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Old Jul 11, 2005, 10:50 PM // 22:50   #1
Krytan Explorer
 
Join Date: May 2005
Location: Melbourne, Australia
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Default Multi Character Combination Skills

Perceived Problem: Not enough huge flashy skills!
Problems with naive solution: Overpoweredness, overused-ness.
Possible solution: Team combination skills - skills that require several players to equip them, and they only activate when all the players use the skill at the same time. Further restrictions may include:

- Easy interruptability, interrupt any of the players and the entire skill fails.
- Long casting times
- Single use only, or long recharge times.
- (for wa's) Adrenaline required by all participating players.
- Other tricky requirements that need coordination or special conditions to fulfill.

Examples:

- Multicharacter multihitting combination attacks. Eg. Requires 3 warriors to activate, 10 adren each. Each must hit skill within a short time frame, on a single target. One player does a fancy multihitting move, the second does a giant swing that knocks down, and the last does a coup de grace on the downed opponent. Large damage, target is stunned for the entire combination. Why should Air Elems be the only spikers? :P (I know, I know, there are other spikers too...)

- Energy Shield. 3 monks stand in a loose formation. Whilst they maintain an enchantment, a half-spherical energy shield appears between them. Enemy characters and projectiles cannot pass through the shield. The casting Monks remain outside the shield. If any of the monks move, runs out of mana, or dies, the shield ends. Enemies must kill or disable one of the monks to bring the shield down (or just move away and camp). The idea being elems and other squishies remain in the shield and cast spells.

- Phalanx. Requires several characters with shields, standing a short distance from each other. Movement rate is slowed by 75%. Enemies cannot pass between or through them, and any enemies attempting to do so are hit for some damage, and knocked away+down. Projectiles passing through the formation hit the phalanx characters instead. Phalanx ends if players use a skill, or move too far from each other.

- "Big" versions of current spells. Eg. 4 Elems casting a long spell that results in multiple lightning strikes against all enemies in a large area. 4 Necros raising 1 large high level bone horror without the need for a corpse. Or raising minions from all nearby corpses at once. "Pincushion", several rangers rapidly fire arrows at a single target

And that's just the single-class stuff - I'm sure there's plenty of creative ideas for cross-class or cross-skill line combination skills. (There's many past RPGs that feature similar ideas, so we could borrow some

Also there could be smaller 2 people combinations, or huge 6 or 8 people combinations. For example, a 2 person combination involving an elem and a warrior, which results in a souped-up version of Conjure Element being cast on the warrior for 30 secs, without the weapon requirement. etc. Or a 8 person combination that has a 10 minute casting time that summons a giant dragon that comes down and kills all the enemies instantly and wins the game. Hmmm, maybe not :P

Edit: And how could we possibly resist a 8 person combination, that causes all players to become drunk? Requirements: Players must stand in a circle without any armor on. Casting time: 1 minute. Casting animation: Dancing!

Last edited by Rieselle; Jul 11, 2005 at 10:55 PM // 22:55..
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Old Jul 12, 2005, 10:22 PM // 22:22   #2
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wow, 159 replies to "How to beat droknar rushers" and none here? Is my idea really that bad? ^_^; (then again, bad ideas get shot down a lot... maybe my idea is merely boring?)
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Old Jul 12, 2005, 10:27 PM // 22:27   #3
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I would think that this would make the game be just to complex. And with the restrictions of easily interruptable and long casting time, it would make it very hard to pull a succesful one of and still make it worth it.
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Old Jul 13, 2005, 01:00 AM // 01:00   #4
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I guess it's my taste - I prefer complex games, with lots of cool things that are difficult to use effectively. So during casual games, or when you are winning a lot, you can muck around, or, if you are really skilled you can show off by winning with flashy skills.

The various restrictions such as long casting time etc, they dont necessarily all apply to all the skills - I'm just suggesting various things that can be used to limit their power. So some may have one, or several of the restrictions.

Also, I'm thinking the multi-same-class skills would be the big, cumbersome ones, but the cross-class multiplayer skills would be neater and more practical in nature. Hopefully this gives a boost to balanced teams, as I'd like to see balanced teams get a bit more of a boost.
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