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Posted: Sun Feb 13, 2011 11:22 pm
*It's late, and I don't feel like gathering my thoughts into a neat little package. Just gonna throw this idea on the table and see what happens.
~~~ Summons ~~~
Everyone seems to want this kind of ring, but ... what would we summon? How would they work? First up, the technical stuff. I envision Summons as being extremely powerful, but also extremely costly. To this end, a summoning should affect a large area with tremendous damage (and possibly debuffs), while costing a significant chunk of stamina and incurring a long cooldown. Maybe the ring can only be activated by a RR4 release as well. And perhaps give the wearer some small passive bonus to make it not-completely-useless between summons.
What to summon? Giant Peelunger Omnidrink ghosts Jellyfish demigod That dragon from the new intro ...?
Opinions and ideas?
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Posted: Wed Feb 16, 2011 1:47 pm
My issue with summons is, first, that, what I envisioned for them became or I realized to be outdated or pointless.
I always thought of summons as pretty much regular rings only more powerful, costly and which had developed animations depending on something different than Rage Rank, but never specified what. High stamina consumption was a price to pay for awesome. This was somewhat of the convergence point of the many, many suggestions going towards the summoning end, and the one my mind stuck with.
And there was one lost suggestion that made them awesome, but pointless now. Summons would cover a Large AoE for buffs. The amounts of Rage that could be saved for using a summon would incredibly decrease in comparison to buffing a person each at a time.... yeah... Other such stuff like massive AoE on attacks are too pointless - Most enemies will run straight towards the players. Why increase AoE? There's quite a few exceptions, the most prominent being the Sea Cycles who reside in large screen with great sniping abilities.
Anyways, my second, and most important, problem with Summons as a whole stands as this: What exactly is the system they would adopt? How can we make summons NOT be just something we get somewhere else? How can we avoid adding too much summon specific HUD features (like, a separate rage bar for summons, which could be used on any ring by charging past Rage Bar when the first one is full)?
I really would like knowing the mechanics and originality of the idea before discussing the awesome. Just want to make sure everyone is talking about the same thing and not deviating from the subject.
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Atrash the Squidmonger Vice Captain
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Posted: Thu Feb 17, 2011 9:04 pm
How about Summons as a ring which uses either Ghi and/or Orbs as a sort of fuel (to form up its summons)?
Possible ways to do this: - Instead of leveling it up (or on top of that), for each summon you'd have to spend a small amount of orbs (this would only work for the summons starting at higher levels, where you could make the orb cost 1 orb per summon to begin with, and then increase without orbankrupting noobs). - After n number of summons, the ring would go down a level.
Either one would be explained by the summons being actually formed more tangibly and powerfully than any ol' ring effect. They'd stay around longer and follow around like a pet, and would perhaps have multiple different actions and abilities - sort of like having another player, to a small degree.
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Posted: Fri Feb 18, 2011 11:39 am
[ JK ]'s said they they're not summons that appear, perform a single massive attack, and disappear. He's also said that they don't act like pets -that's what buddies are for- and stick around and attack. What we know is that they "stick around" and will "change the way you play the game".
I've always pictured summons, from what [ JK ] has said about them, as something similar to Stands from Jojo's Bizarre Adventure. Stand is short for "Stand by me", and is a essentially physical manifestation of one's soul, that only other Stand users can see. They can be controlled simply via thought. If you want your Stand to punch, it'll punch.
A more well-known example would be the Guardian possessed by Ansem in Kingdom Hearts I.
So how would this work in zOMG? I'd imagine it's something like a Transformation skill. Let's use Pirates for example. Let's say that there's a summon, "Blackbeard the Pirate". It acts as a toggle buff, without a duration, that passively increases your Armor, Footspeed, Accuracy, Luck, and Stamina Regen. It also decreases your Dodge, Willpower, Weight, and Health Regen. What's more, whenever you use specific Pirate rings, such as Hack, Slash, or Shark Attack, your summon attacks with you, increasing the damage of those specific rings.
The trade-off is obviously the loss of a ring slot, the cut in certain stats, and the fact that there are certain rings you need to use to fully utilize the Summon's strength.
While this example was more theme-based, I'm sure there would be sets that are more function-based. Such as Knights that act as Tanks; Increases in Armor, Buff Effectiveness, HP Regen, and Taunt effects. Or Healers with increased Stamina regen, decreased cooldown times for healing rings, and a reverse-taunt effect on rings, etc.
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