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New Weapon Idea: Energy Staff

A topic by SilverLeviathan created Jan 17, 2017 Views: 343 Replies: 37
Viewing posts 1 to 9
(Edited 2 times)

The basic idea of this weapon in mind would be similar to a wizard's staff in fantasy movies/stories, only that it uses the player's own energy in the form of damage. This idea can be executed in many ways, but I've gone and formed a idea based around this weapon myself, so I would appreciate feedback on this.

So this staff in mind will be unlock in mid-late game and has two attacks, a ranged energy spear/arrow to pierce through your enemies, and a long energy sword to slice your opponents. However, the staff itself needs to charge before it can attack, charging for 1 second will use one bar of energy, 2 seconds will use two bars, 3 seconds will use 3 bars, and 4 seconds will use 4 bars, I will rank these in tiers for better reference. The power of the staff's attack are proportional to the energy used.

ENERGY SWORD

A tier 1 energy sword attack from the staff will only be around the same length and width of the default sword you start with, not including the length of the staff itself. The length and width of the sword will dramatically increase proportional to its tier, the sword itself cannot be block by any means, and can go right through your enemies. The speed of the sword, no matter the tier, will be closer to that as the upcoming hammer.

ENERGY SPEAR

The energy spear attack can be similar to the bow, a tier 1 energy spear is only around the same width as a mk2 robot's arrow, only that it has a limited range, and travels at a lower velocity. Again, like the energy sword, the spear's size, and range will increase proportional to its tier, but the velocity stays the same so its easier to avoid. The spear is completely unblock-able and can go straight through your enemies.

PENALTY

Although this weapon may seem to be incredibly powerful, even though it is, there are still some drawbacks that come with it. During the charging phase, the player will expect a heavy movement speed penalty, perhaps by 30% or so. This will make the player extremely vulnerable. And since the player would not be able to block both swords or arrows, he will be an easy target for archers, swordbots, or spidertron. If the player were to cancel the charge or be knocked back, the charge will be interrupted, although half the energy used will be recovered. There is still a punishment, but the player will at least have the chance to retreat. So timing and positioning will be vital when using this weapon. On the other hand, the player can jetpack whiles charging without a speed penalty, but due to two separate actions sharing energy, the player will not be able to get a very powerful attack nor go very far with the jetpack. Also, the speed penalty may not apply or be significantly reduced when the player loses a leg.

UPGRADES

Now, I don't really think their should too much upgrades available for this weapon, considering the player will need to spend a lot points on energy capacity just to get the weapon it it's full potential. Nevertheless, there should be upgrades to at least reduce the charge time and speed penalty.

CONCLUSION

With all things considered, this idea of a weapon is based around a risk/reward factor, the player is putting himself in great danger just by charging the weapon, but a successful attack, especially one that outright kills 5 to 10 enemies, and possibly completing an entire level, will be very rewarding and satisfying. Even through its basically a combination of the default sword and bow, it's much more expensive to use and is not recommended to spam attacks and only kill one enemy at a time. To get the best bang for your buck, the player should try to go for the most kills as possible for a single attack, encouraging grouping the enemies and putting yourself at greater risk of getting surrounded rather then separating them.

FEEDBACK

So, if you have any thoughts of this weapon you would like to share, perhaps a better way to balance it, I will be grateful. Also, I would like for you to share any different ideas you may have based around a staff-like weapon. So thank you for taking the time to read through my massive wall of text.

(Edited 1 time) (+1)

very energy heavy Idea, and we already have some really good upgrades which need energy to use, but I like the idea a lot! in addition, with the growing number of weapons and greater need for energy, it makes more and more sense to at least partly implicate the ideas in this topic in conjunction the ideas in this topic :D

(Edited 1 time)

click on the link in the post by spiriteouspoet02 after reading said post

(Edited 1 time)

and then do it again after reading his post

and then good luck finding his post on classes

actually, it would be easier to-you know what? good luck xD

Thank you for your feedback, I appreciate it. And yes, I have to admit that energy is becoming more and more vital for upgrades and such.

(+1)

Cool idea! I do like the concept of charging up something powerful that's proportional to your energy.
Being vulnerable while doing so is also interesting.

Thank you, and yes I really like the risk/reward factor, instead of being able to spam attacks, you have to more take your approach into consideration.

hmm... this doesn't have much to do with the idea itself, but personally, I feel like this weapon would make more sense if it was added after or with another ranged weapon so that the balance of melee to ranged weapons isn't off, but that's just me :P


well, I think that this weapon would be both ranged and melee, so if there's 2 melee, 2 ranged, and 1 both, the game would be balanced-this would also allow for new enemies, because apparently literally every weapon (and the jetpack) has to have it's OWN enemy type :3

also, Doborog, if you haven't already, read this fanfic :D

p.s. plz

p.p.s. purdy plz

p.p.p.s. with a hundredthousandmillionbilliontrillionquatrillionquintillionhextillonseptillionoctillionnonilliondecillion cherry's on top!

PPPPS PLEASE WITHTHEEMPEROR'SSHINYBACKHIPPLATEOFDISGUSTINGAWESOMENESS!

(Edited 1 time)

I have to admit, it would be make sense to only unlock this weapon after you unlock certain weapons, or perhaps when you reach a certain level, like a mid to late game weapon, considering its only really good with high energy capacity. In addition, a problem I see with this is that would be very difficult to use on level with little cover and a lot of archers/jetpack bots, but if you only unlock this weapon later in the game, than you should have others in your arsenal to use in assitance.

yes, thats a good point. but, this weapon also seems like a perfect counter to jetpack and hammer bots because of the extended reach, while the "spear" wouldn't matter as much, it would still be useful against mk2 jetpack bots if they can block arrows, I don't know, I haven't tried yet. the spear would be less useful against the hammer bots because hammers can't block anyways, but if they take you by surprise and you have this weapon out, you can spear them at a moments notice-well sort of-and, finally, if the mk2 jetpack bots can't block, then this weapon could be the excuse that Doborog needs to make mk3 jetpack bots! xD

Yes, but I'm more referring to the long charging time of the weapon, and its movement penalty. Sure, you may be able to reduce them, but its still likely that the jetpack bots may just storm over and murder you before you have a chance to fully charge. Due to how long it takes just to perform a basic attack, this weapon will not very good in a panic situation.

hmm... if it takes so long to perform a basic attack, and it's a late game weapon, is the energy reduction really needed? and I feel that this weapons should be better if it does have the energy cost... of course, this weapon is not in the game yet, and I may be misunderstanding something, but it seems slightly underwhelming to me :/


and also, yeah, I suppose you're right, it wouldn't be very good for dealing with jetpack bots because of how fast they are... but I feel that they would still do fairly decent against hammer bots =P

(Edited 1 time)

The basic attacks are not meant to very high and mighty, no offense, I thought of them only taking 1 sec to charge at defualt, with an upgrade the will charge in half a sec. I just thought to make the basic attacks a little underwhelming so the default sword/bow aren't obsolete. The reason I think this should be a mid to late game weapon is because is only really shines when fully charged. And no, I don't think I mentioned an energy reduction, I mentioned upgrades to reduce the charge up times, so lets say before you have to wait 4 seconds to use 4 bars of energy in a tier 4 attack, now it takes 2 seconds for the same attack. But maybe the movement penalty is a bet too much, 50% at default is probably extremely frustrating to deal with, so it may be tonned down a bit. I am just trying to think of some drawbacks to keep this weapon from being op, even though it's mid to late game.

How about this, a basic sword swing will, as mentioned around the same size and the default sword, not including the staff and is unblock-able. At tier 2, the sword is twice the size of the default sword at the cost of 2 bars of energy, tier 3, it is 3x the size at the cost of 3 bars of energy, and at tier 4 it is 4x the size at the cost of 4 bars of energy, there may some special abilities the are unlocked in higher tiers, but the basic idea is to deal massive damage with only one attack.

ohhhhhhhhhhhhhhhhhhhhhhhh! by energy reduction I meant simply the fact that the attacks use energy... but I did overlooked the word basic in your previous reply, and if the sword is unblockable, then my view has completely switched, this weapon does seem good for mid to late game... and yes, the 50% movement speed penalty does seem a bit much, after all, what if for some reason you wanted to use this weapon with only one leg? moving would be a nightmare, and would you be able to charge the weapon while jetpacking? these are some questions that I just thought of, but with your clarification, my current opinion is wow! unique and balanced! I LOVE IT!

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Thank you! And yes I think you can use the jetpack when charging, but without any movement penalty. This is because there is a sacrifice in the power of the weapon due to your jetpack using some of the energy as well, and you also won't be able to jetpack very far, so it will be fair to use this as a quick retreat when your plan fails, or are taken by surprise. However, I didn't think about losing a leg, so maybe the movement penalty won't apply in that situation or just significantly reduced, but that may make the upgrade to reduce the penalty obsolete until you die and respawn, but those are just my thoughts.

But yeah, this weapon is not meant be used to pick off a single enemy one at a time, no, its recommended that you charge the weapon to it's full potential and eliminate a massive group of enemies with one blow, which is why timing and position is important, so you land the attack at the perfect moment before the enemy gets close enough to kill you. A great risk, but with great reward! This is why I think this weapon will be very fun to use and very devastating in the right hands.

I've got an idea. mode if history can do that when we overcome to the number 10 of the last round and try to escape can return the shield to not get out to defeat the Gladiator King with 2 swords with titanium difficulty and once we overcome the King return to disappear the shield to get out to the outside

can also put guns and the player with the ability to fight with 2 swords and ammunition can be red things that come out of Spider grenades red stuff can be ammunition for guns or

1:sword 1/2 - 2/2 2:sword - 3: archery - 4: gun

Hmmm... staff-like weapon... maybe a plasma/fire staff, and it can shoot chargeable plasmaballs/fireballs!

I think that will need a lot of balancing cause it is too OP I mean if an enemy bot has one of those things you are sure dead

I think that will need a lot of balancing cause it is too OP I mean if an enemy bot has one of those things you are sure dead

I think that will need a lot of balancing cause it is too OP I mean if an enemy bot has one of those things you are sure dead

why the spam?

sorry my tablet was broken a bit it happens alot

Well to be fair, I did mention a movement penalty when charging the weapon and also a rather long charge-up time. So your basically making yourself vulnerable to archers and spidertons, since you can't block with the weapon in general. Also being unlocked in mid to late game may mean it will be rather easy for you to get swarmed and overwhelmed. Sure, massive damage, but your putting yourself at huge risk in the process and basically need to take a strategic approach.

if this weapon is added it would be fair to require 2 upgrade points to unlock it

yeah, the basic idea of this weapon is interesting, and all the tradeoffs like negative effects while using it etc would have to be worked out in implementation after some playtesting.

Massive AOE attack, comes with increased exposure/slowdown/energy cost.
The hammer is already a small step in this general direction. Will think about if we want another one that has more range!

Well dang, I honestly didn't expect to get this much attention for this idea. I'd just thought it will be an interesting thing to share. But anyways this, or another similar weapon, if ever implemented would be an interesting change of pace for the player. I don't expect this to be an easy weapon to use, in fact I expect it to be one of the most; if not the most difficult to use. Which is what I kind of want out of this idea. But undeniably, this weapon will likely be far more complex than the rest and would take time to properly balance, like you mentioned.