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Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 5 posts ] 

Good Idea?
Yes (Thank you!) 43%  43%  [ 6 ]
No (Why not?) 50%  50%  [ 7 ]
Tweak (How?) 7%  7%  [ 1 ]
Total votes : 14
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 Post subject: Nuke Launcher System
PostPosted: Sun Jun 28, 2015 11:21 am 
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Hi!

So just thought of this lil idea hehe. Its not a big deal but it can be useful having this system.

As a little side note: *Nuke has some sort of "poison" effect, however it is not poison. So, BOTH legendary and mythical has 1 uses.

OK! So let me get this straight. Once you used a nuke launcher, it does certainties to your opponent. And all of them drain certain resistance drain. Oh and yes, this is a special item.

For physical, decreases certain amount of hitpoint damage at each turn.

For explosive, adds certain amount of heat the the opponent each turn.

For electric, depletes certain amount of energy to the opponent.

Well, let me now give each nuke types. (If you think my nuke names are bad, you cant blame me. I am not a very creative name thinker. :( )

LEGENDARIES:
Atomic Demolishing Nuke Launcher Mark I: (physical)
Base Damage: 30-60
Heat Usage: +32
Energy Usage: -20
Amounts of hitpoints decreased each turn: -10
Resistance Drainage: -4
(no special effects on impact)
Range: 3-4
Knockback: 2
Recoil: 1
Infernal Light Cannon Nuke Launcher Mark II: (explosive)
Base Damage: 10-30
Heat Usage: +15
Energy Usage: -15
Heat added to opponent each turn: +20
Resistance Drainage: -3
Heat added to opponent on impact: +15
Range: 5-9
Knockback: 1
Recoil: 2
Electro Beam Nuke Launcher Mark III: (electric)
Base Damage: 5-45
Heat Usage: +10
Energy Usage: -15
Energy Depleted to opponent each turn: -20
Resistance Drain: -3
Energy depletion on impact: -30
Range: 2-5
Knockback: 1
Recoil: 1
As a side note, once the opponent's energy is depleted to 0 BEFORE the nuke even works, the -20 energy from the nuke will be also converted as hitpoint damage.

MYTHICALS:

Mace Blaster Nuke Launcher Mark IV:(physical)
Base Damage: 30-75
Heat Usage: +15
Energy Usage: -10
Hitpoints decreased to opponent each turn: -15 and -0.5 physical resistance
Resistance Drainage: -6
(no special effect on impact)
Range: 5-9
Knockback: 3
Recoil: 2

Lava Licker Nuke Launcher Mark V: (explosive)
Base Damage: 25-35
Heat Usage: +17
Energy Usage: -11
Heat added to opponent every turn: +25
Resistance Drainage: -4
Heat added on impact: +30
Range: 3-5
Knockback: 2
Recoil: 1

Thunder Drummer Nuke Launcher Mark VI: (electric)
Base Damage: 25-45
Heat Usage: +5
Energy Usage: -20
Energy depletion to opponent each turn: -28
Resistance Drainage: -4
Energy Depleted on impact: -40
Range: 4-7
Knockback: 2
Recoil: 1

Ok! So for the mythical physical nuke, had to add -0.5 resistance drain in physical resistance to make it sound more mythical - ish.

And if you are asking what is "recoil" means the nuke user will be pushed back 1 or 2 range back. Err I cant explain it very well. :(

And if you think the stats are too OP, you can always tell me some tweaks. :)

Thanks!

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 Post subject: Re: Nuke Launcher System
PostPosted: Mon Jun 29, 2015 3:19 am 
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About the 'Recoil' mechanic. I explain it a bit better on this topic.

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 Post subject: Re: Nuke Launcher System
PostPosted: Mon Jun 29, 2015 9:06 am 
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Geez.

Took me 30-40 minutes creating this topic, 0 Yes and 1 no. :x This is a good idea! It adds more strategy in game!

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 Post subject: Re: Nuke Launcher System
PostPosted: Mon Jun 29, 2015 9:18 am 
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Polarz wrote:
Took me 30-40 minutes creating this topic

Yeah, tell me about it!

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 Post subject: Re: Nuke Launcher System
PostPosted: Wed Aug 05, 2015 8:33 pm 
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I think they should all have the same range being 4-5. Equal out the energy and heat given on impact. The energy damage should be the same as the heat damage. Make all the heat and energy usage the same. Change the Legendaries hitpoints, heat given, and energy depleated to 10 and the myths to twenty. Take off the recoil. That is all. :mrgreen: :mrgreen: :mrgreen:


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