Nanotech powerset


DrMike2000

 

Posted

More or less, Leo. Besides: It's better to answer any criticism with a counter-argument, rather than ridicule or silence. Firstly: It keeps the thread on the first page, Second: It answers the criticisms of others, potentially making the set -better-.

-Rachel-


 

Posted

Quote:
Originally Posted by DrMike2000 View Post
This idea has merit because it's different from existing sets in terms of its game mechanics. The effects-over-time would make it play differently. It doesn't really matter whether its officially called nanotech, swarms or whatever, players will interpret it as they will.

Yep, Dark Blast or Radiation Infection or a host of other things can already be roleplayed as nanotech.
But, before Going Rogue I was already able to roleplay Energy Melee as a hyperkinetic force field, blue-tinted Fire Control as electrical powers and a Ninja Mastermind as a demon summoner if I wanted. It doesn't make the new powersets redundant, does it?
I think I kind of agree with this stance.

Many other powerset can be tuned or RP'd as nano or MEMS, metal spines and regen can represent the smart matter of the T-1000 for example, dark blast or poison could represent various MEMS or nanoweapons, etc. etc.

However, in terms of game mechanics, if the powerset Steampunkette proposed behaves in significantly different ways from any another other powerset, then maybe it should be considered seriously.


"Civilization advances by extending the number of important operations which we can perform without thinking of them."

 

Posted

Quote:
Originally Posted by Thirty-Seven View Post
I would play it. It seems like an interesting combination of Sonic and Rad with a enough unique to make it cool. I am not a numbers guy, so I can't say much about that... but I certainly like the idea.

Perhaps you could call it something simple like "Swarms" and then have selected power customization options: insects, nanites, magic entities (not sure what that would be like), etc. This would require some of the powers be renamed (*= suggestion): Healing Swarm*, Guardians*, Consumption, Stimulation Swarms, Direct Modification, Power Leechers*, Miasmic Cloud*, Increased Efficacy, Directed Barrage*.
This is pertty much the frist thing I thought of reading the op. Sounds great I would totaly play it.


 

Posted

I'm actually really enthused to see so many people who enjoy the idea of the set! It makes me feel all warm and squooshy inside! =-3

There is -one- balance issue I'm a bit worried about...

Pop both Direct Modification and Increased Efficacy before popping a power and you've got some insane buff/debuff/heal...

For example, the mending swarm would heal it's 100, then 20 ticks of 20 over 20 seconds. It also gains double the enhanced Damage resistance.

So it goes from healing 300 to 500 and instead of 25% resistance to smashing and lethal you get a full 50% on the target.

And then, if you hit them with Swarm Guard, they'd gain 24% defense to smashing and lethal (unenhanced, potentially unenhanceable) over the course of 40 seconds which would last 4 minutes.

And then comes the fun part of -total- duration, rather than total mitigation duration. The Swarm Guard, for example, would last for 5 minutes and 20 seconds, making it the longest running ally buff if you used increased Efficacy. Sure it would only be at it's "Cap" efficiency for 4 of those minutes...

Hmm... What do you think? Is that an acceptable amount of time? Or should we lower the duration of each individual tick to 3 minutes, meaning that with Increased efficacy it lasts 20 seconds longer than most single target defensive buffs, but otherwise it's just a bit shorter?

-Rachel-


 

Posted

Quote:
Originally Posted by Steampunkette View Post
There is -one- balance issue I'm a bit worried about...

Pop both Direct Modification and Increased Efficacy before popping a power and you've got some insane buff/debuff/heal...
Or just remove one and add some situationally useful power. Every power set should have some sort of whole or weakness. Right now this is a set with few drawbacks.

You could also just make them not compatible with each other. Since both are self target powers you can have both add some effect called something like "symbiosis" and does not allow the other to be cast while it is active give the "invalid target" like what the tarot card buff does now.


 

Posted

Quote:
Originally Posted by Substrate View Post
Or just remove one and add some situationally useful power. Every power set should have some sort of whole or weakness. Right now this is a set with few drawbacks.

You could also just make them not compatible with each other. Since both are self target powers you can have both add some effect called something like "symbiosis" and does not allow the other to be cast while it is active give the "invalid target" like what the tarot card buff does now.
BRILLIANT solution, Substrate! Eeeeeeeee! =-3

-Rachel-


 

Posted

Quote:
Originally Posted by Steampunkette View Post
BRILLIANT solution, Substrate! Eeeeeeeee! =-3

-Rachel-
Go Go sleepy head thinking. I'll still waiting for my coffee to finish brewing. :3


 

Posted

Unless there are any other suggestions for alteration, I'm going to go ahead and copy-paste this into Lady Jade's.

Thank you for your help, everyone!

-Rachel-