I added this as an addendum to my other post, 'give propose to all weapons', but i thought i should give the idea a seperate post so that i could describe it in more detail.
How about shields having a percent chance to rebuff swarming baddies?
Lets say you equip a small buckler with say, 5% rebuff. When confronted by more than one opponent, each time you block the attacker you are not directly engaged with, there is a 5% chance you will rebuff the baddie into an adjacent unoccupied square. Bigger sheilds give you a greater chance to rebuff.
Rebuff would not apply to the monster you are engaged with (hitting).
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Source code of the game - Contribution guide - ATCS Editor - Translate the game on Weblate - Example walkthrough - Andor's Trail Directory - Join the Discord
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additional shield ability
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- PK17
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Re: additional shield ability
I had a similar idea forever ago for a shield skill.
Recoil/reposite:
Upon missed hit by an enemy there is x% chance the attacker recieves 1 damge
Extra points could allow one block to hurt more enemies for extra damage.
Or the damge could be based upon your BC but that would probably confuse to many people.
.....
What you suggested is an interesting skill but what happens when you want to engage as quickly as possible, would there be a way to turn it off without having to go without your shield?
Recoil/reposite:
Upon missed hit by an enemy there is x% chance the attacker recieves 1 damge
Extra points could allow one block to hurt more enemies for extra damage.
Or the damge could be based upon your BC but that would probably confuse to many people.
.....
What you suggested is an interesting skill but what happens when you want to engage as quickly as possible, would there be a way to turn it off without having to go without your shield?
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Re: additional shield ability
PK17,
The rebuff only works when engaged with multiple opponents. If you want to be swarmed(because you are grinding) you take off the shield because you dont need it anyway if you are trying to be swarmed.
Shields are for defence. If you are on the offence, pick up a two hander or duel wield.
This should be a quality for shields, not a skill. However i see no reason that skills couldnt modify this quality.
If you check my 'give purpose to all weapons' post, i think this would round out the armaments.
Daggers(aka duel wield) would have special effects.
Weapon and shield would have rebuff.
Two handed would have criticals.
The rebuff only works when engaged with multiple opponents. If you want to be swarmed(because you are grinding) you take off the shield because you dont need it anyway if you are trying to be swarmed.
Shields are for defence. If you are on the offence, pick up a two hander or duel wield.
This should be a quality for shields, not a skill. However i see no reason that skills couldnt modify this quality.
If you check my 'give purpose to all weapons' post, i think this would round out the armaments.
Daggers(aka duel wield) would have special effects.
Weapon and shield would have rebuff.
Two handed would have criticals.
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Re: additional shield ability
two ideas to add:
fighting one or more enemies this skill either gives you the (low) chance to stun one enemy for 1 turn or lowers AC and BC or increases AP or push him one square back or gives damage
raising the skill increases the chance. maybe above lvl 2 the player has to choose between skill subtrees increasing only one choice of the possibilities above noted?
fighting one or more enemies this skill either gives you the (low) chance to stun one enemy for 1 turn or lowers AC and BC or increases AP or push him one square back or gives damage
raising the skill increases the chance. maybe above lvl 2 the player has to choose between skill subtrees increasing only one choice of the possibilities above noted?
Usirim (v2.2):
Lvl: 200
XP: 145.569.369
Lvl: 200
XP: 145.569.369
- Oet
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Re: additional shield ability
The whole idea with skill sub-trees are a big +1 imo!Usirim wrote:two ideas to add:
fighting one or more enemies this skill either gives you the (low) chance to stun one enemy for 1 turn or lowers AC and BC or increases AP or push him one square back or gives damage
raising the skill increases the chance. maybe above lvl 2 the player has to choose between skill subtrees increasing only one choice of the possibilities above noted?
Oet:
Lvl:80|XP:9214538|AP:3|HP:291|AC:351%|AD:51-68|CHS:20|CM:0|BC:135%|DR:1
WA:1|HH:1|Do:1|CS:2|CL:1|QL:3|CE:1|IF:6|Reg:1|WP:1S:1|AP:L:1|FS:DW:2|S:DW:1
RoLS:2|ELYR:1
Last updated 22/01-14
Lvl:80|XP:9214538|AP:3|HP:291|AC:351%|AD:51-68|CHS:20|CM:0|BC:135%|DR:1
WA:1|HH:1|Do:1|CS:2|CL:1|QL:3|CE:1|IF:6|Reg:1|WP:1S:1|AP:L:1|FS:DW:2|S:DW:1
RoLS:2|ELYR:1
Last updated 22/01-14
- Zukero
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Re: additional shield ability
Actually, having prerequisites for some of the skills already implements some form of skill trees.
Locking the player in some tree is a big -1 from me. Choosing to learn a few of everything or specialize all the way in one thing is a choice that players should be allowed to do.
Locking the player in some tree is a big -1 from me. Choosing to learn a few of everything or specialize all the way in one thing is a choice that players should be allowed to do.
Lvl: 78, XP: 8622632, Gold: 271542, RoLS: 1, ElyR: -, RoL: -, ChaR: 1, GoLF: 1, ShaF: 1, SRoV: 1, VSH: 1, WMC: 1, GoW: 1
HP: 71, AC: 301%, AD: 38-47, AP: 3, ECC: 50%, CM: 3.75, BC: 101%, DR: 2
HP: 71, AC: 301%, AD: 38-47, AP: 3, ECC: 50%, CM: 3.75, BC: 101%, DR: 2
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Re: additional shield ability
Content such as code, maps, storyline, and quests, are the most time consuming to complete. In between what might be considered a major release that reflects the addition of such content, some releases are offered that address tweaking, modifying, and adding new weapons, skills, items, etc. Not only is this necessary and beneficial, but it also helps dedicated players to have more options and new things to help occupy their time until a new release that's heavier on the content side, emerges.zjfhd wrote:How about shields having a percent chance to rebuff swarming baddies?
As the main focus is to develop the game as a whole, many of the unique and desirable items are included in a new map area for the player to find, or are otherwise a reward for taking up the quest and completing it. There will come a time when threads such as this one is reviewed and considered as a new item. What I'm mostly hoping to accomplish here, is to identify that the forum is a virtual cornucopia of good ideas, but the best way to get them implemented is to write them into the game in the form of a quest or other storyline.
If I were to write a quest that would make available such a shield as proposed here, I would have to further consider the natural behavior and consequences associated with it. Please keep in mind that these are my views, and aren't to be considered as a definitive guide on the matter. Just one of a few of the aspects that I would have to consider by random calculation would be the chance of any type of smaller flying attacker to find itself between the Hero and said shield, that not only would factor in damage from such an attack, but also additional ones that may come as a result of extending your shield (leaving you more vulnerable to other/additional attacks) to repel/dispatch the flying attacker. What's that you say? Why isn't this already a presently calculated factor when using any type of shield? "No comment."

Anyway, while there can be a varying amount of degree of detail applied to any proposal, my main concern is in keeping true to the original vision for this game, without getting sucked into the mathematical details that already confuse a fair number of players, that write in requesting advice on how to build their character to best advance throughout the game, as opposed to enjoying the adventure and process of discovery.
One of even fewer...