[Idea] Item Qualities

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James
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Joined: 2020-05-16, 2:55 pm
Location: Raxus Prime

[Idea] Item Qualities

Post by James »

Since ASWS uses a combat system that capitalizes on the creation of custom weapons and armor pieces, I'd like to propose the idea of 'Item Qualities' to help make each weapon/armor piece/item more unique. This makes it so individuals will be more inclined to diversify their arsenals, as currently there is no mechanical difference between two different 5 Durability/5 Damage weapons.

Admittedly, this idea come from the Star Wars Fantasy Flight RPG series, so that should help add some validity. I'll try to make qualities simple, as to not over complicate the fairly simplistic system we have in place currently. This post will go over two types of qualities: Weapon Qualities, and Armor Qualities.

All qualities come in 2-3 phases, with the higher phases acting as more effective versions of the base quality. The higher the phase, the more expensive the quality. (PLEASE NOTE: Credit prices are in no way final, they're just me ball parking)

Weapon Qualities

Stun: A weapon quality possessed by many blasters, crowd control, and shock-based weapons. The stun quality is usually associated with something electric and non-lethal in nature. Weapons can either use stun as a passive effect, or have a stun setting that transitions a weapon from lethal to non-lethal. The highest level of stun requires non-lethal only.
  • Stun I: A weapon with this level of stun converts all lethal damage to non-lethal damage. Blaster shots that would usually kill an individual will render them unconscious instead. These weapons can inflict pain, but are always non-lethal. (200 Credits to Install)
  • Stun II: A weapon with this level of stun can convert lethal damage to non-lethal damage. These weapons posses a 'stun setting' that can convert it's damage to non-lethal with the flip of a switch. (500 Credits to Install)
Impede: A weapon quality possessed by items meant to slow down, ensnare, or push back foes. Weapons with this quality are usually specially designed for this purpose, such as energy bolas or electro-nets, but some heavy weapons also posses the quality.
  • Impede I: A weapon with this level of Impede can do one of two things: Ensnare or knock back a foe. A target successfully ensnared by this weapon is bound by either the hands or feet. The strength of the ensnarement is similar to that of a simple rope knot. A target successfully knocked back by this weapon is pushed backwards 1 meter/3 feet. Weapons with this quality have their maximum damage reduced by -2, and require a 2 post cool down after use to prevent spam. (400 Credits to Install)
  • Impede II: A weapon with this level of Impede can do one of two things: Ensnare or knock back a foe. A target successfully ensnared by this weapon is bound by either the arms or legs. The strength of the ensnarement is similar to that of a zip tie or difficult rope knot. A target successfully knocked back by this weapon is pushed backwards 3 meters/10 feet. Weapons with this quality have their maximum damage reduced by -3, and require a 2 post cool down after use to prevent spam. (800 Credits to Install)
  • Impede III: A weapon with this level of Impede can do one of two things: Ensnare or knock back a foe. A target successfully ensnared by this weapon is fully bound from knees to shoulders. The strength of the ensnarement is similar to that of binders or chains, but it is a hard shot to land. A target successfully knocked back by this weapon is pushed backwards 5 meters/16 feet. Weapons with this quality have their maximum damage reduced by -4, and require a 2 post cool down after use to prevent spam. (1200 Credits to Install)
Burn: A weapon quality possessed by weapons that utilize flames or heat. This quality is commonly associated with fire and target's being lit ablaze. Example weapons include wrist mounted flamethrowers, and back-mounted flamethrowers.
  • Burn I: A weapon with this level of Burn causes damage overtime. An opponent successfully hit by an attack that inflicts burn takes 1 damage at the end of their post, for 2 posts. An opponent can forgo attacking in a post to negate this effect. An opponent who is burned cannot be burned a second time, this effect does not stack. Weapons with this effect require a 1 post cool down after use. (400 Credits to Install)
  • Burn II: A weapon with this level of Burn causes damage overtime. An opponent successfully hit by an attack that inflicts burn takes 2 damage at the end of their post, for 2 posts. An opponent can forgo attacking in a post to negate this effect. An opponent who is burned cannot be burned a second time, this effect does not stack. Weapons with this effect require a 1 post cool down after use. (800 Credits to Install)
Poison: A weapon quality possessed by weapons that utilize poison or drugs to debuff their opponents. Poison cannot be added to blaster type weapons or lightsabers, but can be used by dart launchers, slug throwers, and melee weapons. Poisons are rare and powerful, and are therefore mostly limited to once per thread effects.
  • Poison I: A weapon with this level of poison causes two effects upon a successful hit: An opponent successfully hit by an attack that inflicts Poison takes 1 damage at the end of their post, for 2 posts. When Poison is selected, the buyer also selects two of the five stats. The two selected stats are reduced by 1 point each until the target is no longer poisoned. Afflicted targets cannot fall below 1 point in any given stat. A weapon with this property is only usable once per thread. Weapons that use this property have their maximum damage reduced by -2 to a minimum of 1.(500 Credits to Install)
  • Poison II: A weapon with this level of poison causes two effects upon a successful hit: An opponent successfully hit by an attack that inflicts Poison takes 2 damage at the end of their post, for 2 posts. When Poison is selected, the buyer also selects two of the five stats. The two selected stats are reduced by 2 points each until the target is no longer poisoned. Afflicted targets cannot fall below 1 point in any given stat. A weapon with this property is only usable once per thread. Weapons that use this property have their maximum damage reduced by -4 to a minimum of 1.(1000 Credits to Install)
  • Poison III: A weapon with this level of poison causes two effects upon a successful hit: An opponent successfully hit by an attack that inflicts Poison takes 3 damage at the end of their post, for 3 posts. When Poison is selected, the buyer also selects two of the five stats. The two selected stats are reduced by 3 points each until the target is no longer poisoned. Afflicted targets cannot fall below 1 point in any given stat. A weapon with this property is only usable once per thread. Weapons that use this property have their maximum damage reduced by -6 to a minimum of 1.(2000 Credits to Install)
Blast Radius: A weapon quality possessed by weapons that hit multiple targets. This is commonly found is explosive-based weapons such as grenades, missile launchers, and certain blasters.
  • Blast Radius I: A weapon with this level of Blast Radius is capable of hitting two targets standing near each other. (500 Credits to install)
  • Blast Radius II: A weapon with this level of Blast Radius is capable of hitting three targets standing with medium distance between each other. Weapons that use Blast Radius II must be consumables. (600 Credits to install)
Armor Qualities

Mobility: A armor quality utilized by many mercenaries, bounty hunters, and other unscrupulous individuals. The mobility quality adds a new way to get around that's integrated into the user's armor. These are most commonly seen in the form of jetpacks and rocket boots.
  • Mobility I: When this quality is added to a pair of boots/foot protection, the user is considered to be wearing jump boots. These boots use repulsorlift technology to temporarily increase one's lateral jump height to an astounding 5 meters/16 feet. The boots require a 2 post cool down after every two jumps made. (500 Credits to Install)
  • Mobility II: When this quality is added to a pair of boots/foot protection, the user is considered to be wearing rocket boots. These boots use miniaturized rocket technology to allow for temporary flight. The rocket boots posses a maximum speed of 45 mph, and can move in 'bursts' of up to 20 seconds at a time. The boots require a 1 post cool down after every 'burst' made. After 4 bursts, the fuel will need to be replaced. (1000 Credits to Install)
  • Mobility III: When this quality is added to a chest piece, the user is considered to be wearing a jetpack. This jetpack allows for free flight, lasting long periods of time. The jetpack posses a maximum speed of 90 mph, and can consistently hover in the air for 30 minutes at a time. After 6 posts of use, the fuel will need to be replaced. (1500 Credits to Install)
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Since ASWS uses a combat system that capitalizes on the creation of custom weapons and armor pieces, I'd like to propose the idea of 'Item Qualities' to help make each weapon/armor piece/item  more unique. This makes it so individuals will be more inclined to diversify their arsenals, as currently there is no mechanical difference between two different 5 Durability/5 Damage weapons. 

Admittedly, this idea come from the Star Wars Fantasy Flight RPG series, so that should help add some validity. I'll try to make qualities simple, as to not over complicate the fairly simplistic system we have in place currently. This post will go over two types of qualities: Weapon Qualities, and Armor Qualities.

All qualities come in 2-3 phases, with the higher phases acting as more effective versions of the base quality. The higher the phase, the more expensive the quality. (PLEASE NOTE: Credit prices are in no way final, they're just me ball parking)

[b][size=150]Weapon Qualities[/size][/b] 

[b]Stun[/b]: A weapon quality possessed by many blasters, crowd control, and shock-based weapons. The stun quality is usually associated with something electric and non-lethal in nature. Weapons can either use stun as a passive effect, or have a stun setting that transitions a weapon from lethal to non-lethal. The highest level of stun requires non-lethal only.

[list][*][u]Stun I:[/u] A weapon with this level of stun converts all lethal damage to non-lethal damage. Blaster shots that would usually kill an individual will render them unconscious instead. These weapons can inflict pain, but are always non-lethal. (200 Credits to Install)

[*][u]Stun II:[/u] A weapon with this level of stun can convert lethal damage to non-lethal damage. These weapons posses a 'stun setting' that can convert it's damage to non-lethal with the flip of a switch. (500 Credits to Install)
[/list]

[b]Impede[/b]: A weapon quality possessed by items meant to slow down, ensnare, or push back foes. Weapons with this quality are usually specially designed for this purpose, such as energy bolas or electro-nets, but some heavy weapons also posses the quality.

[list][*][u]Impede I:[/u] A weapon with this level of Impede can do one of two things: Ensnare or knock back a foe. A target successfully ensnared by this weapon is bound by either the hands or feet. The strength of the ensnarement is similar to that of a simple rope knot. A target successfully knocked back by this weapon is pushed backwards 1 meter/3 feet. Weapons with this quality have their maximum damage reduced by -2, and require a 2 post cool down after use to prevent spam.  (400 Credits to Install)

[*][u]Impede II:[/u] A weapon with this level of Impede can do one of two things: Ensnare or knock back a foe. A target successfully ensnared by this weapon is bound by either the arms or legs. The strength of the ensnarement is similar to that of a zip tie or difficult rope knot. A target successfully knocked back by this weapon is pushed backwards 3 meters/10 feet. Weapons with this quality have their maximum damage reduced by -3, and require a 2 post cool down after use to prevent spam.   (800 Credits to Install)

[*][u]Impede III:[/u] A weapon with this level of Impede can do one of two things: Ensnare or knock back a foe. A target successfully ensnared by this weapon is fully bound from knees to shoulders. The strength of the ensnarement is similar to that of binders or chains, but it is a hard shot to land. A target successfully knocked back by this weapon is pushed backwards 5 meters/16 feet. Weapons with this quality have their maximum damage reduced by -4, and require a 2 post cool down after use to prevent spam.  (1200 Credits to Install)[/list]

[b]Burn[/b]: A weapon quality possessed by weapons that utilize flames or heat. This quality is commonly associated with fire and target's being lit ablaze. Example weapons include wrist mounted flamethrowers, and back-mounted flamethrowers.

[list][*][u]Burn I:[/u] A weapon with this level of Burn causes damage overtime. An opponent successfully hit by an attack that inflicts burn takes 1 damage at the end of their post, for 2 posts. An opponent can forgo attacking in a post to negate this effect. An opponent who is burned cannot be burned a second time, this effect does not stack. Weapons with this effect require a 1 post cool down after use. (400 Credits to Install)

[*][u]Burn II:[/u] A weapon with this level of Burn causes damage overtime. An opponent successfully hit by an attack that inflicts burn takes 2 damage at the end of their post, for 2 posts. An opponent can forgo attacking in a post to negate this effect. An opponent who is burned cannot be burned a second time, this effect does not stack. Weapons with this effect require a 1 post cool down after use. (800 Credits to Install)[/list]

[b]Poison[/b]: A weapon quality possessed by weapons that utilize poison or drugs to debuff their opponents. Poison cannot be added to blaster type weapons or lightsabers, but can be used by dart launchers, slug throwers, and melee weapons. Poisons are rare and powerful, and are therefore mostly limited to once per thread effects.

[list][*][u]Poison I:[/u] A weapon with this level of poison causes two effects upon a successful hit: An opponent successfully hit by an attack that inflicts Poison takes 1 damage at the end of their post, for 2 posts. When Poison is selected, the buyer also selects two of the five stats. The two selected stats are reduced by 1 point each until the target is no longer poisoned. Afflicted targets cannot fall below 1 point in any given stat. A weapon with this property is only usable once per thread. Weapons that use this property have their maximum damage reduced by -2 to a minimum of 1.(500 Credits to Install)

[*][u]Poison II:[/u] A weapon with this level of poison causes two effects upon a successful hit: An opponent successfully hit by an attack that inflicts Poison takes 2 damage at the end of their post, for 2 posts. When Poison is selected, the buyer also selects two of the five stats. The two selected stats are reduced by 2 points each until the target is no longer poisoned. Afflicted targets cannot fall below 1 point in any given stat. A weapon with this property is only usable once per thread. Weapons that use this property have their maximum damage reduced by -4 to a minimum of 1.(1000 Credits to Install)

[*][u]Poison III:[/u] A weapon with this level of poison causes two effects upon a successful hit: An opponent successfully hit by an attack that inflicts Poison takes 3 damage at the end of their post, for 3 posts. When Poison is selected, the buyer also selects two of the five stats. The two selected stats are reduced by 3 points each until the target is no longer poisoned. Afflicted targets cannot fall below 1 point in any given stat. A weapon with this property is only usable once per thread. Weapons that use this property have their maximum damage reduced by -6 to a minimum of 1.(2000 Credits to Install)[/list]

[b]Blast Radius[/b]: A weapon quality possessed by weapons that hit multiple targets. This is commonly found is explosive-based weapons such as grenades, missile launchers, and certain blasters.

[list][*][u]Blast Radius I:[/u] A weapon with this level of Blast Radius is capable of hitting two targets standing near each other. (500 Credits to install)

[*][u]Blast Radius II:[/u] A weapon with this level of Blast Radius is capable of hitting three targets standing with medium distance between each other. Weapons that use Blast Radius II must be consumables. (600 Credits to install)[/list]

[b][size=150]Armor Qualities[/size][/b] 

[b]Mobility[/b]: A armor quality utilized by many mercenaries, bounty hunters, and other unscrupulous individuals. The mobility quality adds a new way to get around that's integrated into the user's armor. These are most commonly seen in the form of jetpacks and rocket boots.

[list][*][u]Mobility I:[/u] When this quality is added to a pair of boots/foot protection, the user is considered to be wearing jump boots. These boots use repulsorlift technology to temporarily increase one's lateral jump height to an astounding 5 meters/16 feet. The boots require a 2 post cool down after every two jumps made. (500 Credits to Install)

[*][u]Mobility II:[/u] When this quality is added to a pair of boots/foot protection, the user is considered to be wearing rocket boots. These boots use miniaturized rocket technology to allow for temporary flight. The rocket boots posses a maximum speed of 45 mph, and can move in 'bursts' of up to 20 seconds at a time. The boots require a 1 post cool down after every 'burst' made. After 4 bursts, the fuel will need to be replaced. (1000 Credits to Install)

[*][u]Mobility III:[/u] When this quality is added to a chest piece, the user is considered to be wearing a jetpack. This jetpack allows for free flight, lasting long periods of time. The jetpack posses a maximum speed of 90 mph, and can consistently hover in the air for 30 minutes at a time. After 6 posts of use, the fuel will need to be replaced. (1500 Credits to Install)[/list]

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