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Move Approval V
#28
(09-11-2017, 06:15 PM)Captain Cold Wrote:
(09-11-2017, 12:28 PM)Jade Harley Wrote: @ Captain Cold:

(09-08-2017, 09:17 PM)Captain Cold Wrote: Cold Grenade (300) - Ranged, Debuff

Small grenades that pack of a punch of ice. Can be thrown by hand or fired from the Cold Gun. Once they actually explode, anything around it can be temporarily frozen (or slowed) depending on the size of it and whether or not it's moving. Either way it's going to hurt.

What is the grenade's area of effect once it has exploded? By "anything around it", do you mean the environment as well as player characters? If you want to include an environmental hazard in your grenade's effects and harm player characters, that will be 600 OM. Then you'll need to specify how long the hazard lasts and what it does to disrupt a foe's attacks.

What is the range of this attack? What is the rate of fire? What are the drawbacks?

One other thing. When you say temporarily frozen or slowed depending on the size/movement of something... we need specifics. I honestly don't understand what the effects of this could be based on that description. How long would a character be temporarily frozen or slowed? How does the effect of this attack change depending on an opponent's size or movement?

Alright, it's been awhile since I had to do this so bear with me. I guess I forgot the level of detail needed. I didn't (and don't) intend on using this as a PvP thing, so that's why I didn't think about all the specifics. But I think I answered all your concerns:

Cold Grenade (600) - Ranged, Debuff

Small grenades that pack a punch of ice. If thrown, the range is only as far as Cold's strength will allow, which is maybe 30-ish feet (and it will be very inaccurate the further he throws it). If fired from the Cold Gun, it can be shot about 100 feet effectively, and 200 feet total (with no accuracy). He can only throw or fire one a time. The Cold Gun holds 4 grenades total, and needs to be cocked after each one. Once they actually explode, anything around it in a 10-foot diamater can be temporarily frozen (or slowed) depending on the size of it, whether it's moving and how far away from the center blast it is. Any character that is effected by the grenade can power out of it within 30 seconds. The larger/stronger a character is, or how fast they are moving, will make it less likely they will be completely frozen (and thus just be slowed). Anything environmental will stay frozen over for a few minutes, including the floor. Even if it doesn't specifically freeze someone in the radius, it will still hurt just from the blast impact itself.

The grenade is more used for distracting or hampering opponents, so it's not designed to just blow things up. It's more a tool then a weapon, but it still works as one in a pinch.
Balance police, incoming.

Gonna say that someone with equal DEF/TEC to Cold's ATK/TEC moves about half speed when initially hit by the blast, and gradually recovers entirely over the course of thirty seconds. A comparatively stronger opponent will have lessened effects/duration relative to the difference in strength. An opponent with less than half of Cold's DEF/TEC can be frozen entirely for up to a second, and will gradually regain their movement over the course of thirty seconds.

Seems balanced considering this isn't a guaranteed-hit attack, in a "real-world situation" - maybe Cold misses a couple of grenades, or only lands a graze, especially against a fast or skilled opponent - and he only has four grenades total if I'm reading correct.
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Move Approval V - by Jade Harley - 09-08-2017, 08:03 PM

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