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Discuss these class mechanics/ resource systems. Last Hope mmo

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I'm working on Last Hope (LBP2MMO) again. I've decided to change my perspectives of gameplay, and I wanted each class to be unique. Thus I decided to introduce class resources and mechanics! Here I'd like some feedback regarding each mechanic, but first I'll describe them.

*Key/Notes:
Basic abilities are little to no cost abilities used for gaining resources or slowing consumption of resources. (L1, L2, R1, R2)
Special abilities are special abilities that use resources (or higher resources in case of mana users), but are generally much more powerful. (X, O, Δ, █
All attacks are useable .5 seconds apart, this will help judge some classes resource generation.

Warrior.
Roles: Tank, Control, Damage
Mechanic: Rage ? Builds rage with basic attacks 1-2 rage depending on the skill, up to 10 which is used for special attacks. (3-6 rage abilities.)

Pros: Can generate enough rage to use multiple attacks before needing to refill. Builds quickly.
Cons: Starts with 0 rage and has to be built up through melee attacks. Rage isn't gained on a miss.

Lich.
Roles: Tank, Damage, Control
Mechanic: Power. Power is a resource system out of 100. Basic attacks do not use Power, thus are filler abilities. Special abilities use various amounts of power 20-60. Power regenerates at 10 power every .5 seconds. (20 power per second.)

Pros: Starts with full resources. Can sometimes use more than 1 ability before having to wait for resources to generate.
Cons: Slower regeneration and skill does not increase rate of regeneration, only time.

Cleric.
Roles: Heal, Tank, Damage
Mechanic: Holy Energy ? Basic attacks build a Holy Energy each time it's used up to 5. Melee attacks requires hitting an enemy. Special abilities use all Holy Energy built up, and are stronger per point of Holy Energy.

Pros: Fully charged abilities are very powerful compared to other classes specials. Can use certain basic skills to generate holy energy even when not in combat.
Cons: Long times between special attacks. Cannot chain specials.

Ritualist.
Roles: Heal, Support, Damage
Mechanic: 400 Mana.. Spells cost mana. If you run out of mana, you cannot cast spells, however there is a channeled resource regeneration spell that slowly gives the Ritualist and nearby allies resources (1 Rage, 10 Power, 1 Holy Energy, or 40 mana) every 1 second. members. Basic spells cost low mana while special abilities can burn through mana at a much quicker rate. The very basic attack does not use mana. When mana is not spent for 2 seconds it regenerates at a slow rate.

Pros: Can use abilities, including specials in a row for a decent amount of time. High spurts of power.
Cons: Extremely vulnerable if low on mana. Takes a long time to regenerate

Pyromage.
Roles: Damage, Healing, Support, Control
Mechanic: 500 Mana. Spells cost mana. If you run out of mana, you cannot cast spells, however there is a conversion spell that converts health into mana. Basic spells cost low mana while special abilities can burn through mana at a much quicker rate.. The very basic attack does not use mana. When mana is not spent for 2 seconds it regenerates at a slow rate.

Pros: Can use abilities, including specials in a row for a decent amount of time. High spurts of power.
Cons: Extremely vulnerable if low on mana. Quickly regenerating mana is harmful.

What do you think about the different systems and how do you feel they set each class apart from one another? As much detail and feedback as possible that would be great! I want to make this a very dynamic game.

Edit - I'm using Safari, let me know if colors are working ok for EE and FF. It shows the code on safari, but only for non-pure colors.
2012-04-23 20:40:00

Author:
RonPierce
Posts: 131


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