This idea just struck me the other day and I mentioned it in another thread, but I thought I'd put it here in more detail. These are all really just ideas to show examples of an overall concept, and to make it easy for scripting purposes, I imagine it'd be easiest to simply apply them to a character automatically once the criteria's reached. I imagine this system will do three things: Further distinguish the three main builds (Strength, Agility, and Hybrid), motivate players to level up beyond the retirement age and "keep" their builds, and increase over-all community incentive to play and achieve higher levels of power (Which I'm sure will come with new player complaints, until said new players level up too
). For purposes of describing the examples I will reference an imaginary player named Bob the Placeholder.
What gave me this idea was the fact that c-RPG reminds me of oldschool Dungeons and Dragons 3.5, with the three primary build types resembling three of the tabletop game's primary classes; The barbarian (strength), the fighter (hybrid), and the rogue (agility). For those of you who aren't familiar with D&D 3.5, the class structure was essentially a gain experience, allocate points into your raw stats, skills, and "feats" (which are the equivalent to talents and abilities in other games). But mostly, the three classes I just mentioned gain "bonus" feats automatically by simply reaching the requisite level;
The Barbarian receives passive and activated abilities that contribute to his endurance, physical power, and overall battlefield intimidation.
The Fighter receives "bonus feat points" at frequent intervals throughout his leveling, giving him access to more of the game's standard feats.
The Rogue receives various abilities that effect his battlefield prowess, awareness, speed and grace.
So here's some ideas...
Power Attack - 21 STR requiredWhen executing a "hold attack", base weapon damage increases by one point for every 3 seconds the attack is delayed. Bonus weapon damage is removed after the hold attack's release or when cancelled/interrupted.Details: This one will drastically help out players who can't quite fit in with the attack speed/feinting crowd, and in the heat of combat, 3 seconds is a long time to notice what direction a person is swinging their weapon. The fact that the bonus damage cancels out if the hold attack is stopped for any reason also prevents feint abuse as well.
Cleave - 30 Strength requirementWhen executing a "hold attack" of at least a two second charge duration, weapon swing will follow through and strike the next object in its path if the first object it collides with is killed/destroyed. Effect is cumulative (Will hit three targets if it brings the first two in its swing path to 0 health, and so on). Effect occurs once per two-second attack charge, and cancels out if the hold attack is interrupted in any way.Details: The biggest contribution this will make is an unexpected one: It will drastically lessen the stress and consequence of accidental team kills by 2Handers and Polearm users in cluster fights, due to the enemy still receiving the attack even if it kills a teammate first. Most people who roll STR builds opt in for the big weapons - This would only make the build more welcome among battles. We all know how aggravating it can be to make a big weapon swing and the only thing you actually hurt is your team - Even if, on your screen, your weapon pretty much passed through the enemy's body.
Thundering Boot - 39 STR requirementRemoves the self immobilization effect when kicking (Player can turn while the kick is being executed), causes players to fall down as if struck by a Knockdown effect when hit, and grants the kick the ability to strike up to three targets in a thin melee-length cone where the kick strikes.Details: Kick is drastically under-used, and even when it is used, it's mostly done just to amuse people. Considering being knocked down isn't even a complete game changer by itself (Cavalry teams still lose battles even though they're the kings of knockdown), this ability change will only contribute to making STR build players feel more like a battlefield powerhouse, while giving enemy players a reason to actually pay attention to the guys with the giant 2Handers.
Slice in Twain - 45 STR requirementWhenever the player executes a Cleave attack, the first object struck by the player's weapon (if any) is done with a +10 base damage bonus applied to the weapon used. Bonus damage is applied before damage reduction/bonuses from Power Strike and WPF, and dissipates either after striking the first Cleave target or otherwise when each Cleave is performed/cancelled/interrupted.Details: This is just a juicy treat to justify pushing to 45 STR, really. It's safe to assume anybody who does is using a big weapon and trying to inflict large damage. However, this will create a large learning curve for the player, because team kills will become much easier - And of course it's not something forced on the player because all they have to do is not use Cleave in situations when it's obvious results would be bad. Challenge, anyone?
Body of the Solid Mountain - 54 STR requirementWhenever the player is struck by any attack for 16 damage or less (After bonuses and penalities apply), that attack's damage is reduced by 12. Damage by such an attack cannot be reduced below 2 and is not subject to another bonus/penalty check. Any damage that is reduced by Body of the Mountain also negates flinch effects on the player (the reduced damage will not interrupt weapon swings/movement).Details: Just another treat for pushing a stupidly high amount of STR. Clearly the only way to get this much out of any stat is to make big sacrifices else where (like other defensive investments such as shields), unless the player is generation 5+ and decided to never retire ever again. Although, I haven't done the math for the game's combat, but you guys probably get the point this ability would be trying to make.
Drop and Roll - 21 AGI requirementRemoves the brief immobilization effect from being knocked down by a cavalry charge, Knockdown weapon, or Thundering Boot. Players can move at normal left, right, forward or backward acceleration as if moving from a complete stop while getting back up, but still retain stun effects (Can't attack, jump, switch weapons, or block/parry) until standing fully upright as normal.Details: This one would just plain be fun, and would not only provide only slight defensive measures against how easy it can be to get knocked down (Team knockdowns via cavalry - lol?), but it will make AGI investors simply feel more agile and acrobatic in combat. Also it will provide a counter-balance for fighting against enemies with Thundering boot; Quick reflexes will prevent dying to follow-up attacks!
On the Hunt - 30 AGI requirementWhenever the player lands a killing blow, total movement speed is increased by 15% for three seconds. Movement speed bonus is applied after bonus/penalties from armor and skills.Details: This one will probably be a primary assist for archers, but at 30 AGI, will also be accessible to hybrids who are trying a cleaving "berserker" class. Only having a three second duration certainly prevents outstanding round delay abuse, and overall it will make AGI investors feel much more aggressive and bold in combat.
Grace of the Stalker - 39 AGI requirementRemoves the self-stun/flinch afflicted on a player after landing from a jump or long fall. Falling damage is still received if would be inflicted normally, and players are still susceptible to being struck or otherwise harmed by enemies when landing.Details: At 39 AGI, I imagine people will start wanting butter on their bread since it will demand sacrifices from STR, and I think this would be it. Archers using On the Hunt will find rooftop travel much easier, as would any of the swift assassin type players who set out to kill them. Basically all this would do is give AGI investors a new way to have fun with the amazing town and fortress maps the game already has - Smooth platforming mechanics. Naturally the slower STR type players will argue this makes AGI types uncatchable - But as they should be. They're agile assassins leaping across roofs like ninjas, you're not going to hulk hogan them down from the ground, silly!
Study Their Weakness - 45 AGI requirementWhenever a player executes a hold attack of at least two seconds charged, the following strike will inflict 1.3x damage. Effect is cumulative - Attack will inflicts 1.6x damage after 4 seconds, 1.9x damage after 6 seconds, and so forth, and applies before bonus/penalties from skills and armor. This effect cancels if the hold attack's charge is canceled or interrupted by any means, and occurs once per such attack. Bonus damage is halved for Crossbows, rounded down (1.1x damage for 2 seconds, 1.3x damage for 4 seconds, 1.4x damage for 6 seconds, still applied before bonuses/penalties from armor and skills). Study Their Weaknesses does not work on ranged weapons if the attack is performed while moving on foot/horse.Details: 45 AGI probably means the player has substantially lower STR, meaning what they want is speed. This ability will actually give the players the option to inflict higher damage by forsaking lightning fast speed with a charged attack, giving the agile warriors options that would likely grant them more of a tactician's feel to things. This will also improve archery damage while at the same time making it more challenging - They will need to risk tiring out the bow string if they want that higher damage.
Reflexes of the Serpent - 54 AGI requirementGrants the player a 20% chance to trigger a "block assist" when struck in melee combat. This automated block will interrupt any attacks or actions that a normal block is capable of interrupting normally and will aim in the direction of the attack that triggered it until a successful deflect occurs. This block operates as a standard successful block in the direction of the attack that triggered it and does not grant protection against effects a normal block cannot prevent such as Knockdowns, Crushthroughs, Kicks, weapon stun due to weight differences, shield damage/destruction or ranged damage (if block executes without a shield in hand). Upon successful deflection of the attack which triggered this block, the player will immediately release their block stance unless the player resumes/sustains the stance manually. This ability cannot trigger in any case when a manual block or parry cannot work.Details: Pretty much the necessary ability for anyone who wants to play the rapid speed assault build and doesn't want to just get destroyed and discouraged from it entirely. 54 AGi will probably mean low health and and overall damage, so combined with On the Hunt, this ability will likely give many heavy AGI investors a very smooth speed-combat experience. On paper this ability might look a little daunting, but a 20% chance to block in only one direction at any given time is actually still easily overcome by anyone who uses tactical strategy and teamwork.
Mind of a Strategist - 21 STR & 21 AGI requirementGrants the player a permanent +1 skill point for every 2 total character levels acquired. Upon achieving Mind of the Strategist, the player is given the appropriate amount of skill points for levels already gained, and continues to grant an extra point at every even numbered level the player gains afterward (levels 2, 4, 6, 8, 10, etc). These skill points can not be converted into stat points and are revoked should the requisites for Mind of the Strategist ever be compromised due to a respec, retirement, or any other effect or action.Details: I'm sketchy on what a decently balanced amount and frequency of these bonus points should be, but yeah. Shameless D&D Fighter class ripoff, I know. But I sincerely think this would drastically promote the idea of hybrids entirely, and while it will probably grant players access to tons of weapon types, everyone still is restricted to 4 inventory slots and all the item penalties like weight and cost upkeep. I doubt this would cause any sort of cataclysmic balance issues.
The Tactician's Resolve - 30 STR & 30 AGI requirementProvides a passive 18 body armor, 8 head armor, 10 leg armor, and 20 body armor from shields. This armor stacks with all other armor and defensive bonuses and applies whenever other armor bonuses apply. These bonuses cannot be cumulative by equipping more than one type of armor-granting item (such as two shields).Details: Relatively easy to obtain by anyone pushing a sincere hybrid build and is mostly designed to accommodate the shield users and cavalry (Stop freaking out, take note it does not increase the armor on plated lolchargers
). In total I imagine this would be impossible to obtain along with the stat specific defensive abilities, unless you could somehow find your way into 84 stat points. If you can... you probably deserve to be a combat monster.
Sorry for the TL;DR! What do you guys think? Should c-RPG someday have "passive talents"?
*Edit* as it turns out, I took this thread seriously and Bob the Placeholder was not mentioned in its production. His union rep has been contacted and good will negotiations are being conducted. I will post updates when they occur.