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It was mentioned that some of this could be done using the spell system- or whatever system changelings will use one they are implemented. The subject of this discussion should be taken as future plans and nothing immediate. |
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Right now alot of the differences between races are down to simple stat changes (+this resistance %, x thing lasts for this amount longer). However when it comes to races- differences in mechanics/gameplay are far better than stat changes. This discussion is to discuss a rework of the species traits beginning with the moth.
(This is to replace current species traits)
Moths:
The moths outer fuzzy coat gives them a static charge ability.
Moths now take reduced damage from electrical based damage (negating damage below a threshold). Receiving electrical damage builds up the moths static charge. This static charge has a number of upsides and downsides.
Upsides:
+If the moth has built up enough charge they can shock a target. Conscious targets will be stunned for a time and receive burn relative to the built charge. This attack could also act as a defib to dead targets- but the targets would still take burn damage making it inferior to regular defibs.
+The moth can charge electrical devices they are holding (including items with internal batteries like stun batons) passively
Downsides:
-The moth now acts like a grounding rod for electricity- making it particularly dangerous for them near tesla generators
-Moths can be effected by emps- resulting in a loss of charge and a stun relative to the lost charge
-Moths can over charge by consuming too much charge. Overcharging turns the moth into a timebomb. When the moth 'detonates' they will lose all their charge- be stunned and take a large sum of damage as well as stunning those around it. The over charging effect can also be triggered to a lesser degree when a moth player falls unconscious
Other features:
Moths can gain charge either through electrocution, being hit with electrical attacks (like from a tesla generator) or chewing on wires.
Moths will lose charge over time- the larger the amount of built up charge- the quicker it will drain. (this loss in charge will be used to charge items if they are holding any- maybe at a 50% or 25% efficiency)
Maybe moths can gain small amounts of charge by walking over carpet tilesThis is not to make moths perfectly balanced, as this can either kill the moth player or help it. The idea behind these is not to make all species equal but to make them all fun to play in there own way. The idea is that all species will get some unique gameplay to them that makes them enjoyable to play, even if they arent 100% viable like a plasmaman.
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