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[CLOSED PR] Reworks wraith, adds specialization paths; Harbinger, Plaguebringer, T...
#32
Here's a few things i've coded recently that i'd like input on;

Harbinger's summoning portal

Works a bit differently now. First off you have to be manifested to create it. It cant be created in space or in a wall. When you create it you are given the option of a couple different critter choices and "random". Those critters vary in power, going from an agressive bat to a skeleton and even a brullbar.
The portal starts inactive for 30 seconds then starts up. With time, it slowly grows in intensity, and emits more and more light to show the crew its around. The creatures aren't spawn near the anchor, but instead spawn in a 3x3 radius around the anchor, expanding up to a 7x7 radius as the anchor gains power. Destroying the portal kills all the creatures it has spawned so far.
Each creature has an internal "weight". Spawning bigger creatures means that there is a longer cooldown in between summons, so for instance you can get a skeleton every 30 seconds, but a brullbar every 2 minutes approximately. The weight also counts towards a "critter cap", that increases as the portal gains in power. So for instance if you spawn skeletons you can get up to 7, while brullbars, being much stronger, can only be 2 per portal.
Being near the portal as wraith gives you increased point generation to make it enticing to defend. You can't have more than one portal at once, but you can replace your old one, although it starts at power level 0 and will have to grow up.

This new behavior is meant to avoid the issue of mobs all spawning on top of each other and being "quarantined" by welding the doors for instance. I'm currently thinking of adding a punishment to the wraith if they let the portal get destroyed, and perhaps making it so that every "spawn tick", the summoning circle checks for nearby people and tries to spawn the critter somewhat close by.



Some people emitted concerns over trickster being a bit weak, so here's two new abilities i gave it to make it more viable;

Fake sound

The trickster can now pick any location and play a sound of their choice from a list. A simple power, but one that i think will really get people to second guess themselves. The sounds include gunshots, death gasps, c saber noises, explosions and more!

Rune trap

The trickster can now place rune traps around the station. There cannot be more than a certain amount of rune traps on station, and they cant be within 3 tiles of each other, nor can they be placed in space or in a wall. The trickster has to be manifested to place down a trap, and when they do so they get a choice of which type of trap they want. There is a variety of traps with a range of effects, ranging from randomly teleporting someone, setting them on fire, doing some damage, injecting them with rajaijah to simulate madness, and more! Traps do not trigger if you "walk" on them, like with banana peels, but will spring into action if you run or sprint.

The traps spawn visible, then five seconds later become invisible up to "cloak" level, so thermals reveal them. However there is a way to spot them! If they are within sight line of a lit lamp, and that lamp is within 3 tiles of the trap, it doesnt go invisible, or gets revealed if it was! The trap goes invisible again if it is in darkness. The wraith can therefore make the traps sneakier by placing them in maint, or by using their abilities to break lights or sap apc power! This also has the effect of overall increasing darkness on the map, which is something that fits trickster. Trickster has a fair lot of abilities that could trick people into going to check out a situation, by playing a fake sound, or using illusions, and trick them into tripping the trap. Of course making sure that the lights are not all broken is a simple counterplay that makes the engineering department, or anyone willing to make light tubes, more useful! If you see the trap, hitting it with any object will destroy it.

Hopefully this should be enough to give Trickster a way to more directly interfere with people, without being overpowered, and with fair counterplay.
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RE: [PR] Reworks wraith, adds specialization paths; Harbinger, Plaguebringer, Trickster. - by Bartimeus - 05-14-2022, 09:38 AM

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