PDA

View Full Version : Player Created Abilitys


Drager
08-14-2007, 09:23 PM
    I know SOE will never do this but i still want to post my idea....and all pics were made on paint cause i cant program. also there are a few naming issues that need to be cleared up but this is just my idea of how this would work and oh ya srry if it is really long i just worked really hard on covering everything i could think of.                                                                                 so what ever... here we go this is my idea.     i think it would be great if players were able to create their own abilitys, it would add to the Uniqueness of characters and add a little more <span style="font-size: x-small; font-family: "Times New Roman"">strategy</span> to the game.    First off every player would get 5 slots for there created ability u will be able to collect more ability slots throughout the game. every player will start off with class releated elements (such as fire,ice,ect).  elements will be collected through out the game and are able to be reused.         there are three stages of elements... basic, advanced and master the higher the the quality of the element the more you can do with the element and the more damage/ect it will do. basic elements are found on all nameds and can be tradeskilled, advanced can be found on most nameds, and masters are only found on the toughest nameds and epics. example: (Tome of Basic Fire, Tome of Advanced Fire, Master Tome of Fire) elements also have their own properties that make certain elements better suited for different spells, these properties also set the limitations on the ability. every element is usable by any class but the way the classes can use them are very different from each other. one class will be able to use the  element for a shield and another will be able to use it as a summon          next is the attack location this is where the ability will affect u or the target a few examples of these are head,chest,arms,body these are the external location they are easier to find than than the internal location. a few examples of the internal locations would be lungs veins nerves heart brain ect. I thought against adding this, it being a new property to the game but i found it nessisary to add because certain attacks in the game affect these areas i also belive this will add differnces to stratagy . This is the basic format for the Abilitys <a href="http://img267.imageshack.us/my.php?image=pcaoriginalyl4.png" target="_blank" rel="nofollow"><img src="http://img267.imageshack....ng" border="0"></a> <span style="font-family: arial,helvetica,sans-serif"><span style="font-size: 12pt; font-family: "Times New Roman""> </span></span>    How this system works. (every number is in %s this is so because the spells will gain strength as the user does)(you can selcect as many elements, target areas, ability types, ect as you want but must specify which element, target areas, ability type, ect is conected with each effect(something i forgot to add in my examples)  ) first u chose the element u wish to use lets say air. a list of the elements propertys  apear below the element selection area. Now u select the type of ability summon, root, heal, ect. now in the mana box there is a minimum mana use (you can not change this). the mana use will increse or decrease depending on how much damage/prtect/heal/ect the ability does it will also inc/decs depending on how many effects and the strength of the effects you add to your spell. Now you select the target ether yourself a party member your whole party or an enemy. after this you select the type of ability this is how the ability will act if it is buffing/debuffing someone doing dot or direct damage, now you will be able to enter the amount of damage/heal/ect the spell wil do and the duration of the spell(if the spell does not do damage over time then leave this blank) the  mana and or health use(another thing i forgot to add) area will adjust to the Abilities base strength. now that u have the basics of your spell now you have to option to add different affects. u can have up to 3 affects of a certain strength that will trigger 100% of the time. but once the damage/prt/ect goes over a certain limit the %s will decrease. also in the effect window will go the limitations of the Ability. lets say you are using air. air needs a high concentration so for duration spells the caster will be stunned. when you go to add effects other than the main one you will look at the effect window there u will see a series of drop down windows. in each of these windows is every effect possible for the element, spell type(root,summon,shield,ect), Ability type(dot,direct damage,buff/debuff,ect), Ability location(head,veins,heart,ect)     each of your previous selections will determine what effects can be added for example u cant have a str buff with a direct damage fire spell. this is so because the format for the ability is different than that certain effect. an effect that could be added to a direct damage fire spell... for example would be burn does .5% dot damage on target for 10 secs 57% chance. so basically it is a series of drop down menus which u select your effects from. Here are some examples of this <a href="http://img48.imageshack.us/my.php?image=pcashieldel8.png" target="_blank" rel="nofollow"><img src="http://img48.imageshack.u...ng" border="0"></a>  <a href="http://img172.imageshack.us/my.php?image=pcaairpz4.png" target="_blank" rel="nofollow"><img src="http://img172.imageshack....ng" border="0"></a>  <a href="http://img186.imageshack.us/my.php?image=pcasummonoi3.png" target="_blank" rel="nofollow"><img src="http://img186.imageshack....ng" border="0"></a> ok that is all i got please send your comments and critisisum srry images are not showing up just click on them <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />       

Wargod1968
08-15-2007, 02:53 AM
Not a bad idea, but as you say, not likely to ever be implemented. Your ideas, however, remind me of the Vanguard:SoH Bard song creation... so I can see how it could work rather easily, without abuse.

Drager
08-15-2007, 03:25 AM
thanks for the input but really there is little chance of this happening....but it would be awesome I put a better version of this on the game play forum

miliskel
08-15-2007, 06:55 AM
u can set damage and whatever u want and reuse..ok.. element fire element life duration 200 seconds reuse 10 seconds inflicts 2000000k fire damage on target and heals u instantly and every second see how easily that would go wrong? <img src="/smilies/2786c5c8e1a8be796fb2f726cca5a0fe.gif" border="0" alt="SMILEY" /> if it were to set the numbers(duration, reuse, damage, heal, etc etc) itself depending on the elements then it would be a good idea, but a limit of 5 of your own spells that u get for each 10 levels u get(so people without expansions can get all 5 at 50)  

Drager
08-15-2007, 11:42 AM
no  there is a set limit and all damage is done in %s so the top is 100% which with the limitaions on the spell would take large %s of mana and health AT LEAST READ THE MAIN POST BEFORE POSTING u dont set the duration or reuse they are calculated by the strength of the spell  and  you cant  have heal effects in a nuke spell where the hell did you get your information from your [Removed for Content] cause it wasent my post for sure

miliskel
08-15-2007, 01:09 PM
Drager@Nektulos wrote: <blockquote>no  there is a set limit and all damage is done in %s so the top is 100% which with the limitaions on the spell would take large %s of mana and health AT LEAST READ THE MAIN POST BEFORE POSTING u dont set the duration or reuse they are calculated by the strength of the spell  and  you cant  have heal effects in a nuke spell where the hell did you get your information from your [I cannot control my vocabulary] cause it wasent my post for sure </blockquote>was pointing out flaws in your post and those heals in nukes are known as lifetaps, sk's and necros have them along with a few items that proc whats the point in life element if you cant heal..lol..and im sure just about everyone would set everything to max usefullness for themselves btw, who would make a 18 damage dot that lasts 10 seconds for themselves when they could make a nuke of 20k damage 2ndly, what meleer would want a spell that gets in the way of auto attack swings?..

Drager
08-15-2007, 01:18 PM
once again as i stated those are just examples and its all in % no numbers

Jushara
08-24-2007, 08:11 PM
i love it! it sounds like the The elder scrolls 3 morrowind, and maybe tes:4 oblivion system would work, ya, you can set the numbers as high as you want, but you need 2 things. more mana, and a higher skill level. maybe more things like selecting certain monsters to summon based on mastery.and maybe a Wow style capturing system, and stuff like aoe or direct. for those who havnt played morrowind, ("go find it"its better than oblivion)you could create spells by combining old ones, learning new ones, reading books, all kinds of cool spell stuff. actuly both spell scribing, and alchymy would be cool, so would the the elder schrolls school and "skill" leveling system, "i can dream" the schools where alteration(lock picking, water walking.etc) illusion(lights mez invis etc..) conjuration(EQ1 conjurer, monsters and items) destruction(fire lightening  ice,etc..) restoration( healing curing,etc.) misticsem"spelling" (telekiniss  teleport, etc,,)  and a few others  mostly  none  magic.  but  this  kind  of system would be cool. adding true uniqueness to characters there would have to be a similur system for warr and scout classes, that only works for mage and preists. dang. im droning on and on, arnt i? well, its hard to explain, anyone who played TES knows what im talking about. maybe someone else can explain betterEdit: sorry, lol. after rereading i can see thats what you allready said, you desribed the TES system perfectly! have you played it?