Posts: 0
Threads: 94
Joined: Mar 2006
I've been working on stuff for a character I'd like to play, one who focuses on melee and ranged weaponry to fight. While looking through the abilities, I didn't really see anything that deals with that specifically. I was hoping I could put forward a custom ability or two to help with this. Nothing overpowered, and subject to approval, but it would be nice to be able to have an ability thatr compliments the character. Also, I was wondering if I would need Elemental Ki-Fire to have a flamethrower, or Elemental Ki-Lightning for a tazer. I wouldn't think so, since using an elemental weapon would be pretty much inferior to any ki-based attack with an element, and my capabilities with it would be much more limited. Lastly, for ranged weapons, would I be required to take Ki Control as a technique? Or would the cost of it's projectile be included in the technique cost?
I know I'm asking a lot, and I apoligize for the inconvience. I can definitely understand if my line of questioning leads to a disappointing answer for me. I'm just asking so I know my options as I build. Thanks for your help!
Jeff
Posts: 23
Threads: 372
Joined: Jun 2004
Whompt Wrote:I've been working on stuff for a character I'd like to play, one who focuses on melee and ranged weaponry to fight. While looking through the abilities, I didn't really see anything that deals with that specifically. I was hoping I could put forward a custom ability or two to help with this. Nothing overpowered, and subject to approval, but it would be nice to be able to have an ability thatr compliments the character. Also, I was wondering if I would need Elemental Ki-Fire to have a flamethrower, or Elemental Ki-Lightning for a tazer. I wouldn't think so, since using an elemental weapon would be pretty much inferior to any ki-based attack with an element, and my capabilities with it would be much more limited. Lastly, for ranged weapons, would I be required to take Ki Control as a technique? Or would the cost of it's projectile be included in the technique cost?
I know I'm asking a lot, and I apoligize for the inconvience. I can definitely understand if my line of questioning leads to a disappointing answer for me. I'm just asking so I know my options as I build. Thanks for your help!
Jeff
You're free to suggest anything. As for using Elemental Ki: Fire as a flamethrower? You can. Same goes for your question about Elemental Ki: Lightning. One thing to note though is that you're not just directly controlling fire. The fire you create, for example, is your character turning his Ki into flame. So your assumption that an Elemental based weapon would be inherently worse than a Ki attack is incorrect. At a base level they're equal.
We haven't made a system where physical projectiles (like bullets) create damage (not officially anyway). The closest thing is the KI Rifle. HOWEVER! People have been able to use certain abilities to do things like use guns in a fight. Alexander Trafford uses Psychokinesis to imbue his shots with energy. My character shoots crossbow bolts using Metal Binding. Simone has an entire sniper rifle made from Ki using Ki Specialization.
Ki Control would be required to make any such custom technique that used Ki as a projectile. (Simone's Sniper Rifle)
As for your last paragraph. It's no problem. I live to serve. If I missed anything or if something isn't clear (I tend to think up an answer and flop on typing it out correctly) let me know and I can clarify.
;D
[SIGPIC][/SIGPIC]
Fighting to the bitter end is an advantage when your opponent does not wish to perish.
Posts: 80
Threads: 680
Joined: Dec 2002
Meant to reply to this and ended up passing out. Booo.
Fortunately Vad covered most of what I was going to say. Couple things to add. While you would need Elemental Ki to make weapons actually effective, you don't need it to just use the weapons. If you want your character to carry around a flamethrower so he can set trees/buildings/whatever on fire during a fight, that's perfectly fine.
If you want someone who relies on guns and such then my suggestion would be to either take Metal Binding or to not really deal with the issue until you get enough zeni to buy a Ki Pistol.
"It's on my brain, driving me insane. It's on my mind, all of
the time, and if it left... I would be fine."
Posts: 0
Threads: 94
Joined: Mar 2006
Alright, I read over Metal Binding, and I'm not really feeling that much control. I was hoping to make more of a "real guy" type of character who uses technology to place himself on an even playing field with super-powered enemies. How inclusive is Metal Binding? As in, if I take it as an Ability, do I automatically get the ability to control metal, or would I need Techniques to build upon the "innate" potential to do so? I hope that's not too confusing.
If I'm looking for a more limited way to use weapons, would a technique for every weapon be sufficient to do so? As in, I take "Rifle", "Flamethrower", and "Pistol" as techniques without needing an ability to use them? Or, at least, only needing Ki Control to account for the energy my body would use to create the ammunition and fire it?
As for what I was talking about when I said an Elemental Weapon would be "weaker" than the Elemental Ki, I meant that having a weapon such as a Flamethrower without Elemental Ki would be weaker than the Ability by being less-versatile. Elemental Ki-Fire would be able to do just about anything with fire including controlling existing fire, whereas a Flamethrower would only be able to shoot streams of flame. In addition, a weapon, being handheld, is inherently subject to being knocked away from a fighter, thus preventing him or her from using that Technique until the weapon is regained. Am I being a little more clear? I was hoping that having such a limited Technique would allow me to be able to not need the Elemental Abilities that would normally go along with it. If not, then I totally understand.
I need to go spend time with the fam, so when I get some more time I'll post up some descriptions of what I believe would be some fair and balanced Abilities for those who want sort of a less-conventional character.
Posts: 0
Threads: 94
Joined: Mar 2006
I'm posting this list at work on my phone, so it probably won't be very nice looking. Also, I didn't do much for flavor text on the things, and they'll probably need quite a bit of editing to be completely fair. But, I think they'll be excellent additions to the content of the website.
Tech Savvy: save 25% on tech-based items and upgrades bought as you only have to buy materials to build. Able to customize some tech items to increase or change their effects, though at a cost of zeni.
Medic: save 25% on injury-healing items bought as you only have to buy materials to make. Able to customize some medical items to increase or change their effects, though at a cost to zeni.
Carpenter: save 25% on headquarters and upgrades bought as you only need to buy the materials to build it. Able to customize some headquarters upgrades to increase or change their effects, though at a cost to zeni.
Natural Leader: save 25% on Saibamen and Saibashards. When Saibamen are sprouted, they have Ki Control, and if planted with a Saibashard, they also have Martial Arts Specialization.
Frequent Traveller: costs to travel are halved and the user is able to carry 1 more item with them.
Marksman: improved accuracy with long range attacks, to the point of almost never missing.
New Weapon Upgrades: flamethrower-gives the ki pistol the ability to fire fire based attacks, lightning cannon-same as above but for lightning, frost rifle-same as above except for ice, lazer pistol-same as above except for light, gravity gun-mimics the effects of telekinesis, wind tunnel-same as flamethrower except for wind, earth blaster-same as flamethrower except for earth, water gun-same as flamethrower except for water.
Some of these abilities may need to be split up to improve fairness. Here's to hoping something I suggested is useful.
Posts: 0
Threads: 94
Joined: Mar 2006
02-14-2011, 07:18 PM
(This post was last modified: 02-14-2011, 07:31 PM by Blue.)
Double post. Stupid phone.
Posts: 0
Threads: 94
Joined: Mar 2006
72 hour bump of checking to see if someone remembers me.
Posts: 80
Threads: 680
Joined: Dec 2002
Are you suggesting these be added as Abilities or Techniques?
I like the weapon upgrades.
Quote:If I'm looking for a more limited way to use weapons, would a technique for every weapon be sufficient to do so? As in, I take "Rifle", "Flamethrower", and "Pistol" as techniques without needing an ability to use them? Or, at least, only needing Ki Control to account for the energy my body would use to create the ammunition and fire it?
So here's the deal with that. If you want to make a Custom Tech that stands to reasonably affect another character, you need to have an appropriate Ability to go with it. For guns that could be Metal Binding or Psychokinesis to strengthen the projectiles with ki or it could be the Ki Control Technique if you want the guns to just shoot energy.
That means that if you want a Flamethrower or Taser or... Wind Gun (?) you need to have Fire, Lightning, or Wind ki, respectively. If you don't have those ki Abilities then, like I said before, you could RP your character walking around with those weapons, they simply wouldn't do anything when used directly against another character and you wouldn't need -- or be able to, really -- make Custom Techs for them.
Sorry for the delayed response.
"It's on my brain, driving me insane. It's on my mind, all of
the time, and if it left... I would be fine."
Posts: 0
Threads: 94
Joined: Mar 2006
02-18-2011, 02:58 AM
(This post was last modified: 02-18-2011, 02:38 PM by Blue.)
I'm suggesting them as abilities. They seem a tad powerful for techniques. I was thinking about adding one for weapons too.
I agree with your ruling on the weapon techs. And I hope that the weapon upgrades and abilities I suggested are implemented.
Edit: Like, right after I asked the question about the Weapon Techs, I thought of just adding upgrades to weapons instead. At first, I was throwing around the possibility of suggesting an Ability that would allow you to add custom upgrades instead of there being an pre-approved set of upgrades, but I decided that with the upgrades I posted that anything someone might want to do with a weapon would be covered anyway.
I would, however, like to see a greater variety of weapon types that could be created with upgrades. Things like Shotguns, Rocket Launchers, and the like. You know, make purchasing a weapon a bit more appealing for the average player.
Posts: 0
Threads: 94
Joined: Mar 2006
Twas the third day when I didst bumpeth the thread.
Posts: 80
Threads: 680
Joined: Dec 2002
What was the bump for?
Read your most recent post. Wasn't really anything I felt I needed to respond to.
"It's on my brain, driving me insane. It's on my mind, all of
the time, and if it left... I would be fine."
Posts: 0
Threads: 94
Joined: Mar 2006
Oh. Well, I had suggested adding some abilities and shop items. So basically, I was wondering if they were under consideration for addition or not. That was why I bumped. It's kind of what I'm waiting on before I hammer out the last few details of a joining post.
Posts: 80
Threads: 680
Joined: Dec 2002
Ah. Yes, they're being considered. Definitely wasn't in any rush to add them previously, but we can certainly try to expedite that.
"It's on my brain, driving me insane. It's on my mind, all of
the time, and if it left... I would be fine."
Posts: 0
Threads: 94
Joined: Mar 2006
Oh no. Take your time. Seriously. I'm not like on the edge of my seat, staring at Chubbs 20 hours a day waiting. If you guys are considering them, then I'd prefer that you take your time. Nothing good is ever rushed. I was just wondering if they were being looked at or not. Didn't want to not get the "unapproved" memo is all.
|