cp’s. Just feeding off enemy noobs which requires no skill (requires skill to do effectively) should not be rewarded. Or maybe it should. It will make things more interesting, depending on the situation. Defender weapons? Siege weapons? Survivor weapon?
Please PLEASE don’t comment on the first 3 lists, BUT “Methods of Acquisition and “Special Requirements” can be expanded on, they have uses not just in the ‘unqiues’. They can be used for new tanks, new items, special functions and other stuff exo might add.
Personally, a unique should be similar to uniques from Diablo 2 (an obvious inspiration) in that weapons have a different coloured name (e.g. silver instead of gold text) and a special name (e.g. Demonic Visage – unique fire magic).
■ The Idea
The concept of unique weapons is a category or class of weapon in the same way switchable or single target weapons are a special class of normal weapons. A unique weapon is unique among all current weapon; something that hasn’t been done yet. I propose a different coloured name and a good name as the definitive properties of unique weapon, both are extremely easy to do.
As stated, the defaults applied to uniques could be text colour and naming of the weapon, but to be truly unique they must do something that weapons don’t normally do. Hence the name. Unique attributes are limitless, up to you to create individually for your weapon suggestion (if you are not exo). Unique weapons must all follow conventions which I will ultimately be decided by exo should he choose to introduce this weapon class. A weapon in the most general sense could include mines and orbital bombardment.
Possible definition of unique: A weapon that does not follow normal weapon conventions.
Normal weapon conventions are simply all the weapons that currently exist, switch weapons have 2 modes, 1300 range weapons cannot hit buildings, weapon formula, hero/creep/special target damage/price adjustment etc… Special weapons are those which aren’t ‘absolutely normal’ such as switching, long range, one target only, these are the only kind of uniqueness in terms of weapons. The other uniqueness is the weapon effects and icons.
■ Unique Weapon Conventions
● Different weapon text colour: (not white, yellow or gold)
● Special name: The Infernal Gate, Horus’s Swarm of Chaos, Plasma Waves (Advanced)
● Different method of acquisition: (combine? special shop? random chance? enemy base? list below)
● Above average price: This and the difficult method of acquiring a unique weapon will mean people wont always ‘rush’ or save for it, like they do for weapons like poison magic at the start.
● Extra requirements: Currently the requirements are gold and open inventory slot. Possible requirements are level and availability, more listed below.
● Unique properties: You/exo decides what this is for a particular weapon. In general, anything that can technically be done without excessive work or file size and without causing additional lag.
Creating a Unique Weapon..............................................................................................
These lists are only guides. You may choose to have a technically normal weapon with cool effects or simply a weapon that breaks the ‘conventions’ such as having more than 1300 range or 5 second cool down.
■ List of Unique Properties
• No switch time
• Multiple switch options – cycles through
• Instant hit
• More than 1300 range
• Very high CD: highest is 3.33
• Has a distinct theme
• Makes the tank faster: +MS
• Gives detection to the tank – large area detection, whole map detection, targeted detection
• Has an active ability – places mines, places traps, orbital bombardment
• Upgradeable weapon – many levels of upgrade, each upgrade adds very little, upgrade bonus increases exponentially
• Different CD’s: multiple projectile weapon
• Varying damage
• Varying range – could be done with multiple switch options
• Uses the same stats as a current weapon, but shoots multiples of it – multiple projectile, such as a (x4) Fire Magic. Rocket hail almost follows this exactly, being obviously created as a successor to the bombard cannon
•
■ List of Unique Visual Effects
• Tank: aura effect
• Tank: orb effect – as if tank was holding an orb
• Tank: changes tank colour / tinting
• Tank: makes the tank semi-transparent
• Projectile: different projectile effects for a single projectile
• Impact:
• Weapon: switch modes change the weapons colour or theme e.g. fire and ice weapon (same stats)
•
■ List of Themes
• Multiples of a same weapon combined i.e. triple plasma waves, double rocket hails (renamed of course)
• Based off existing weapon themes such as plasma, frost, ion, missiles/rockets, 'psycho' etc
• Ninja weapons (what I call,) – Supercell and Confusion Magic which have minimal visual impact, should have no sound or projectile
•
■ Methods of Acquisition
• Combined like items are, same weapon, with items, trader resources
• Normal weapon: bought from a shop
• Bought from enemy base
• Corner shop
• Special shop that has defence – strong creeps, aura that damages you, aura that slows your down, cannot teleport near it, cannot use skills near it
• Drops from tank upon death, several deaths, upon death without any kills from last death
•
■ Special Requirements
• Trader only weapon or weapon costing wood
• Stats: Level, game length, tank HP
[• Kills, deaths, K:D ratio, troops killed, buildings killed
[• CP’s taken, defended, number of CPs currently held
[• Tank value/bounty
• Invisible shop – could move around the map, could be a flying unit that sells
• Availability – weapon has cooldown on restock, or a global limit:-
[• One type of unique weapon per tank, per team, whole game
[• Max of one unique weapon per tank I max 5 per team and 10 per game
• Kill streak: number of kills without dying
Conclusion ..............................................................................................
This is a very broad idea that already exists in the ‘unique’ weapons of switchables and specific target weapons which I call special weapons. Its up to exo whether he wants to have a designation of weapons that go beyond what has already been done, something I believe is inevitable. A designation of special weapons including switch weapons could be done but is a waste of effort to retroactively change the weapons. This unique designation will mean future ‘unique’ weapons will be created in a good format (saving work in the case this idea is introduced after).
With different requirements for different uniques, it will change how people play if they plan to obtain one. They should be rewards for your extra efforts such as farming well or defending your team’s cp’s. Just feeding off enemy noobs which requires no skill (requires skill to do effectively) should not be rewarded. Or maybe it should. It will make things more interesting, depending on the situation. Defender weapons? Siege weapons? Survivor weapon?
Please PLEASE don’t comment on the first 3 lists, BUT “Methods of Acquisition and “Special Requirements” can be expanded on, they have uses not just in the ‘unqiues’. They can be used for new tanks, new items, special functions and other stuff exo might add.
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