Author Topic: Elemental Abilities  (Read 3077 times)

lightoflife3

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Elemental Abilities
on: March 23, 2020, 03:29:55 AM
This is an idea that I thought of in a previous post, it's mostly experimental, but I would like some honest feedback:

All player's can gain access to an active ability that once activated will apply an elemental property to all of their CQC moves and ability and weapon functions, with the property having a different effect on each of them. Each element is a counter or vulnerability to another, and when their elemental ability is active, applied to the character:


  • Elemental interactions: players can debuff or deal more or less damage to enemies based on whether or not their element is a counter to the enemies; players with the same element as the enemy will neutralize their elemental effects on each other;

  • When a player has been attacked by a character with their counter element they receive a temporary debuff: this reduces the potency of all their elemental effects, including applying elemental debuffs to those they counter, and increases the cooldown time on reusing their elemental ability
  • Elemental abilities can stay active for 20 seconds, but the duration is depleted with each use of their CQC moves, weapons or their character ability, however this ability can be deactivated early after a 3 second delay and recharge faster depending on how much time was saved upon deactivation. How much weapons and character abilities deplete the duration varies and depends on their properties: low ammo capacity weapons accelerate depletion faster than high ammo capacity weapons (e.g. firing a single shot from a high ammo capacity weapon would be a fraction of the depletion from a single round weapon); faster recharging abilities accelerate depletion faster than slower recharging abilities; durational abilities accelerate depletion faster than single-action abilities, like Mikah's
  • The duration of this debuff can last a minute, but can instantly end once the player either kills that same enemy in CQC or dies. I don't know if each element should be exclusive to a single faction or mix between characters of different factions, or if elements should be an item that can be equipped by any character as part of their loadout
  • Here is an example of this elemental system: Oil Element: when a player with the oil element does a roll in CQC, they can roll further away and avoid grapples, and create a short temporary trail of oil that when enemies walk across will fall down. Meanwhile, allies can use the oil like the piscasas to run faster; but if their element is a counter (for this idea it will be fire) then the enemy can burn the oil trail and create a damage over time effect. Activating this ability, while rolling and near the edge of an open border map, like 'The Mouse and the Snake,' can get the player killed as they can fall off the edge
« Last Edit: March 26, 2020, 12:06:59 AM by lightoflife3 »