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Weapons/Abilities/Drones/Equipment brainstorming

  • kentona
  • 03/19/2015 04:38 PM
  • 2630 views
I am looking for ideas for weapons, equipment, abilities, and drones for the Battledome. As you read in the previous blog, upon leveling up, your Battler is granted a random powerup, which takes the form of a weapon, equipment (which can have an ability), a straight-up ability, or drone (up to 3 drones max).

Before you can really brainstorm, you'd probably need to know what makes up a battler stat-wise, and what options there are for weapons, equipment and drones.


Who am I?

Here is a break down of the pertinent attributes of a battler. A drone is also a battler (but with the restriction of having no drones of its own, and not getting powerups upon level up).


Battler:
HP
NRG
ATK
AGL

Damage boosts:
PHYSICAL*
ENERGY
FIRE
COLD
ELECTRIC
SONIC
CORROSIVE

Defensive boosts**:
PHYSICAL
ENERGY
FIRE
COLD
ELECTRIC
SONIC
CORROSIVE

Shields:
PHYSICAL
ENERGY
FIRE
COLD
ELECTRIC
SONIC
CORROSIVE

Secondary stats*: (base 10000)
evade
block
pierce
parry
intercept
accuracy (10000)
critical
retaliate
fumble
disarm
stun
numberofattacks (1)

Multipliers****:
criticalMultiplier (0.4)
fumbleMultiplier (0.4)
lifesteal
energysteal
retaliationMultiplier (0.5)

*a battler's ATK is translated into a PHYSICAL boost between 40% and 60%
**The effect of a defense boost is calculated by x=((100/100+defboost)*damage)
***percentages are stored as integers with a base of 10000, so a 2.94% chance translates to 294/10000. For example an evade=294 means a 2.94% chance to dodge.


What are all these things?
-HP: health. If this is zero, you lose.
-NRG: energy. If this is zero, you are stunned.
-ATK: attack. Base physical bonus damage.
-AGL: agility. Your turn speed.
-PHYSICAL, ENERGY, FIRE, COLD, ELECTRIC, SONIC, CORROSIVE are the different damage types. I can add more (if they make sense). Each battler, weapon, equipment, drone can have any combination of damage type and min/max damage amount. IE- a sword could have 1-6 PHYSICAL damage + 1-3 COLD damage.
-Damage types have a minimum and maximum range.
-Evade is chance to dodge an attack, resulting in no damage being done.
-Block is chance to block an attack, resulting in no damage being done.
-Pierce is chance to get through a block, resulting in a block being ignored
-Parry is chance to block an attack with a weapon, resulting in no damage being done.
-Intercept is like a preemptive counterattack. IE- while you are attacking, the enemy intercepts the attack before it lands, and counterattacks immediately.
-Accuracy (default 10000, IE- never miss) is chance to miss an attack.
-Critical is chance to do extra damage, based on critical multiplier
-Fumble is chance to do less damage, base on fumble multiplier
-Disarm is chance to destroy the enemy's weapon when you do an attack
-Stun is chance to disable an enemy for 1 turn
-Numberofattacks is the number of attacks.
-Lifesteal is a percentage of life stolen during an attack
-Energysteal is a percentage of energy stolen during an attack

Stat Growth
These are the numbers I have used in the latest demo, as a base. They give an idea of the scale of numbers I want to use....for now.

LEVEL 0 STATS
BATTLERHPNRGATKAGL
Base70251015
Fighter70251520
Lithe60201027
Brute95301310
Crawler8537812
Johnny56650715

*All battlers start at level 0 with a set of base values. Each build has its own tweaks to the starting values

LEVEL 0 TWEAKS
MODESHPNRGATKAGL
Fighter0055
Lithe-10-5012
Brute2553-5
Crawler1512-2-3
Johnny5-425-30


LEVEL UPS
Each level up results in a fixed increase in stats. Each build has its own small fixed increments to each stat.
MODESHPNRGATKAGL
Fighter3011
Lithe0003
Brute6010
Crawler3310
Johnny50601


Here is the increases by growth type. Eventually, I want the user to be able to choose which kind of growth they want each level up.
GROWTHHPNRGATKAGL
Balanced6633
Brawler4244
Tank12631
Specialist21024




Weapons

Weapons are used to increase your battler's damage output. Battlers start a battle with a cache of weapons, and can deploy them in battle. Only 1 weapon can be deployed at any given time. A weapon does not have to be deployed. Weapons can be deployed, undeployed, discarded, disarmed, or stolen. Weapons never run out of ammo or energy.


Target_Type: (ENEMY, SELF, RANDOM_ALLY, RANDOM_DRONE_ALLY, ALL_DRONE_ALLIES, ALL_ALLIES, RANDOM_ENEMY, RANDOM_DRONE_ENEMY, ALL_DRONE_ENEMIES, ALL_ENEMIES, EVERYONE, NONE, FLYERS, GROUNDERS, DEFEATED_ALLY)

Damage*:
PHYSICAL
ENERGY
FIRE
COLD
ELECTRIC
SONIC
CORROSIVE

Damage Modifier** (this is how much a battler's base stats influence a weapon's damage output):
PHYSICAL
ENERGY
FIRE
COLD
ELECTRIC
SONIC
CORROSIVE


Secondary stat modifiers: (base 10000)(can be negative)
evadeMod
pierceMod
parryMod
interceptMod
accuracyMod
criticalMod
fumbleMod
disarmMod
stunMod
retaliateMod
extraAttacks*** (how many extra times a battler can attack using this weapon)
bonusAttacksMax (variable number of bnous attacks on top of what the battler can attack naturally and what extra attacks the weapon has)

Multiplier modifiers:
criticalMultiplierMod
fumbleMultiplierMod
lifestealMod
energystealMod
retaliationMultiplerMod

Flags:
ranged****
evadable
blockable
parryable
interceptable
disarmable
retaliates

*given as a damage type and a min value and max value
**This is a double value between 0.0 and 2.0; So say if I had a laser rifle, I wouldn't expect a battler's PHYSICAL strength to contribute to how much damage it would do, so I would set its PHYSICAL damage modifier to 0.0. However, it might be super efficient at converting ENERGY bonuses, so I'd set the ENERGY damage modifier to 1.5
***how many attacks a battler makes in his turn is based on his Numberofattacks + his equipped weapon's extraattacks + random number between 0 and the weapon's bonusAttacksMax.
****I have not implemented any Close Range or Long Range battlemode logic yet. I am considering making this an enum of CLOSERANGE, LONGRANGE, BOTH instead of just a true/false.


Here is what I have so far. Keep in mind I am just pulling these numbers out of my ass.
As a general rule for damage modifiers, I made melee weapons inherit 1.0 damage modifiers for all damage types, and ranged weapons inherit 0.0 damage modifiers except for that weapon's type, which I set the damage modifier to 1.5. So the Firevolt would have a 1.5 FIRE and 0.0 everything else.

WEAPONDamage TypeDamageNotes
Crab HandsPHYSICAL4-8high intercept, high fumble, x2
Stun BatonPHYS, ENERGY1-6,1-4chance to stun
PropeloPHYSICAL2-5multistrike, up to x10 attacks
VibrocutterPHYSICAL2-6small knife, high retaliate, multistrike
VibrobladePHYSICAL4-16basic sword
Electric MacePHYS, ELEC3-18,1-18heavy damage, low accuracy
Quarium WhipPHYSICAL1-15high disarm, intercept, critical
Sabre of LightENERGY2-20pure energy attack
Thunder KatanaELECTRIC1-25pure electric
Charge BladePHYS, ENERGY2-6energy steal
Discharge BladePHYS, ENERGY2-6uses energy to inflict criticals
Stun-o-rangPHYSICAL1-8multi target
Plasma StaffENERGY5-15high intercept, disarm, chance for 2x attacks
Drill SpikePHYSICAL8-28high pierce, disarm
Nintendium SpikePHYSICAL12-15pierce
Impact HammerPHYS, SONIC1-36,4-6high crit
Energon AxeENERGY8-21pure energy
Toxic DaggerPHYS, CORRO1-4,0-25can inflict periodic damage
Frozen FistsPHYS, COLD7-9,3-4cold damage, x2 strike
Sonic DisruptorSONIC2-7target all
ChaingunPHYSICAL2-4multistrike (x4 to x10 attacks)
Repeating BlasterENERGY2-8x3 to x5 attacks
BFG-9000ENERGY15-65highly inaccurate
Sniper RiflePHYSICAL12-24high crit, highly accurate, piercing
Bio RifleCORROSIVE3-30periodic damage
Flak CannonPHYSICAL6-24heavy damage, target all
ShotgunPHYSICAL18-24heavy damage
Shock RifleELECTRIC1-10v.high crit, can stun
Laser RifleENERGY2-12high accuracy
Missile PodPHYS, FIRE5-15,5-10x4 missiles, low accuracy
FirevoltFIRE5-20Jet of piercing fire





Abilities
Abilities are special attacks that consume energy on use. Abilities can be granted by certain equipment, or just learned on their own.

The logic behind abilities are underdeveloped, and would be open to expanding their stats/modifiers/etc... to accomodate neat ideas.

An abilility can have completely custom logic in a battle, unrelated to any of the stats below. For example, Rust Gel (in this game) just automatically stuns enemy battlers AND completely disables their drones.


Target_Type: (ENEMY, SELF, RANDOM_ALLY, RANDOM_DRONE_ALLY, ALL_DRONE_ALLIES, ALL_ALLIES, RANDOM_ENEMY, RANDOM_DRONE_ENEMY, ALL_DRONE_ENEMIES, ALL_ENEMIES, EVERYONE, NONE, FLYERS, GROUNDERS, DEFEATED_ALLY)

Power*:
PHYSICAL
ENERGY
FIRE
COLD
ELECTRIC
SONIC
CORROSIVE

Power Modifier** (this is how much a battler's base stats influence an ability's power output):
PHYSICAL
ENERGY
FIRE
COLD
ELECTRIC
SONIC
CORROSIVE

Stats
nrgCost - energy cost


Secondary stat modifiers: (base 10000)(can be negative)
pierceMod
accuracyMod
stunMod
disarmMod
extraAttacks*** (how many extra times the ability is used)
bonusAttacksMax (variable number of bonus attacks this ability can do)

Flags:
ranged****
evadable
blockable
parryable
interceptable
onetimeuse*****

*given as a damage type and a min value and max value
**This is a double value between 0.0 and 2.0; So say if I had a laser rifle, I wouldn't expect a battler's PHYSICAL strength to contribute to how much damage it would do, so I would set its PHYSICAL damage modifier to 0.0. However, it might be super efficient at converting ENERGY bonuses, so I'd set the ENERGY damage modifier to 1.5
***how many attacks a battler makes in his turn is based on his Numberofattacks + his equipped weapon's extraattacks + random number between 0 and the weapon's bonusAttacksMax.
****I have not implemented any Close Range or Long Range battlemode logic yet. I am considering making this an enum of CLOSERANGE, LONGRANGE, BOTH instead of just a true/false.
*****Can only be used once per battle.


I only have a few abilities implemented, more as a proof of concept than anything else. These numbers were especially pulled out of my ass last minute, and definitely need refinement.
As a general rule, I made abilities non-parryable and non-interceptable. Damage modifiers were 0.0 except for their damage type, which was 1.5.

ABILITYDamage TypeDamageEnergy CostTargetsNotes
Beam CannonENERGY15-4015Random Enemyone time use, reduced accuracy
FlamerFIRE5-204All Enemies
Rocket PunchPHYSICAL10-202Random Enemysmall accuracy boost
Rust GelPHYSICALn/a5All Enemiesdisables all enemy drones instantly, and stuns enemy battler.
Flash Freeze BombCOLD5-108All Enemieshigh chance to stun, high accuracy
Shock-KickELECTRIC1-5012Random Enemyalso inherits PHYSICAL damage modifier at 1.5
Shockwave PulseSONIC5-108All Enemiesv.high accuracy, chance to disarm weapons
FlashbangSONIC02All Enemiesv.high accuracy, v.high chance to stun




Equipment
FULL DISCLOSURE: I have not fully implemented equipment in the game yet. So it's the perfect time for your input!
I have a list of equipment I that I brainstormed from actual Battledomes we've held (plus a few extras). I put in parentheses the associated ability the equipment would grant.


Scorpion Tail (Rocket Stinger)
Whetanium Arm Shield - physical shield to start battle? block?
Tower Shield - physical shield to start battle? block?
Buzz Saw Arm (Buzz Saw Attack)
Tracking Sensor - accuracy boost
Energy Stealer (Energy Drain)
Flamethrower (Flamer)
Water Cannon (Water Blast)
Corrosive Spray (Corrosion)
Beam Cannon (Particle Beam)
Guass Cannon (High Velocity Projectile)
Crustacean Plate - defense boost
Jaws of Death (Crush of Death)
WeatherGuard - cold, fire, corrosion boost
Nanothread (Entangle)
Energy Shield (Deploy Energy Shield)
Rocketboots (Rocketboost)
Anti-Theft Device - just something passive that would disable energy stealing attempts
Quarium Mesh Cannon (Mesh Entangle)
Dispersal Array - energy boost
Nintendium Plating - defense boost
Stealth Underlay - evade boost
Teflonium - evade boost, speed boost
Synthweave - defense boost
Magnetotron (Magnet Well)
Amplifier - damage (physical?, energy)
Power Cell - health boost
E-Tank - energy boost
Quantum Co-Processor - speed boost
Black Belt - counterattack
Gyrostabilizers - stun defense?
Kinetic energy recovery system/Hybrid Synergy Drive- periodic energy recovery


QUESTION: can a battler have duplicate equipment? or maybe some of them could be duplicate? Having 10 E-Tanks could be cool.


Drones
Drones are special-case battlers. They level up to the same level as their host, but do no get powerups, and have their own custom builds and growth.

My thinking on them is that each drone would have either a single ability or weapon, and then just use that every time their turn comes up. They would have significantly less HP than real battlers (except for maybe a damage-sponge drone?). They would be very limited and focused in what they do.

A battler would be limited to 3 deployed drones in a battle. Right now, battlers are limited to at most 3 drones total. I might change it such that you get to pick which 3 drones to take into a battle from your stable.

I have made a Minibot, Turret, and Hoverdrone archtypes, but they don't do anything special yet. They don't even have abilities or weapons yet - they just mindlessly attack.

Ideas please!


Conclusion
So there you have it - all of my ideas and their implementations laid bare. The interplay of weapons, battlers, abilities, and drones is what will make this game fun. So help me make Battledome fun!

Posts

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I have not yet implemented Periodic damage, but the way I would envision it working is at set regular intervals, I would apply periodic damage to all battlers who have been afflicted with a periodic damage status condition, and decrement the number of turns it is still applied.

I was also toying around with the idea of splash damage, where an attack would have a primary target, and the remaining enemy targets would receive splash damage.

I have made the damage types/elements PHYSICAL, ENERGY, FIRE, COLD, ELECTRIC, SONIC, CORROSIVE. Pretty standard fare. Now I don't want to go too crazy, but I would be open to expanding this list if people have a good idea.
Hexatona
JESEUS MIMLLION SPOLERS
3702
Bravely default had an interesting problem on their hands, since turns as a concept is so fluid in their game for applying periodic damage. One thing I remember is that poison damage was applied immediately after the attack that inflicted it.
author=Hexatona
Bravely default had an interesting problem on their hands, since turns as a concept is so fluid in their game for applying periodic damage. One thing I remember is that poison damage was applied immediately after the attack that inflicted it.
I have the same problem actually!

Turns only happen when a battler's turncount is over a set threshold. Turncounts are incremented every cycle. It is possible multiple battlers can act in the same turn. it is possible that no battlers act in a given cycle.

I was going to make periodic damage apply after a fixed number of cycles, independent of turns. For example, every 8 cycles, do periodic damage stuff.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Battlers don't have martial arts types? You don't want to let me give my battler a Cornish Wrestling battlechip to allow him a chance to stun anyone who uses a basic attack on him, a Judo battlechip to give him a better activation rate with counterattacks, or a Juego del Palo battlechip to give him a defense bonus on the next hit after he attacks with a close-range weapon?


Random equipment ideas:

- Space Academy Backpack: Equipment that provides no bonus of its own, but for each backpack you own, you're allowed to buy a duplicate of another item. Otherwise, you can only have one of each item other than backpacks. So if you have two backpacks, you could have three E-Tanks instead of just one. Or you could have two E-Tanks and two Beam Cannons.
- Black Utility Belt: The character equipping it can attach one other piece of weapon-type equipment to the belt, and that weapon is used as a counterattack. It would have a lower activation rate than the normal black belt, and the weapon that's attached to it wouldn't be usable for anything but counterattacks.
- Super Drill: Destroys a random piece of the enemy's armor. Usable multiple times. Close range only.
- Rocket Drill: Destroys a random piece of the enemy's armor. Usable at long range. Single use only.
- Grappling Harpoon: Simultaneously closes the battle to close range and deals physical damage.
- Electronuclear Magnet: Steal a random piece of equipment from the enemy. If the stolen item is a weapon, it's equipped automatically. If it's a piece of equipment with an ability, the next action you do after stealing it will always be to use it automatically.
- Make energy stealing be a damage type, so that the Anti-Theft Device can give you a limited shield against it instead of pure immunity. I think this will be more balanced. It keeps it from being a thing that everyone just has to put on every robot, and also makes energy stealing be actually useful.
- Make the Repeating Blaster have an improved speed if the previous action you used was also the Repeating Blaster. However, also make it overheat and require more energy when this happens.
regarding my battlechips, here's what I have in my notes (verbatim):

SUBROUTINES/CHIPS
todo!


Cool equipment ideas, though. I'll see what I can incorporate feasibly.

LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
An alternate, simpler way of handling the Anti-Theft Device would be to make it only prevent the first energy drain that hits you, and break afterwards. This would probably accomplish the same thing. It's probably a good way of handling other equipment that defends against specific things too, like the stun defense item. The main issue is that, like Dudesoft said, the immunity gear feels like a checklist of items that every battlers needs. It also makes a really large chunk of actions by some battlers have absolutely no effect at all.

Buzz Saw Attack could lower the enemy's resistance to 0 for one element, maybe? I'm not sure how you are handling elemental resistance, maybe that doesn't make sense.

You probably have way more weapons than you need, given that many of them basically do the same thing, just with different amounts of accuracy and different elements. I feel like the number could actually be cut by half.

The difference between weapons and abilities seems very minor, at least for the damaging abilities. Right now the only difference is... whether your normal attack damage gets added on? I feel like they are overlapping too much and there needs to be more of a distinction. Either that or all weapons should just be changed into abilities.
Weapon attacks are largely blockable interceptable parryable counterattackable stealable breakable with a chabce for criticals or fumbles with fewer special effects and cost no energy. Abilities right now are largely unvaried and underpowered.

Basically weapons are weapons and abilities are spells. We just need more spells!
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
OK, well. That just makes it sound like weapons are terrible, except that they cost no energy. It had never occured to me that attacks (or anything at all) might not cost energy, since these are robots we're talking about, and the energy is their battery life.

Anyway, you really don't need more items at all, unlesss they're going to be unlocked gradually over the course of a campaign mode. There are already so many! It's overwhelming as it is. Instead, I think you need the existing items to be less samey, so people will be making more choices based on their ideas of a fighting style, instead of just minmaxing.

So, here are some suggestions for that.

- Crab Hands: High damage, and slightly boosts defense while equipped, but cannot use abilities while equipped.
- Propelo: Is now an ability. Allows the robot to fly up and hover in the air with a propellor. This creates a long range battle that the enemy is incapable of closing to short range. Only lasts a few rounds though, and drains energy each round you remain airborne.
- Frozen Fists: Also prevents items from overheating when equipped. You'll need to give several abilities a chance to overheat, so that this is useful. My suggestions would be the flamethrower, rocket punch, rocket boots, gauss cannon, and buzz saw arm.
- Shotgun: After 8 shots, is automatically unequipped and is no longer usable. At long range, deals far less damage but targets all enemies.
- Nintendium Spike: Is now an ability. Place this spike on the ground when at long range. If the enemy closes to short range they will step on the spike and take major damage.
- Energon Axe & Saber of Light: Just delete one of these.
- Impact Hammer: When it gets a critical hit, it creates shockwaves which damage all other targets and destroy any created objects such as nintendium spikes.
- Stun-o-rang: Is now an ability. Damages and stuns the enemy. However, after being used, it takes several rounds to return to you. It can't be used again until then, and can be destroyed by shockwaves from the Impact Hammer during that time.
- Sonic Disruptor: Is now single target, but when it does a critical hit, it also causes all drones to become unable to act for their next turn.
- Discharge Blade: The more energy the user loses, the more power the blade gains. This is more interesting than its current design, which basically just makes it act like an ability despite being called a weapon.
- Quantum Co-Processor: Unnecessary and redundant, since Rocket Boots already provide a temporary speed boost, and stats already provide a permanent speed boost. Just delete this item.
- Power Cell & E-Tank & Synthweave: Unnecessary and redundant, since they do the exact same thing as boosting your stats. To make these items useful and more interesting, turn them into abilities which give you a temporary boost to HP/energy/defense when used. After a certain amount of time, have them wear off. For the power cell and e-tank, any unused portion of the extra HP/energy will be lost when they wear off.
- Nintendium Plating & Dispersal Array: Also unnecessary and redundant for the same reason, but unfixable. Just get rid of them.
- Teflonium: Same problem as the above stuff, but the name suggests a more interesting possibility. Change this so it makes the user highly resistant to grappling attacks from martial arts.
- Whetanium Arm Shield: Nullifies the first 60 points of physical damage done to the user at short range.
- Tower Shield: Nullifies the first 60 points of energy damage done to the user at long range.
- Weatherguard: Nullifies the first 40 points of electric damage done to the user. Maybe rename to Circuitguard or something?
- Crustacean Plate: Nullifies the first 60 points of physical damage done to the user, but they start the battle at half their normal speed. Once the user takes enough physical damage to destroy the crustacean plate, their speed increases to normal.

New item ideas to replace some of the deleted ones:
- Internal Thermostat: Nullifies the first 20 points of fire or cold damage done to the user.
- Baking Soda Dust Cloud: Nullifies the first 20 points of corrosive damage to the user, and increases evasion. After taking 20 points of corrosive damage, the baking soda dust cloud is destroyed, and the evasion boost disappears.
- Energy Shield: Ability. Nullifies the next 30 points of damage of any type done to the user. Costs a high amount of energy.
- Banunu Device: Ability. Places a gravity well on the ground, causing most attempts (by both players) to change the battle to long range to fail. Destroyable by shockwaves from the Impact Hammer.
They are gradually going to be unlocked over the course of a campaign mode. And you don't get a choice.

I didn't consider overheating in my design. I like it and I will try to incorporate it. I'll whittle down the redundant items, weapons and equipment. However, some of your ideas suggest a high level of agency in these autonomously battling robots...
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Well, the player gets to choose their strategy, right? I thought that was the whole point. You choose your strategy for a whole battle at a time instead of one turn at a time, but you're still the one choosing it. The whole battledome strategy thing is about designing your robot's base strategy, and also giving it a few responses to different scenarios. I know you haven't quite worked out how the player will input it all, but I hope we're not just gonna give it equipment and let it do shit at random; we're going to tell it "Use this item as soon as possible, and then follow up with this ability on this target, unless the enemy does this."

If I'm not even the one playing the game, and it's just playing itself, that's stupid and lame. I'm not downloading a game just so it can masturbate while I watch.
i think we are arguing about degrees of agency here, not just "watch & masturbate" vs "control all things"

in my view right now, weapons are either long range or close range, and you can instruct your battler to deploy a LR or CR weapon. In this game weapons are going to be very transient and disposable (and fragile or otherwise frequently lost or disarmed or stolen). So the control afforded to your plan will be limited to deploying a weapon, and not as fine grained as deploying this specific weapon.
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