Force Power Updates
Posted: Sun Jun 19, 2011 7:34 pm
Hello all,
Just had a few thoughts with regards to the various Force abilities and ways they could be modified in-game to be more realistic. I know they're supposed to be the last thing on the list, and thus months if not years away from being done, but thought it couldn't hurt to throw out some ideas. So, here we go...
Mind Trick
I've always been a little baffled as to the need for the OOC sounds for this - if it works, the person being tricked isn't supposed to know it, and the sound is a dead give-away. But since the sound is removed at Level 4, my thinking is we need a reason for people to upgrade from 3 to 4 that doesn't include the sounds, so they could be removed for ALL levels of Mind Trick. So, here are my thoughts:
- No sounds, at any level
- Each level increases range and/or chance of success (so the game will randomise whether or not the MT succeeds against a given target, so as to represent developing skill of the user, and ability of the target to detect mental manipulation independent of Sense.
Level 1: 512 Range, 50% chance of success
Level 2: 700 Range, 70% chance of success
Level 3: 1024 Range, 85% chance of success
Level 4: 1024 Range, 100% chance of success
Level 5: 1536 Range, 100% chance of success
Force Sense
Reflecting on this ICly, it occurred to me that we incorporate different sense skills into this one ability, so maybe we can expand upon that a little bit both ICly and in terms of mechanics. My primary thought is to build on sensing 'intentions' - all NPCs and players have a different colour aura based on whether they are friendly, neutral or hostile. Normally, you can detect that regardless of the level of Sense, but I'm wondering if it's possible to make that level-specific, since it represents a higher level of ability.
So, I'd go with the following:
Level 1: Range 512, Breaks MT1, No intentions sensed
Level 2: Range 650, Breaks MT2, No intentions sensed
Level 3: Range 800, Breaks MT3, Intentions sensed, enables sniper defense
Level 4: Range 1024, Breaks MT4, intentions sensed, names displayed at 512 and below, sniper defense
Level 5: Range 1536, Breaks all MT, intentions sensed, names fully displayed at 1536 range, sniper defense
Rage/Fury
First off, let's change the animation colour. Red's very...Dark, and it could very easily be considered a Light-Side ability if RPed properly, in the same vein as acceleration (hence, physical enhancement via the Force), but taking a physical toll on the user due to the level of energy they are required to channel (Force Exhaustion...). Blue would be the usual colour, I'd imagine...
So, my thoughts are to slowly remove the downsides to the technique as you advance in level. I'll just throw these out there:
- Ability ceases after 30-45 seconds (perhaps depending on level?) or when user reaches 50hp.
Level 1: Maximum immediate FP drain (so, straight to 0), no FP regen, -4 HP loss per second. Invulnerable for duration, attack and movement speed accelerated by 25%
Level 2: 75% FP drain, no FP regen, -3 HP loss per second. Invulnerability, speed increased by 30%
Level 3: 70% FP drain, no FP regen, -3 HP loss per second. Invul, speed increased by 35%
Level 4: 60% FP drain, 150m/s FP regen (or whatever we set for low-level Sentinel), -2 HP loss per second. Invul, speed +40%
Level 5: 50% FP drain, 130m/s FP regen, -2 HP loss per second, Invul, speed +45%
Just had a few thoughts with regards to the various Force abilities and ways they could be modified in-game to be more realistic. I know they're supposed to be the last thing on the list, and thus months if not years away from being done, but thought it couldn't hurt to throw out some ideas. So, here we go...
Mind Trick
I've always been a little baffled as to the need for the OOC sounds for this - if it works, the person being tricked isn't supposed to know it, and the sound is a dead give-away. But since the sound is removed at Level 4, my thinking is we need a reason for people to upgrade from 3 to 4 that doesn't include the sounds, so they could be removed for ALL levels of Mind Trick. So, here are my thoughts:
- No sounds, at any level
- Each level increases range and/or chance of success (so the game will randomise whether or not the MT succeeds against a given target, so as to represent developing skill of the user, and ability of the target to detect mental manipulation independent of Sense.
Level 1: 512 Range, 50% chance of success
Level 2: 700 Range, 70% chance of success
Level 3: 1024 Range, 85% chance of success
Level 4: 1024 Range, 100% chance of success
Level 5: 1536 Range, 100% chance of success
Force Sense
Reflecting on this ICly, it occurred to me that we incorporate different sense skills into this one ability, so maybe we can expand upon that a little bit both ICly and in terms of mechanics. My primary thought is to build on sensing 'intentions' - all NPCs and players have a different colour aura based on whether they are friendly, neutral or hostile. Normally, you can detect that regardless of the level of Sense, but I'm wondering if it's possible to make that level-specific, since it represents a higher level of ability.
So, I'd go with the following:
Level 1: Range 512, Breaks MT1, No intentions sensed
Level 2: Range 650, Breaks MT2, No intentions sensed
Level 3: Range 800, Breaks MT3, Intentions sensed, enables sniper defense
Level 4: Range 1024, Breaks MT4, intentions sensed, names displayed at 512 and below, sniper defense
Level 5: Range 1536, Breaks all MT, intentions sensed, names fully displayed at 1536 range, sniper defense
Rage/Fury
First off, let's change the animation colour. Red's very...Dark, and it could very easily be considered a Light-Side ability if RPed properly, in the same vein as acceleration (hence, physical enhancement via the Force), but taking a physical toll on the user due to the level of energy they are required to channel (Force Exhaustion...). Blue would be the usual colour, I'd imagine...
So, my thoughts are to slowly remove the downsides to the technique as you advance in level. I'll just throw these out there:
- Ability ceases after 30-45 seconds (perhaps depending on level?) or when user reaches 50hp.
Level 1: Maximum immediate FP drain (so, straight to 0), no FP regen, -4 HP loss per second. Invulnerable for duration, attack and movement speed accelerated by 25%
Level 2: 75% FP drain, no FP regen, -3 HP loss per second. Invulnerability, speed increased by 30%
Level 3: 70% FP drain, no FP regen, -3 HP loss per second. Invul, speed increased by 35%
Level 4: 60% FP drain, 150m/s FP regen (or whatever we set for low-level Sentinel), -2 HP loss per second. Invul, speed +40%
Level 5: 50% FP drain, 130m/s FP regen, -2 HP loss per second, Invul, speed +45%