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Some Shield & Weapon Ideas
I've been rather creative lately, so i've come up with a couple of shield ideas:
Sentinel Shield Classes: Marine, Scout, Commando, Sapper Energy to wield: 10 energy Effects: Everytime a bullet is shot at you, instead of taking damage to your HP, it's taken out from your energy instead. It can catch up to 5 bullets before disabling for 3 seconds, when it needs to recharge. It occupies one slot, and a pistol can be fired while inside the shield. Energy attacks do double damage to the shield, and it can only take 5 energy hits before completely disabling. You cant use the shield again if it disables for about 2 minutes. It resets on death. Movement is slowed by 30% while using the shield. The shield does not block energy attacks which do more than 5 dmg. Entropy Shield Classes: Marine, Sapper Energy to wield: 30 energy Effects: Absorbs energy damage by sacrificing energy. Applies to melee weapons. Each shot taken by the shield (if it's energy) does damage to your energy half of what the shot would of done to you HP wise. Charged shots break the shield for 5 seconds. Takes up one slot. Movement is slowed by 30% while using the shield, if swinging a plasma saber while the shield is up, energy consumption drops by 30 (per swing) but the swinging speed is greatly reduced. The shield does not block bullets. Feedback Shield Classes: Defender, Sapper Energy to wield: 100 energy Effects: Reflects all of the energy damage taken back to the opponent. Any player near the shield when it reflects loses 5 energy. Energy regeneration is stunted for 10 seconds after the shield is opened. Shield lasts 15 seconds. Bullet damage is avoided completely. 4 bullet shots will break the shield, causing 20 damage to any player around the shield, and 60 to the user of the shield. Movement is slowed by 70% while using this shield. You lose 1 hp for every second the shield is up Now for some weapon ideas: Laserarch Classes: Marine, Light Infantry, Scout, Sapper Weapon Class: Pistol 1h Damage: 5dps (damage per second) Effects: The laserarch is a beam pistol that continously fires a beam that extends to 7 tiles away. On contact with that beam, the enemy takes 5 damage per second. The user loses 5 energy per second maintaining the beams, and they can be dual wielded. You can move while firing, but the speed of the user is reduced by 30%. 1 second charge, cant be fired for more than 10 seconds. Pushes the opponent 1 tile backwards after they have taken 10dmg. Apoch Laser Rifle Classes: All Weapon Class: 2h rifle Cost: 5000 Effects: S fires a normal laser beam, for 0.5 seconds which does 15 damage on contact with an enemy. Goes through enemies, ends after 10 tiles. Uses 20 energy. Energy does not regen naturally for 3 seconds afterwards. D creates a ring around the user, protecting them from melee damage. Pressing D again will blow the ring apart, causing 30 damage to the user and 60 damage to any enemy within 7 tiles. Uses 40 energy (no regen) to create the ring, 60 to fire it (regen resumes). __________________________________________________ __ Just a quicky, i've always wondered why there wasnt any debuffs besides slime and movement speed. I'm going to design some now: lring land mine Cost: 15 per (can hold 20) Classes: Defender, Scout, Sapper Effect: When stepped on, causes 10 laser damage to the enemy (drains both 10hp and 10energy) and forms a ring around the enemy which stays around them for 10 seconds. Energy damage delt to the opponent will increase x3, but bullets will do half damage. Energy regen does not return to the opponent until the ring is gone. Sapper land mine Cost: 5 per (can hold 100) Classes: Sapper (duh), Defender, Marine Effect: When stepped on, it drains 30 energy. Can be chained. If the user has no energy left, they are held in place for 2 seconds and have stunted energy regen for 2 mins afterwards. Teleportation land mine Cost: 100 per (can hold 10) Classes: Sapper, Defender Effect: Pushes the enemy back 10 spaces. Each mine can be stepped on by 10 people before it explodes, causing the person who stepped on it 30 dmg and pushing them back 20 tiles. ____________________________________ More ideas when i figure some out. My brain hurts and i need sleep xD |
Excellent well thought out ideas. Nice descriptions and expressive vocabulary. (I like speaking like that :p)
I can see mainly "All" of these being embedded into the heart of Zone. ^^ |
my attention wavered when i saw how long it was
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Thank you ^^.
And I was thinking being able to coat the muramasa and combat knife in poison, giving them more power and encouraging users to get p2p for the weapon. |
i wouldnt coat them in poison have u seen venomsaber, thats a kewl weapon
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I know, but the majority of zone's weapons are cheap.
Squee! Creative juices are flowing (ew, not those juices you sickly minded fools) _______________________________ This time it's a map idea. Zone Survivor! There is 3 islands, each are seperated from each other and a main island by water. There are no bullet based weapons or energy based weapons on this island, you can only use the combat knife and the leader of a team can use a muramasa. You will also be able to find these weapons lying around the camp: Net launcher Energy to fire: 30 Effects: Fires out a small net which can bind enemies in a 3x3 space for up to 10 seconds. If a unit inside the net is holding a combat knife, the time is reduced to 2 seconds. This move can be parried by swinging a combat knife (or throwing) one at it. Has 10 ammo before the gun expires and is returned to its original location. Blowdart Energy to fire: 50 Effects: Induces a sleeping state on the enemy 3 seconds after the dart makes contact. While in sleeping state, the enemy gains a x4 health regen but is unable to move, and takes double damage from attackers and is unable to attack. After 40 damage is taken, the sleep effect wears off. It wears off automatically after 5 seconds. Quarterstaff Energy to swing: 5 Effects: S swings the staff normally at a opponent (it has a long reach, 3-4 tiles infront) and does 10 damage. Can be twice a second in this mode. D pulls the staff behind you and builds up strength. After 3 seconds, you swing in an arc motion, pushing any enemies you hit 4 tiles back, dazing them and doing 20 damage. You lose 10 hp every time you swing like this, takes a 2 second recharge to swing afterwards Throw sand: Effects: Can be used anywhere, requires no ammo to fire, and uses 10 energy. You quickly throw sand in a opponents face, causing 10 damage and giving a 20% chance of going blind for a few seconds. While blinded, the enemy can see only 3-4 squares in front of them, and cannot fire ranged weapons. You can throw sand once every 5 seconds. Times to throw dont stack. Aim of the game: In brief, assemble a makeshift raft, raft over to the main island, take the main base and hold it for 10 minutes. The winners recieve a set amount of expierence depending on the amount of units they kill. The leader is immobile while his team has taken the main base, as he is busy accessing the controls to return to the dropship. If the leader is killed, the team loses the base and is forced to return back to their island and have another try. The leader can be killed 3 times, and then the whole team is out, and cannot return until the game is over. If a unit dies in the map, he respawns at the home island, not at the main island. Only members from the team can visit their allocated team islands. There will be random NPC baddies on all the islands, which will usually guard resources like logs, 3 of which you will need to assemble the raft, and rope, 2 of which you will need to assemble the raft, and finally, a large palm leaf, which will be needed to sail over. Once the raft is made, it cannot be destroyed and can carry 3 people at once. It takes 5 seconds for the raft to get to the main island, and another 5 seconds to return to the main island. Weapons are around the home islands, on the coasts and in the main base. Throw sand gets a +40% chance to blind if you throw it from a beach. A game lasts a set 15 minutes - the team which holds the base while the game ends is the winner, if no team is holding it, all the teams recieve a small amount of money and extra exp on top of the kills they've made. The map is rougly 3/4 the size of iricia, and water is visible. You can swim if need be, but it saps 5 energy for every second you're in the water. If you have no energy in the water, you begin to drown. If another player swims with you, you group together and only lose 2 energy every second. All weapons on this map have a random chance to cripple the enemy, either rendering them immobile (low low chance) or slowing them down. (low chance). All knife weapons have a random chance to inflict bleeding, which saps 5 health every 3 seconds, and ends after 10 damage is caused. Weapons can be poisioned by slaughtering the random NPC's around the islands, meaning the weapons will always cripple (and increase the chance of the immobile cripple). The poison washes off if you are in water for more than 3 seconds, if you change weapons or die. I'm out of ideas now :P |
turning zone into a hunting game
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I like the ideas... I'de like to see them put into Zone before judging them though. |
I love the ideas. I also love you in general. You rock.
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ya I guess zone weapons are preety much all cheap. |
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ok then i calss it as short hand typing, grammar is, hmm, i dont wanna play, or, i hasent got any sweets, thats bad grammar
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grammer is like punctuation, like periods, nut those kinds, commers, capitel letters, spech marks, just english relly, look at the differrrrence of my possts. |
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Then I went in the closet and saw a hand. It had bad grammar because it didn't wanna play and hasn't got any sweets. |
rofl, silly bl0nkt
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And now a class idea - a warrior with weapons that only use energy, and specialise in close range control:
Psiblade This class specialises in close combat that saps energy from the enemy and converts it to high amounts of damage, or allows the unit to heal itself or its allies. Weapons/Abilities (for the more part, most weapons on this class are actually named as abilities, as the psiblade uses few weapons that it doesnt forge) chainlightning Energy to use: 30 Effects: Blasts the nearest three enemies (maximum of nine tiles away) with a powerful blast that burns them for 15 damage per second for two seconds. If the enemy/ies moves, the damage is reduced to 15 damage only. psyslash Energy to use: 50 Effects: the only psiblade firesupport. fires out a beam which on contact with an enemy, burns their energy for 50 and hurts them for 40. travels medium-fast and can be avoided easily. psytracer Energy to use: 10 Effects: targeted like an ice cannon, if it hits the enemy, the user is locked in place and uses 1 energy every second. while in this state, any damage the user takes will end it, and affect all units around (friendly or not) with a 30 energy feedback (destroys energy and burns it to HP). While the enemy is affected by psytracer, he moves 30% slower and takes half damage from energy attacks, and double from bullet attacks. impact Energy to use: 20 Effects: fires 2 energy balls within a second of each other. if they hit a enemy, the enemy recieves a 10 energy feedback per ball. if the shots miss, the user goes into a overcharged state 10 seconds after they are fired. impact can be used once every 15 seconds unless using psyfury, when they can be used once every 2 seconds. while overcharged, you burn off 3 of your own energy every second for 20 seconds but all of your psy attacks are area of effect. chainlighting and psyslash dont get the bonus, but have an increased damage. kineticfury Energy to use: 60 Effects: creates a field around the user that prevents entry of all bullets/energy bolts/players in a 7 tile radius. Can be used to guard bases and such, and can only be held for 10 seconds. explosive are able to enter the field, tazebombs are not. kinetcfury uses two slots, c starts it normally, d starts it for 3 seconds then reverts it into a mass 40 energy feedback for all enemies in a 4 tile radius**can only be used while overcharged** psyfury Energy to use: 60 Effects: immolates the player in fire, causing a field of fire to follow the player around until his HP runs out. hp is drained if your energy runs empty. energy regeneration is stunted while any fury is active. any enemy inside the field takes 10 damage when they enter it, and if they remain in it, they take 5 damage every second. you must stay in the field for two seconds in order to take 5 damage every second. impact can be fired without the energy costs, impact travels faster and does 50% less damage. **can only be used while overcharged** enphase Energy to use: 100 Effects: shifts the player out of the current dimension, lodging them in a state between. they are visible, move slowly and are immune to any damage. the enemies closest to the unit that comes out of enphase are pushed back 7 squares and take 10 feedback damage. enphase can only be held for 15 seconds before it auto exits. psysnap Energy to use: 10 Effects: shifts the player forward in the direction he's facing by 8 squares. weapons cannot be fired for 0.5 of a second after you snap. destabilize Energy to use: all energy availble Effects: causes the amount of energy used as damage to any enemy around you. at 100 energy, this kills you and up to 3 players around you instantly. you lose your bounty - your bounty / 3 and gain the enemies bounty / 2. stunsiphon Energy to use: 30 Effects: sends out a massive shock of energy to a nearby enemy which stuns them for 3 seconds and deals 3 damage per second for 4 seconds afterwards. ethersword Energy to use: 3 per three seconds (6 if dual wielding) Effects: Forms two powerful swords that can be dual wielded and swung around to deflect small bullet shots (e.g from pistols, 2 of the appierce dual wielded shots are diverted, all of g18, kv9 etc) and absorb energy shots to restore energy. on contact with the enemy, they cause a 2.5% feedback of energy, but can be swung around very fast. after 200 damage is caused with the etherswords, they are dispelled and must be resummoned again psybond Energy to use: 1 Effects: Links the nearest 4 players together in physical harmony, increasing damage delt by 20%, movement speed by 20%. However, if one player dies while bonded, the other players take 50 damage, and can eminently die. evocation (ultimate skill, can only used when bounty is above 150) Energy to use: none Effects: increase the whole teams energy regeneration by 200%. immobilised while using this ability. s starts it, D ends it. can be held for up to 20 seconds. while evocated, any exp the team makes, you get 1/4 of it. you do not recieve bounty for kills. you are also effected by evocaton while using it. apocalypse (ultimate skill, can only be used when bounty is above 150) Energy to use: 100 Hp to use: 50 Effects: tears a massive rift 4x4 square 3 tiles in front of the user which casts chainlightning every 0.5 seconds that does 30% of its normal damage. this is used to stun enemies from getting a to a certain location. lasts for up to 20 seconds. once the apocalypse has finished, the user has 0 energy for 25 seconds afterwards. Psiblade passive abilities: feedback Effects: while in a S or D slot, any energy attack will cause 30% of the damage it causes back to the enemy. drains 10 energy every three times you feedback. novice mind Effects: abilities often cause 1-25 damage to you, if are below 4,000 exp. unarmored Effects: take 2 times the damage that any weapon normally does, but move 25% faster. uncontrolled field Effects: 1/5 bullets will randomly jeer towards you, hitting you for the full damage instantly. concentration Effects: when idle for 10 seconds, health regeneration is halted, and energy regeneration continues 50% faster. _________________________ Yes I know, its a amazingly overpowered class, but look at the downsides, 1 shotgun round will almost always hit, and if it fully contacts, you die. it also has the potential for a massive killing spree if the moves are played in a chain. Yes I go wild with my ideas. No I dont care. xD |
i fkin love it full stop. i doubt others will tho, seems a bit...magical
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Myself I like all the ideas but the class idea.
But also think of how long most of this stuff will take. Its all completely new and sounds sort of chalenging to make. |
Do you have any idea how long this would take to make? About 15 new weapons and a whole new class.
It would take way to long. |
yeah it would, and notice most of the forum ideas dont get added anyays, i say stick to one idea at best, if that, because you have about a 23% chance with one idea, and going down as you add them
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I do know a fair bit of gscript you know.
I'm focusing on classes/ideas that require skill and practice to use, psiblade is immensly powerful class i mean, overcharge would stack, and running around using psyfury and impact, you could be immune to melee damage and could pelt out damage almost unlimited for a few seconds. EDIT: I'm making some brief changes to the psiblade class, read some more. |
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By the time this is made half of us will have already quit. |
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If stefan wasnt the only one coding zone, and there was a team of lets say, 4-6 people, it'd take about 2 months to incorporate my idea.
Zone is severely understaffed. I'm only p2p for zone anyway. |
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*ding* You have 758 new pop ups saying that you have to reply to the zone forums! :D |
Stefan can't trust anyone with Zone. It has become his job and hobby to uphold it, and to take a risk of someone deleting everything they can is pretty tough.
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stefan does a great job with zone, all the flawes are drowned out by the good stuff
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spitefull, bastards who find it funny
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