[GM] CHARACTER PERFORMANCE: ABILITIES OR SINGLE-SLOT EQUIPMENT?

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Hello everyone! There is a serious question I have to ask. I have been on the fence about this lately and was wondering what choice would be better.


There are 16 available shoes in the game that all do different things. Each one granting you a special skill of some sort such as ignoring terrain, enabling you to stop on a dime, and even increasing your speed.

On the bottom row are abilities you can equip. The number on the far right is how many ability slots are left to pick. The problem is, I made it so that you can only equip one pair of boots at one time.

The question is, would it be better to change the boots into an ability orb and have players mix certain skills or only have one on at a time? If you are curious about the boots, here are all 16 of them.

  • Cloth Boots:No Skill

  • Dive Boots:Press Down while in the air to land quicker

  • Magic Flippers:Water will not slow you down

  • Heavy Boots: Increase weight that enables you ignore earthquakes and strong winds.

  • Quick Boots: Speed+1

  • Legend Boots: Speed+2

  • Accel Boots: Reach top speed faster

  • Stop Boots: Stop instantly regardless of speed

  • Marine Boots: Water does not affect descent

  • Light Boots:Platforms will not fall from beneath you

  • Ice Boots:Ice will not affect your friction

  • Stomp Boots:Increases damage dealt to enemies you can jump on

  • Oasis Boots:Protects you from hot sands

  • Jump Boots:Increases jump height

  • Feather Boots:Increases the number of times you can jump by 1

  • Power Boots:Ignores all slow terrain such as muck and snow


author=The problem is, I made it so that you can only equip one pair of boots at one time.

That doesn't sound like a problem, it sounds like a nice feature.

If you want to have the abilities from the boots mix and match, I suggest making it so there's an Ability AND a Boot for some of them.

For example, you have the Jump Boots and the Feather Boots, so you can jump higher or jump an extra time, but not both. But maybe you want to allow that extra jump. How about also having an ability called Featherweight that has the same effect as Feather Boots. You could then stack the ability Featherweight with the Jump Boots if you like, or have two extra jumps by stacking it with the Feather Boots.

If you think stacking an Ability with the same type of Boots is overpowered, you can write something in the description that says "(1 extra jump max)" and make it so that stacking Featherweight with Feather Boots is mechanically redundant.

Another idea is to wear one boot from each pairs, effectively making a two-boot max. So you might wear the left Quick Boot and the right Accel Boot. You'd still have a hard cap on two boot options, but it'd be a game changer.
author=Merlandese
Another idea is to wear one boot from each pairs, effectively making a two-boot max. So you might wear the left Quick Boot and the right Accel Boot. You'd still have a hard cap on two boot options, but it'd be a game changer.

I had a similar idea. The original idea was to allow the player to switch between different physics and abilities. For example, if you equip the Accel Boots and the Stop Boots, it will play excatly like Mega Man(which is the way the current demo feels). This probably would be the best option. Having a boot of each pair was one of the first ideas that popped up. But there are so many ways this could go.

And yes, stacks would be nice. I'm leaning more towards having a set amount of ability slots and allowing the player to mix them. If the boots were changed into skills, it would create an extremely flexible set of ways to play.

There are planned to be a total of 32 abilities and 10 ability slots. You start out with 4. I forgot to mention that High Jump and Jump Release are also skills.

Also, very nice response! You explained a lot of paths this could take.
I like what you have in mind already, whether you stick to single-boots or multiple.

I think having some skills in a row be limited is nice. Limitations can be fun, because it gives the player or sort of obstacle to overcome when building the character they want to play. I realize right now that all of the boot skills makes sense in terms of things that legs might do, but one thing you might consider is that you should have a full row of abilities thaw work in a more restricted way than other abilities.

To me, seeing that boots and abilities all take points means they are no different, and may as well all be abilities. Why have boots at all if they function like every other ability? But having a restriction on the boots makes sense and creates a wonderful sense of restriction within the diversity.
Ok, I've decided and I think this may be the best way. It mixes the concepts we have developed. There will be 2 rows 16 abilities. Each of them has limitations on how you can enhance your game play. One focuses on movement(as we have discussed), and another(the bottom one) focuses on status enhancements.

About an hour ago I changed the boots into abilities and I gotta say, I like the effects. It even eliminated 3 useless ones. For example, if you equip the Marine Skill, now it doesn't affect your gravity or speed underwater. With the mix of skills, you can now choose between fluid physics or instant-stop physics.

Thanks for all of your help Merlandese! And by the way, the project is here...
Monster World Legends
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