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02-29-2016, 05:27 PM
(This post was last modified: 10-03-2016, 02:29 PM by Demetri Malius.)
Alright so I have been pondering this for the past few weeks, but I kinda want to see if we can make a move to create consumables that allow temporary powers. Originally I was just like meh, but Trixie's daring innovation has helped me announce it. Now one thing I would need help with is balancing, but this is generally how it goes.
Solid Rules: (Unless overturned)
All of these are consumables, meaning that each separate power consumable takes up one consumable slot. Same power consumables stack up to 3,5(?) times.
There are two separate doses, one that's for a round, and one that is for a full fight(3 rounds). DIFFERENT DOSES DO NOT STACK
Costs are as follows: (THIS IS SUBJECT TO CHANGE BASED ON THE COMMUNITY RESPONSE):
Single round dose: 10% of power cost.
Full fight (3 round) dose: 25% of power cost.
EXAMPLE: Stealth (1200)
Single round: 120 OM
Full fight(3 round) dose: 300 OM
NOTE: Once taken, powers can either last 2 or 6 hours(depending on dose) for use for story actions, or for the times listed above. For fights, the consumable must be taken IMMEDIATELY before it, BUT it can also be taken DURING a fight. If taken during a fight, the amount used is subtracted from the hours that. (Example. Took Full Fight Stealth dose for 2 rounds, the remaining time the character has left with the power is 2 hours for story purposes, or one round if attacked IMMEDIATELY afterwards.) IF YOU ARE ATTACKED WHILE USING IT FOR STORY PURPOSES, IT ONLY ACCOUNTS FOR HALF ITS DOSE DURING THE FIGHT.
You may only have ONE consumable power up active at a time. HOWEVER, you can stack the effects of same power consumables.(example, taking 3 single round stealth consumables)
Possible exception to above rule: This takes Trixie's idea into account. If you wish, for you can expend 1 sp in addition to any power up to use up to 3 different power consumables, SO LONG AS THEY ARE ALREADY ON HAND. No buying it all in the middle of a battle!
POSSIBLE BANNED POWERS: Powers that might be too OP as a consumable. Mimic is most likely one, but this I am leaving up to the community. Think about how it would play out in your fights, and how fair it is. Please don't try to make an advantageous system, especially if we want this to become an actual thing.
WHAT I AM SEEKING: Basically critique on what rules are good or bad, possible loopholes, possible new rules, as well as CRITIQUE ON COST. Would you buy these items? Glances at all the things people don't buy in the item page.
EDIT: Also some ideas to how these items will look IC would be nice. :frogbon:
Extra rules may be added to this post. Updates will be listed first before the rest of the original post. THis is a starting idea, and may or may not be even implemented. Please keep all critique professional and keep an open mind.
All warfare is based on deception.
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This seems like one of those things that sounds good so far on paper but needs some actual isolated testing. Just my own thoughts.
Such terror you are facing
Isn't it wonderful?
Some of the Items already in place replicate Powers and Power Ups, so this might become a thing?
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This is pretty cool. I like all the rules you've come up with to balance it too. Stamp of ... approval?
Seriously though, I'll have to think about implementing this. Gotta consider all the possible uses first.
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I think rather than doing it as a generic thing. It might be good to work on individual items that replicate powers. That would give greater 'theme' too. So an invisibility cloak, an item that utilises Zerg DNA for Mimic perhaps, etc etc. We can price them individually.
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(09-25-2016, 11:31 PM)Omni Wrote: I think rather than doing it as a generic thing. It might be good to work on individual items that replicate powers. That would give greater 'theme' too. So an invisibility cloak, an item that utilises Zerg DNA for Mimic perhaps, etc etc. We can price them individually.
I like this a lot. You could use it to reflect some canons which have no current representation, too (to expand on the 'omni' part of 'omniverse'). You could even expand it into consumable power-ups if you wanted (eg: exo-suit = +2 ATK +2 DEF -1 SPD).
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Yeah I mean we can use the standard rule for that if people wanna change it, this just gives a 'default'. I figure this way we can also set rules per-power.
Looking through, there are some "character defining" powers that I think would be cheapened by being able to be picked up by a pill. It's arguable that all powers are like that, but here are the ones I would exclude. A lot of these include powers that would allow you to pass obstacles, such as those in the void gate quests. Given how rarely these situations come up, I think being able to get around them shouldn't be as easy as taking a pill for those one-off situations. Those powers I would exclude are:
Elasticity/Malleability
Shapeshifting
Shrink - this and the above, and some of the below, can get around obstacles like into facilities. Seems too cheap to allow as a one-off.
Integration
Mimic (after much thought - this ability is already sorta Mimic to begin with, and it would let you get around the other limitations)
Hive Mind
Disassemble
Phasing
Fusion
Adv. Enhanced Senses and up - Basic is more of a battle power, which is how I'd like these temp items to be used, whereas Advanced and Master have many uses.
Telepathy
Suppression - maybe too harsh? But I feel it's sort of the super-stealth, whereas anyone could imitate invisibility, this is for the pros who can mask their very essence.
Time Manipulation
Healing
Which leaves us with:
Super Speed - 100/250.
Burst Movement - 80/200
Basic Super Jumping - 30/85
Advanced Super Jumping - 50/125
Master Super Jumping - 80/200
Flight - 200/500 (raised price because it is pretty powerful)
Master Acrobat - 40/100
Growth - 80/200
Basic Enhanced Senses - 140/350
Insight - 200/500 (raised price because it's pretty bam to have as a one-off)
Foresight - 200/500 (see above)
Stealth - 200/500
Basic Telekinesis - 40/100
Advanced Telekinesis - 100/250
Basic Teleportation - 100/250
Advanced Teleportation - 150/425
No Master
All levels of Temporary Teleportation only allow you to move through empty spaces you'd otherwise be able to move through. Thus they are cheaper.
Basic Regeneration - 150/400
Advanced Regeneration - 200/500
Raised price due to usefulness even in comparison to Medigels.
Survival - 200/500
Temporary Survival will not stop you from dying due to injuries sustained once it wears off, unless they are healed.
Notes - a single dose can be stored up to 3 in one slot, or a 'mega' dose in a single slot. You may fill up multiple slots with the same type of dose if you have the slots and wish to.
With this, I may cheapen other consumables. I propose these prices to encourage usage:
Medi-Gel - 50 per
Elixir - 100 per
P/I/C/C Pills: 100 per
Power Pill: 150 per.
Deku Nut/Flashbang Grenade - 200
Mega Mushroom - 200
Isolation Verse - 300
Soldier Pill - 300 per
Starman - 500 per
Warp Whistle - 600 OM
Senzu Bean - 1000 OM
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Uhh ... necro post. I'm gonna be doing this. Sorry it took A WEE WHILE
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I'd like to use this topic, rather than make a new one, to take actual item/name suggestions for the temporary powers. To avoid confusion, the full-fight version will always be called "Super x" where x is the name of the single-round version. So High Jump Boots, Super High Jump Boots. I'd love to see actual powerups from videogames and little references, those flavour things are nice where possible and items are where it doesn't matter (since it's just the default, people can change the item to whatever they want if they wish) so be as niche as you like. Doom, Duck Game, Smash Bros ... whatever.
I'll be putting my own in as placeholders, but I'll replace them if I get better suggestions.
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Gum Gum Fruit for Elasticity, obvs.
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See above for excluded powers
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Stealth: Stealth Boy (Fallout)
Insight: Librascope (Final Fantasy)
Regeneration: Nano-Med Injection (nothing in particular)
Super Jumping: Roc's Feather (Zelda)
Just a few off the top of my head. Tried to stick with stuff that would be strictly consumable.
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05-14-2017, 10:10 PM
(This post was last modified: 05-14-2017, 10:19 PM by The Vision.)
Or Stealth: Invisibility Cloak?
Teleportation: Silver Slippers
Advanced Teleportation: Ruby Slippers
Foresight: Crystal Ball
They would all break upon use.
01001101 01100001 01100100 01100101
01111001 01101111 01110101
01101100 01101111 01101111 01101011
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Survival: Energy Steroid (One Piece)
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Flight: Angel Feather (Kid Icarus)
Teleport: Dimensional Scissors (Star vs the forces of Evil)
Burst Movement: Adrenaline shot (Left4Dead2 and a bunch of other media)
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