I'll revert your perk names back the way they were before, but I'll also add other aliases after them. (E.g., Blank / Blank / Blank.)
Since you people are so fantastic, can you please come up with more perks with both pros/cons instead of just pros?
That's I was getting at when I first made my sampler list. I would be more than happy to add cons/balancing de-buffs to my adaptation list/ Decap's list, but I've got outside things to take care of first. Feel free to start off without me, though--I'll be sure to incorporate others' suggestions into the adaptation list. -------------------- To make way for more efficient brainstorming, let me start off by asking you on how much de-buffing should be applied to a typical perk. What would be most ideal, and at what point would it be going too far?
It should balance it, all perks should be equally balanced. Say a guy likes to play closecombat more than longdistance, well then he gets a damage buff in machineguns but snipers have way less accuracy.
I would think that the con should be equal or less powerful than the pro of it. Example: 15% more damage for sniper rifles, 15% less damage for smgs. But we can also add cool downs which I like better. I think a mix depending on the perk would work well. I like how Dawson categorized the perks based on what they do. That can be used to figure out if the perk should have a cool down or a con.
I think all damage Pro's should have a con. Then all misc. pro's have a cool down depending how what it is.
Gotta extend the list into another post--the damned 10,000 character limit prevents me from keeping everything in one piece. Sincerest apologies for the messiness. I did (at some point) come up with balances for the perks categorized under Physical Fitness and Handling. Let me know what works and doesn't work. On another note, I'm going to need assistance in coming up with appropriate counterbalances for the majority of the perks in the Monetary, Construction/Boat, and Miscellaneous categories. Any that have "(???)" will have to be resolved. All suggestions will be implemented into the list as they are collected. ----------------------------------------------------------------------- * * * Construction/Boat * * * * * *Miscellaneous * * * Link to Part 1 (Physical Fitness, Handling, and Monetary): http://devinity.org/index.php?threads/my-idea-of-perks.507/
I'd be happy not coding a cooldown system since that would take longer time which means less chance of this even happening
All right I did some changes to what @Dawson has posted. Mainly changed/added some prices, added cons for every perk, took off cool down since @Donkie showed more interest in cons, and added a few more perks (Medic, Moon jump, Last Ditch Effort, and VIP discount). Code: * * * Construction/Boat * * * Proper Handling / Reinforcement: (+) Props receive a 1% health boost for each prop they are welded to. (-) Smart weld is disabled. (-) (???). (*) Price: (30) How do I "Shot-Weld?" / Auto-Weld: (+) Spawned props automatically weld together at the end of a build round. (-) Both weld tools are disabled. (*) Price: (20) Then Who Was Phone? / Dead Ringer: (+) The Telephone prop receives a 200-HP and buoyancy buff. (-) (Telephone explodes when destroyed). (*) Price: (20) Juggerlocker: (+) The Locker prop receives a significant buoyancy buff. (-) Max prop limit is only 13. (-) -or- Locker health reduced by 50% (*) Price: (40) Smokey the Bear / Fireproof: (+) Props cannot be burned. (-) Props take an additional 15% damage from all weapons. (*) Price: (30) Blastproof: (+) Props cannot be unwelded by rockets. (-) Smart weld tool disabled. (*) Price: (15) Master Builder / Surplus: (+) User's prop limit raised from 16 to 20. (-) (Props cost increased by 25%). (*) Price: (30) Ship's Captain / Team Buff: (+) While on a team, boost your boat's props' health by 10% (cannot be stacked) (-) Team takes 20% more damage in water. (*) Price: (35) Medic (VIP only): (+) Heal stick heals 12hp instead of 8hp. (-) Heal stick swing speed decreased by 50% (*) Price: (60) * * *Miscellaneous * * * Starter Perk / Sampler: (+) Activates a random perk effect. (-) None (regular perk cons still take effect) (*) Price: (Free) Moonjump: (+) Player gets low gravity during battle round. (-) Deal 25% less damage (*) Price: (50) Last Dish Effort: (+) When player health is less than 15, deal 50% more damage. (-) When player health is above 20, deal 50% less damage (-) Player also takes +1 more damage from water. (*) Price: (40) Climax (+) Explode upon dying--inflict moderate blast damage (up to 50 points) on ALL props. (-) Ammunition for grenades and rockets decreased by 25%. (-) Exploding users can damage their own props as well as their team members'. (*) Price: (20) Survivor Man / Regeneration: (+) Regenerate one (1) health point every ten (10) seconds. (-) Become less resistant to water--damage increased by 2 points. (*) Price: (35) Michael Phelps / Swift Swim: (+) Swim speed increases by 30%. (-) The "E" function for boarding boats is disabled. (*) Price: 20 Tokens Featherweight: (+) User's weight is reduced by 50%. (-) Slightly prone to knockback from firing weapons or being hit. (*) Price: 50 Tokens Cat-out-of-Water / Breach: (+) Jump 200% higher when pressing "E" to get on your boat. (-) Take significant fall damage when landing on your boat. (*) Price: 20 Tokens Ain't Got Time to Bleed / Resistance: (+) Water damage reduced by 50%. (-) Damage from firearms, utilities, and melee weapons reduced by 25%. (*) Price: 60 Tokens You are a Pirate / Hijack: (+) User can board other players' boats. (-) Reduce user's damage output by 50%. (-) OR User can only use pirate weapons (harpoon, crowbar, fire extinguisher) (*) Price: 75 Tokens * * * Handling Perks * * * Haxorz / Jitter Reflex: (+) Recoil from firing automatic weapons is decreased by 20%. (-) Aiming with non-automatic weapons exhibits 20% more wobbling. (*) Price: 30 Tokens Lone Gunman: (+) Damage output for all weapons and utilities increases by 15% when user is not in a team. (-) Max health decreases by 10%. (-) Also take 10% more boat damage (*) Price: 30 Tokens Leet Sniper / Snipe Up! (+) Damage output from sniper rifles increased by 20%. (-) Damage output from other weapons decreased by 20%. (*) Price: 30 Tokens Flame On / Thermite: (+) Damage output from fire increased by 50%. (-) Blast damage of rockets and grenades reduced by 25%. (*) Price: 40 Tokens Explosive Personality / Demolitionist: (+) Damage output from explosives increased by 10%. (-) Damage output from other weapons decreased by 10%. (*) Price: 40 Tokens Piercer: (+) Bullets can pass through and damage up to two props. (-) Ammunition reserves for automatic weapons decreased by 50%. (-) Bullet damage decreases by 50% upon hitting a second prop. (*) Price: 70 Tokens * * * Monetary Perks * * * Money, Money, Money / Money Launder: (+) Increase money earnings by 15% at the end of a round. (-) Decrease damage given by all weapons by 15% (*) Price: (35) Token Conversion / Foreign Exchange: (+) Money-to-Token exchange rates decrease by 15%. (-) Prop prices increase by 50%. (*) Price: (35) I Know the Guy / Discount: (+) Prop prices decrease by 15%. (-) Props have 20% less health (*) Price: (30) Prop Bounty: (+) Acquire $10 more for every prop destroyed. (-) Dish out 20% less damage (*) Price: (30) VIP Discount: (+) VIP prices are discounted by 15% (-) One time use, cannot be bought again (*) Price: (500)
Thank you very much! Originally I was pondering what cost amount should most of the perks be, so that's why at some point Token prices seemed to repeat. XP _______________________________ After looking glazing over the Monetary perks, I feel that the following risk being exploited. Once players are done with exchanges or discounts, they can just unequip the respective perk and avoid de-buffs. Any ideas on mitigating that possibility?
Right, so spawning/respawning locations for sharks will be randomized, but usually they will be close to the building floor. With their weapons, human players can fend off sharks that threaten to either damage their boats or eat them. __________________________ UPDATE: Perk idea scrapped.