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Post Re: Super Special Secondaries
Why not just call them "Sequencers". Or even "Super Special Sequencers" if we want to cram in some alliterations.

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Wed Mar 23, 2011 3:54 pm
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Post Re: Super Special Secondaries
Ivelios wrote:
Why not just call them "Sequencers". Or even "Super Special Sequencers" if we want to cram in some alliterations.


You mean sibilance?

Kanga

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Wed Mar 23, 2011 4:58 pm
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Post Re: Super Special Secondaries
newman233 wrote:
Ivelios wrote:
Why not just call them "Sequencers". Or even "Super Special Sequencers" if we want to cram in some alliterations.


You mean sibilance?

Kanga


nice.

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Wed Mar 23, 2011 6:15 pm
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Post Re: Super Special Secondaries
Ivelios wrote:
Why not just call them "Sequencers". Or even "Super Special Sequencers" if we want to cram in some alliterations.


Just don't call them "Spells". I mentioned "Spell" to a few dozen people and they all expressed the idea of quitting for a game like Vendetta or EVE. Spells in a SCIENCE-FICTION game defeats the whole purpose of being Scify. Thats Fantasy...IE: Runescape in Space.

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Wed Mar 23, 2011 7:06 pm
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Post Re: Super Special Secondaries
No one is calling them spells. =) They are just really powerful items, often integrated into the hull of the ship.

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Wed Mar 23, 2011 7:12 pm
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Post Re: Super Special Secondaries
JeffL wrote:
No one is calling them spells. =) They are just really powerful items, often integrated into the hull of the ship.


Want me to quote your original post in this topic?

JeffL wrote:
An update about a new item type I've been working on, Super Special Secondary items. Well, not sure exactly what to call them, but I'm pretty sure it will start with an "S".

Anyway, because of the new item capacitance and charging system, it allows us to make very powerful items with a long charge up period. Kind of like powerful spells in other games with long cool downs.

This new item type that I made will generally be a zero size sticky item built into ships, and it specifies it's own charge up time and energy and a list of other items and a delay. Once you've charged up the super item, you can use it and it will trigger the list of other items at no additional energy cost. It can also use weapons, which will fire like a weapon at your current target, but not trigger any recoil cool down, working in parallel with any current weapons you're firing.

For example, I made a Tsunami Device that will trigger 3 tsunami blasts in a row at increasing radius, a Bulk Trader Defense, which will use a big envelopment, then fire a Really Big Laser 3 times, and a Saudaron Afterburner which will fire 10 Radish Torches in quick succession. Some other ideas I had could be things like a Shrimp escape which will fire an extremely short range physical gun with no knockback on the target but a big knockback on the firing ship, a Porpoise Dive that will trigger a small warhead and then a short range PWI and then another small warhead, or some kind of missile barrage that could fire several missiles in succession. I was also thinking something that fired a laser with a huge speed debuff followed by a powerful but slow moving pulse shot would be cool.

Because you can chain weapons/items up, the possibilities are almost endless. I hope to eventually add at least one super special secondary ability to each ship that I don't currently consider to be OP, which should be most of them.

Another thing is that I decided to strip all skill and augmenter buffs off of weapons fired via these devices in order to make balancing better and to also not make them way better for combat classes than support classes. So when a Tsunami Device does 5k damage, it will do 5k damage no matter what your skills or augs.

Also, we still need an icon for these in case anyone has an idea. I'm using the old drone icon for now, since it's currently unused.

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Last edited by Battlecruiser23 on Wed Mar 23, 2011 7:54 pm, edited 1 time in total.

Wed Mar 23, 2011 7:20 pm
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Post Re: Super Special Secondaries
VatFF wrote:
Before anyone, i'd like to suggest the Rhino Charge as an item for Rhino's. You know, like the thing that the AI has, + speed and + damage.

Epic idea, theres many a situation I'd love to be able to basically use this to OBA with AiTP2 and Backstab, this basically saves 3 tweaks on a rare occasion its needed. :wink:


Wed Mar 23, 2011 7:48 pm
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Post Re: Super Special Secondaries
Battlecruiser23 wrote:
JeffL wrote:
No one is calling them spells. =) They are just really powerful items, often integrated into the hull of the ship.


Want me to quote your original post in this topic?

dont shame him. or do it fast before he edits it at least.


Wed Mar 23, 2011 7:49 pm
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Post Re: Super Special Secondaries
I never called them spells. I said they were kind of like spells.

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Wed Mar 23, 2011 7:59 pm
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Post Re: Super Special Secondaries
JeffL wrote:
I never called them spells. I said they were kind of like spells.


Either way, this is a concept found in every Fantasy MMO, and almost all Fantasy RPG's and RTS's.

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Wed Mar 23, 2011 8:08 pm
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Post Re: Super Special Secondaries
Battlecruiser23 wrote:
JeffL wrote:
I never called them spells. I said they were kind of like spells.


Either way, this is a concept found in every Fantasy MMO, and almost all Fantasy RPG's and RTS's.


The concept of ships having unique secondary abilities goes back to pre-Star Control 2 era.

Stop trolling Jeff already!

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Wed Mar 23, 2011 8:37 pm
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Post Re: Super Special Secondaries
OMG!!! I has to charge up my superlaser in C&C Generals: Zero Hour for a long time before I can use it... That must mean that it is a spell, thus I have stationed a wizard on my satellite. Thank you Churchill for showing me the truth. :shock:

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All oly ships look way to geometrically conservative for my tastes.

thats because most graphic designers are squares :mrgreen:

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Wed Mar 23, 2011 9:03 pm
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Post Re: Super Special Secondaries
Battlecruiser23 wrote:
Either way, this is a concept found in every Fantasy MMO, and almost all Fantasy RPG's and RTS's.
Stop spazzing out churchy and chill. Jeff was just making a reference to fantasy lingo to make a point. Stop trying to impale yourself (and him) with it.

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Wed Mar 23, 2011 9:06 pm
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Post Re: Super Special Secondaries
I like the idea of ships having special features and functions and whatnot. For example, the Asteroid Freighter could have a special feature for mining purposes, making it a more useful ship.

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Wed Mar 23, 2011 10:17 pm
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Post Re: Super Special Secondaries
Battlecruiser23 wrote:
JeffL wrote:
I never called them spells. I said they were kind of like spells.


Either way, this is a concept found in every Fantasy MMO, and almost all Fantasy RPG's and RTS's.

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Are you kidding me? Our C2 music is way better than that boring garbage you linked.


Thu Mar 24, 2011 3:01 am
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