Grapple Pool Power


Force_Encephalon

 

Posted

Once the devs wave their magic wands.

Level 6: Wall Cling; Toggle: When the character jumps to a surface the character will stick to no matter how steep the grade; even upside down. Character animates a crouch emote, but hands and leg further apart. Character will unstick if moved or use a power.

I figure this is plausible because I believe the game knows when a character runs into a structure. If it didn't everybody would be running though everything. Since the character becomes detached as soon as they move or use a power. Only one animation at a few angles has to be made; straight, up and down, and upside-down. It work similar to how teleporting into a wall works, except there's no time lime to how long the character stays in the air; atleast until the character attempts to move or a power is used. Might be able to get away with activating toggles as long as the just the auras are animated and the character doesn't move. And the PBAoE effects of some toggle powers are turned to the side or upside-down at certain angle ranges. Might get a way with sticking even with click powers if players can except very limited animations.


Level 6: Foe Pull: The enemy becomes infinite taunted with a pulling type animation. A line from the character with device drawn to foe is drawn. Foe can't attack until in melee range. And character has to remain in LoS. One animation for the foe; the chest is pulled foward and the limbs and head is flung back. Another animation the foe is dragged along the ground with "Ow, I'm being drag along the ground" animation.

I think this is plausible because it's just a foe that being taunted that's using a pull animation instead of running animation.


Level 14: Grapple: This is less likely to happen then the first two. The way I envision this one the player aims similar to how teleport works, a pole is animated out of the ground or if close to a structure a line is animated from the structure, the character slides down the line with legs up and arms and hand tucked into the chest and before the character reaches the next structure from a straight LoS; a line is drawn from the firing device to the structure. When the character hits the structure; the character animates knees bending character letting go of the of the firing devices and pushing arms out in front. To look like the character is trying to stop their self after traveling so fast. Works sort of similar to fly on autorun, but more like a character that's been teleported up against a wall.


Level 20: Infamous Wall Crawl: I don't know how to figure this out. Because I don't know if walls are reactive, meaning the game doesn't know if the character will hit a wall until the character hits a wall. Or proactive, meaning the game detects how for the character is from a structure. If it's proactive this will be a little easier to due as the character doesn't have to keep moving foward into the wall to do a structure check. But, in a reactive setting if the character moves from the structure the check will be missed and the character will fall. Power use will have very limited animations. Main differences will be particle effects and colors.


Level 20 can probally be added to Level 6 and replaced with unmovable untargettable small dome pet that animates lines from it to foes around it. It will be a ground effect power and foes will be taunted to run to it, except with a slide to animation. Once a foe is in melee range of the pet, immoblize is casted on the foe for the duration of the power.


Costume Editor: Ancient, Modern, Energy Technology, etc. I can only think of three. If ever a possiblity more will probally be made.


If it ain't broke set it on fire, then say it was a fault in the design.

Main:50 Force Encephalon Mind/Kinetic Controller, Protector Server