Showing posts with label abilities. Show all posts
Showing posts with label abilities. Show all posts

Tuesday, May 5, 2009

Experimenting

I've been experimenting with new abilities. The idea is rapid prototyping with hopes of getting something fun, then working on balance or actually being useful later. The new Capture the Flag was an outlet for that experimentation as well as working with ideas that just don't work in a player vs. everything context.

Along those lines I was wondering if it would be easy to take direct control of monsters, using your mouse to control where it moves to. I figured the easiest way to test this was to patch it into the befriend AI and see if I could let the player control that monster instead of having it run off an AI. It worked wonderfully and I had a lot of fun just testing it. The best part (for me) was it didn't take much work. Kudos to RangerGM for really clearly written code.

It works surprisingly well: and you don't have to be still to use it (although you can). The monster will go to wherever your mouse is whether you are clicking or not. If you were to move the monster would move wherever you're moving, so they would tend to attack whatever you attacked, retreat when you retreated, and so on. But beyond that there are a lot of new tactics opened up which I'll leave for players to discover.

It can be a little weird. If you choose a menu selection, for example, your friend is going to run towards the north, and since I don't currently limit where you can tell the monster to go, it will keep going until it reaches that point, even though it is off your screen. You can always stop directly controlling the monster, of course.

I'm still considering the original ideas I had in mind that would use this technique. But I actually have to balance those and turn them into proper abilities. And that takes work.

Thursday, April 23, 2009

Discarded Abilities

Here are a few of my favorite ideas that didn't quite make it in to CTF.

Illusions/Hallucination - This could let someone toss a projectile at a group of enemies and cause them to see dozens of random sparkles and images (including flags and flag markers) for about 10 seconds. You would usually use it before moving in for a big attack to confuse the enemy.

I was really excited about this idea but never had the time to implement it. I also couldn't think of a class where it fit. Spy was the obvious choice, but they were already the most fully featured class: they didn't need more toys.

Speed Boost - It became clear in testing that speed was a huge asset. If you could outrun your opponent you could usually survive. That is why the flag decreases speed when carried. All too often once a flag was grabbed it was as good as captured. Slowing down the holder encouraged more fighting. It is also why the paladin saw a speed decrease. He used to be very fast so he could stay with groups and heal, but it became clear right away that speed and troilus was a nearly invincible combination.

Along those lines I wanted to give some class a temporary speed boost in order to catch up to someone at a critical moment (or get away). It never really fit the themes or the balance for the classes. Obviously it fits the theme of the Scout, but considering it is more of an anti-scout ability in terms of use, it makes more sense to give it to a slow class.

It came closest to being given to the Pusher. Allowing them to spend spirit to move faster, push further, and not suffer any "push back" from their push. But it never quite got there.

False flags - I thought it would be fun for spies to be able to set false flags on the ground, or carry a false flag. It would appear on the radar just like it was the enemies flag, causing people to chase you while a teammate snags the real flag. I also considered adding an "information" class that had all these information related abilities, including hallucinations.

Team beacons - I considered letting scouts set down a beacon that would direct all players on their team to that location.

I also thought about letting all players toggle an ability that shows where everyone else on their team is currently located relative to yourself: much like the flag markers work. Bonus for paladins: Color coded indicators to check on health. Overpowered bonus for spies: When disguised, you see the enemy instead of your own team. (That would never happen.)

Obviously if you are a disguised spy (uncloaked) this ability would show you as being on the other team, so it couldn't be used to sniff out spies, except that someone might be suspicious when a marker disappears or suddenly appears!

None of this got in because the markers get in the way of flag tracking, we'd need a more obvious flag marker before we could use these abilities well in ctf. But they work really well for the new game mode. Although they're less needed in such a compact space.