Mobility Slot - Run/Jump/Fly/Teleport/Swim/Climb/Sneak

Discussion in 'Gear and Items' started by plaYer2k, Jan 17, 2013.

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What would be your favorite mobility item?

  1. Running

    3 vote(s)
    4.0%
  2. Jumping

    4 vote(s)
    5.3%
  3. Flying

    22 vote(s)
    29.3%
  4. Teleportation

    21 vote(s)
    28.0%
  5. Other (please comment)

    3 vote(s)
    4.0%
  6. Swimming

    2 vote(s)
    2.7%
  7. Climbing

    10 vote(s)
    13.3%
  8. Sneaking

    10 vote(s)
    13.3%
  1. plaYer2k

    plaYer2k Pangalactic Porcupine

    Mobility Slot Suggestion

    Even though we dont know how "mobility items" will work, i assume it will be similar to terraria so that you have multiple slots (http://wiki.terrariaonline.com/Accessories) in which you can place different items that may serve offensive/defensive/mobility/other purposes.
    The problem with that system is however that many builds are equal (Terraria: Hermes Boots + Rocket Boots, which later became Spectre Boots because everyone used them anyway) and thus effectively reduce variation.

    I would however suggest a different system that uses only ONE mobility slot with passive and active features.
    The idea is that this way you have more control over balance, since those items can not be combined, and you can establish different ways of playing the game using that method because every item has his pros and cons.
    This should ultimately balance PvP and make it more interesting aswell as teambased PvE.

    The different categories are:
    - Running
    - Jumping
    - Flying
    - Teleportation
    - Swimming
    - Climbing
    - Sneaking

    Each category has different attributes and thus serves different purposes again.
    All those items got passive abilities that are active all the time when equipted and active skills that can be triggered through a hotkey.
    So here are the details:


    Running
    • description
      • The main purpose for that item is to quickly traverse dungeon hallways and other vertical surfaces since this mobility item has the fastest horizontal speed of all of them, yet vertical improvements are not present at all. That makes this item ideal for dungeons and prepared planet surfaces.
      • Rarity: |----
    • passive
      • Horizontal movement speed increases over time (similar to terrarias Hermes Boots).
    • active (different variants)
      • Increase the top speed for a few seconds.
        • lvl1: +20-40% for 1-2 seconds with 10-15 seconds cooldown
        • lvl100: +50-100% for 2-5 seconds with 15-25 seconds cooldown
        • Rarity: ||---
      • Increase the acceleration for a few seconds.
        • lvl1: +30-50% for 2-3 seconds with 10-15 seconds cooldown
        • lvl100: +70-150% for 4-7 seconds with 15-25 seconds cooldown
        • Rarity: |----
      • Instantly reach the top speed when moving once. (values should probably depend on acceleration type)
        • lvl1: 15 seconds cooldown
        • lvl100: 5 seconds cooldown
        • Rarity: |||--
      • Thruster. Get a strong push (force applied) toward your mouse cursor making you "jump/fly" in that direction.
        • lvl1: apply a 3-6 m/s push with 15-20 seconds cooldown
        • lvl100: apply a 10-20 m/s push with 5-10 seconds cooldown
        • Rarity: ||||-
      • Charge. Become more resistant to knockbacks (around 70-100% resistance) and apply a strong knockback to enemies.
        • lvl1: gain 20-40% knockback resistance, apply 20-40% knockback to foes for 2-3 seconds with 20-30 seconds cooldown
        • lvl100: gain 50-80% knockback resistance, apply 70-100% knockback to foes for 5-8 seconds with 15-25 seconds cooldown
        • Rarity: |||||
    • attributes
      • topSpeed - the maximum horizontal movement speed
      • acceleration - the acceleration factor for each type (if required)
      • acceleration type (equal rarities)
        • linear | speed = min(topSpeed, acceleration * t)
          • This is the default type and increases the current speed proportional to the time the player is running until he hits the top speed.
          • lvl1: 1.3-2x top speed
          • lvl100: 2.6-3.4x top speed
        • instant top speed | speed = topSpeed
          • Using this type you instantly run at top speed without the need to accelerate over time.
          • This item will be great for indoor fights since you can quickly change directions without the need to accelerate even though it got the lowest top speed.
          • lvl1: 1.1-1.4x top speed
          • lvl100: 1.8-2.3x top speed
        • exponential | speed = min(topSpeed, a*(e^(k*t)-1))
          • This item will be great when you plan on running for a long time over a long distance like reaching a far away outpost since it got the fastest top speed.
          • lvl1: 1.6x-2.5x top speed
          • lvl100: 3.3-4.2x top speed
        • logarithmic | speed = min(topSpeed, a*ln(k*x+1))
          • This item fills the gap between "instant top speed" and "linear" since it accelerates fairly fast and still maintains a good top speed.
          • lvl1: 1.2-1.8x top speed
          • lvl100: 2.3-3.1x top speed
        • // example diagram http://community.playstarbound.com/index.php?attachments/runningdiagram-png.21022 black = linear, blue = instant, red = exponential, green = logarithmic //
    Jumping
    • description
      • This item increases your jumpheight and vertical speed in air. Jumping around allows you to pass over obstacles easily yet you limited in hallways and dungeons with pits and holes.
      • Rarity: ||---
    • passive
      • Jump height increases.
      • Horizontal movement speed increases when in air.
      • Full control over air acceleration unlike normal jumping.
    • active (different variants)
      • Multijump in air (Similar to double-jump from super mario / smash brothers, works only when in air).
        • lvl1: 1 jump with 15-20 seconds cooldown
        • lvl100: 2-3 jumps with 10-15 seconds cooldown
      • Ground stomp. Use that ability to quickly move downward quickly and apply a shockwave on impact (similar to Kirby's stone stomp).
        • lvl1: fall down with 5 m/s and cause 30-50% knockback within 1-2 m with 15-20 seconds cooldown
        • lvl100: fall down with 10 m/s and cause 50-80% knockback within 1-3 m with 10-15 seconds cooldown
      • Hoover. Freeze in air for X seconds before falling down.
        • lvl1: freeze for 1 second with 10-15 seconds cooldown
        • lvl100: freeze for 3-5 seconds with 15-20 seconds cooldown
      • Dash. Get pushed toward your mouse in air (instantly get a speedvector/force applied).
        • lvl1: apply a 3-6 m/s push with 15-20 seconds cooldown
        • lvl100: apply a 10-20 m/s push with 5-10 seconds cooldown
    • attributes
      • jumpHeight - The height up to which you increase height when holding the jump-key.
        • lvl1: 1.3-2x jump height
        • lvl100: 2.5-4x jump height
      • jumpSpeed - The speed with which you accelerate upward.
        • lvl1: 10-20% increased speed
        • lvl100: 30-50% increased speed
      • verticalSpeed - The speed at which you can horizontally move in air.
        • lvl1: 5-10% increased speed
        • lvl100: 10-30% increased speed
    Flying
    • description
      • Use the jump-key to fly and active key to glide. This category is mainly useful for ranged classes in open fields.
      • The fly-ability got a "pool" which gets used up when flying and recharges over time.
      • Rarity: |||--
    • passive
      • Trigger fly ability when not empty and using the jump-key.
    • active
      • Glide - Move slower vertically.
        • lvl1: reduce downward movement to 50-70% for 1-3 seconds with 15-25 seconds cooldown
        • lvl100: reduce downward movement to 20-40% for 3-5 seconds with 15-20 seconds cooldown
      • Hoover - Slowly root in place and hold position
        • lvl1: hoover for 1-2 seconds with 20-25 seconds cooldown
        • lvl100: reduce downward movement to 20-40% for 2-3.5 seconds with 20-25 seconds cooldown
      • Dash - Activate your reserve Thruster to apply a strong and instant push/force toward your mouse cursor.
        • lvl1: apply a 3-6 m/s push with 15-20 seconds cooldown
        • lvl100: apply a 10-20 m/s push with 5-10 seconds cooldown
    • attributes
      • flyPool - How long the fly-ability can be used.
        • lvl1: 2-3 seconds with 20-35 seconds cooldown
        • lvl100: 4-7 seconds with 20-30 seconds cooldown
      • flyThrust - The thrust with which the user gets accelerated upward/sideward.
        • lvl1: 1-2 m/s² thrust
        • lvl100: 2-5 m/s² thrust
    Teleportation
    • description
      • Quickly teleport into enemies to ambush them or teleport quickly away to avoid taking damage. Some teleporters may require valid pathfinding and others dont.
      • Basically teleporters require a simple rule for balance, the higher the range the higher the recharge, the lower the range the lower the recharge. So a teleporter that can teleport over a distance of 100m will recharge about 3 times longer than a teleporter that can go for only 20m, thus the attributes will be separated into each 3 different values to give values for that.
      • Rarity: ||||-
    • passive
      • none
    • active
      • activate teleportation
    • attributes
      • chargeTime - The time it requires to charge and teleport.
        • lvl1: .5-1 seconds / 2-5 seconds / 10-30 seconds
        • lvl100: 0-1 seconds / 4-10 seconds / 20-30 seconds
          • So basically there are 3 recharge categories where the possibility for higher recharge times increases with teleport range. The idea behind really long charge times is to use them as "call me back" teleporter where you can run into a really dangerous area and get teleported back into a save area afterwards.
      • chargeCD - Cooldown after using the teleporter until it can be used again.
        • lvl1: 4-6 seconds per 10m / 10-15 seconds per 10m / 22-30 seconds per 10m
        • lvl100: 2-3 seconds per 10m / 7-12 seconds per 10m / 11-17 seconds per 10m
      • range - The range over which the teleporter can be used.
        • lvl1: 5-10 m / 20-30 m / 40-50 m
        • lvl100: 10-15 m / 30-50 m / 60-100 m
      • TPstartEffect - The effect that can get applied when teleporting AWAY from a location.
      • TPendEffect - The effect that can get applied when teleporting INTO a location.
        • effects:
          • damaging effects (fire,ice,poison,...)
          • CC effects (stun, slow,...)
          • self/area buffs (heal, increase speed, increase damage, increase armor,...)
        • effect duration - The duration each effect lasts.
    Swimming
    • description
      • Increases the overall movability in liquids through some fancy tech. This is kinda like a unique item that doesnt compete at all with other mobility items since it requires a limited environment (liquids) to work and is probably unmatched there.
      • Rarity: |||--
    • passive
      • Swim and accelerate faster in liquids.
    • active
      • Speedboost - Increase the speed even further for a short time.
        • lvl1: +20-30% speed and acceleration for 1-3 seconds with 15-20 seconds cooldown
        • lvl100: +30-50% speed and acceleration for 1-4 seconds with 10-15 seconds cooldown
    • attributes
      • accelerationBonus - How much the acceleration should be bossed.
        • lvl1: +40-60% acceleration
        • lvl100: +50-100% acceleration
      • topSpeedBonus - How much the maximum speed should be increased.
        • lvl1: +10-20% top speed
        • lvl100: +20-50% top speed
    Climbing
    • description
      • Play monkey-style and equipt the latest climbing gear to
      • Rarity: |----
    • passive
      • You can now climb on walls to vertically move.
      • You can jump off a wall and climb again afterwards.
      • You can now move hand over hand along the ceiling to horizontally move.
      • By moving away from the wall/ceiling you release youself and fall off.
    • active
      • Multijump in air (Similar to double-jump from super mario / smash brothers, works only when in air).
        • lvl1: 1 jump with 15-20 seconds cooldown
        • lvl100: 2-3 jumps with 10-15 seconds cooldown
      • Hook - Shoot a hook to pull youself toward the impact point.
        • lvl1: 20-30m long hook that pulls at .5-1.5 m/s speed with 10-15 seconds cooldown
        • lvl100: 40-60m long hook that pulls at 1-3 m/s speed with 5-10 seconds cooldown
      • Dash. Get pushed toward your mouse in air (instantly get a speedvector/force applied).
        • lvl1: apply a 3-6 m/s push with 15-20 seconds cooldown
        • lvl100: apply a 10-20 m/s push with 5-10 seconds cooldown
    • attributes
      • climbSpeedHorizontal - How fast you can move horizontally as you move hand over hand on the ceiling.
        • lvl1: .5-1 m/s
        • lvl100: 1-3 m/s
      • climbSpeedVertical - How fast you can move vertically as you climb on a wall.
        • lvl1: 1-1.5 m/s
        • lvl100: 2-4 m/s
    Sneaking
    • description
      • Instead of moving just faster or reaching former unreachable terrain is not the strength of this item, but reaching your goal unseen might be. Using advanced technologies you can make youself less noticeable and get closer to enemies.
      • Unlike other mobility items the passives for sneaking only apply when using the already implemented sneaking feature (default: shift).
      • Rarity: |||||
    • passive
      • Get noticeability redurced visibility through turning slightly transparent (30% to 60%).
      • Get noticeability redurced acoustically by reducing the volume of sounds emitted (30% to 80%).
      • Suffer a small movement speed penalty (-20% to 0%)
    • active
      • Buff - Reduce passive penalties and increase passive benefits.
        • lvl1: reduce penalties by 20-40% and increase benefits by 15-25% for 5-10 seconds with 30-45 seconds cooldown
        • lvl100: reduce penalties by 50-80% and increase benefits by 20-40% for 5-10 seconds with 25-35 seconds cooldown
      • Rush - Increase movement speed for a short moment.
        • lvl1: increase top speed and acceleration by 30-50% for 2-4 seconds with 15-25 seconds cooldown
        • lvl100: increase top speed and acceleration by 60-100% for 3-7 seconds with 15-25 seconds cooldown
      • Quantum escape - Become untouchable at the cost of being unable to move and act.
        • lvl1: become untouchable for 1-2 seconds with 15-25 seconds
        • lvl100: become untouchable for 2-5 seconds with 15-25 seconds
    • attributes
      • visible reduction - How much visibility should be redurced.
        • lvl1: reduce visibility by 20-30%
        • lvl100: reduce visibility by 40-60%
      • acoustic reduction - How much the acoustics should be reduced.
        • lvl1: reduce acoustics by 20-30%
        • lvl100: reduce acoustics by 40-60%
      • movement penalty - How strong the movement penalty should be.
        • lvl1: reduce movement speed by 40-60%
        • lvl100: reduce movement speed by 30-40%
    In addition there could be "prototype" items that increase the stats even more but also got a chance to critically fail when used so that using them causes dangers.
    Example:
    - A prototype jetpack may last 30% longer but it can possibly fail which leads to its user falling into lava/acid/spike pit.

    Changing the mobility item WILL disable the new items usage for a few seconds so you cant swap instantly to abuse the system. 5-15 seconds before the passives start working and that time + actives cooldown before the active is ready should work well.

    The scenarios that are feasible now:
    Ranged damage dealer, healer, buffer can fly above a battlefield attacking the ground out of range from melee characters. Melee characters on the other hand can quickly teleport away taking cover until the "jetpack" ran out of fuel and the enemy has to land so the melee attacker can teleport back into the field.
    Using flying and and jumping mobility items players can take the upper hand in open fields.
    Using teleport and running mobility items players can quickly engage others and easily invade indoor structures.

    I hope youse like that idea since it represents a good way to balance teamplay and PvP in my opinion.


    2013-01-20
    Added:
    - values for lvl1 and lvl100 for all attributes and actives

    2013-01-20
    Added:
    - Swimming/Diving
    - Climbing
    - Sneaking/Invisible



    best regards
    p2k
     

    Attached Files:

    Jermex, Zenuel, Aer_ and 4 others like this.
  2. NekoiNemo

    NekoiNemo Scruffy Nerf-Herder

    How about crawling?
     
  3. plaYer2k

    plaYer2k Pangalactic Porcupine

    I thought about "Climbing gear" which allows the use to move hand over hand on ceilings or climb up and down walls, but i guess adding that might be too complicated due to the requirement of more textures/animations for it.
    Yet as old Clonk player i love climbing around so i may add it anyway :3
     
  4. TrinityMoon

    TrinityMoon Scruffy Nerf-Herder

    Wont teleport become obsolete on servers with a warp command though? Also i think it would be more fun if you changed the CD time depending on the teleport. If your just teleporting for fun it should have no CD or a small one so we can use it right away. While if your actually using it for it's intended purpose it should have a larger CD

    Might be better just to say if your jumping a few feet in front of you should have a second or two for a CD. While jumping halfway across the planet would add a 10 min CD.

    Closet thing to it

    • Players can crouch (unknown control) and "walk" by holding shift and go into 'sneak mode' and walk by enemies without being seen.
     
  5. TFGoose

    TFGoose Scruffy Nerf-Herder

    Interesting choice to restrict the number of movement-based "accessory slots" to one. It would certainly make people get more selective around their equips, and could serve to increase the number of viable builds out there. Without knowing what other accessories are available, it's hard to say, but I think you've got a hell of a start here on how to differentiate mobility items. :)
     
  6. Mastaf

    Mastaf Big Damn Hero

    Still, my favourite movement feature are wall jumps.
     
  7. plaYer2k

    plaYer2k Pangalactic Porcupine

    And even the best "normal" weapons and armors become useless on servers with cheated items using "uber stats". Sure some servers will use cheats but this meant for legit gameplays where people dont use boring cheats. Also using a "warp command" wont be as useful as a teleport item which you can use by aiming your mouse to where you want to teleport to and simply jump .. within a splitsecond, with maybe 3-10sec CD while fighting. I wouldnt want to do that with a command i had to type in, or did you ever try fighting a good PvP battle or big PvE onslaught and meanwhile use long commands? :3

    Well the teleport CD could depend on how far you jumped, but no CD is a no-go since that would be a cheat item again and this suggestion is meant to add balance and variation. Otherwise everyone would use a 0sec CD teleporter all the time.

    That sounds like a nice idea for PvE gameplay but i guess it would be hard to implement that for PvP gameplay, and since iam an avid PvPer this is quite important for me. When you got nice idea on how to implement the "sneak feature" feasible for PvP, let me know.
    My current idea is to cast the player slightly transparent so he is harder to detect with a slight movement bonus :D

    :love:

    That would certainly go along with the "Climb" skillset. You climb up a wall and by jumping you jump off the wall again :)
    Kinda like the Aliens in Alien vs Predator the game or Skulls in Natural Selection (which derived from Aliens xD).


    Btw i would personally love a really fast short-range teleporter for melee characters. About 4m range with 2sec CD sounds neat for TOP tiers. And long-range teleporters with 100m range and 20sec CD would be nice for base ambushes.
    Otherwise a mixture of running and jumping items to move across planets and flying items to lurk through new and unknown caves.

    But yet the focus for me is on teamplay combat either PvE or PvP.
     
  8. TrinityMoon

    TrinityMoon Scruffy Nerf-Herder

    You will always get people who cheat it's rather sad in all honesty. I spent the majority of my time being a mod on a Terraria rp server and i have seen dozens of people cheating for end game items or building blocks i turned my head on normal sand and stone blocks when they got corrupted though. We mods could spawn our own blocks and items as long as we actually still did our jobs and didn't go too overboard which i thought was nice for both members and mods alike. Of course when you caught them they would get all defensive and angry eventually go grief so they got banned for that. The warp command was useful for those who wanted to get home from hell xD or get around so they could rp, but you get those people who abuse it too.

    I was thinking when fighting the CD would be more then normal and sometimes the warp would be off a little bit since it would be a hurry to warp ofc. For a warp on the other side of the planet u could warp to what you see on the screen by clicking, but also a with the planet will pop up and you can click and it would move you there with the more severe CD time.

    I mostly stick to RPing servers since too many ppl cheat like you mentioned so it makes PvP less fun.


    Well if your only teleporting to a platform that's jst above you or a room on the other side of your small house i think it would be reasonable to have a 1 second CD though


     
  9. plaYer2k

    plaYer2k Pangalactic Porcupine

    Sure sure but thats just usualy as you said, so discussion about the problems with griefing/cheating doesnt influence this suggestion at all since its unlike that abusing the items in here would case harm. Unlike items like "planet destroyers" could :D

    I adjusted that by depending the teleporters recharge time to "X seconds recharge per 10 meters traveled", that allows balancing long vs short range teleporters and still let everyone profit from short distance jumps :3

    ---

    Okay i added a few more mobility classes and added stats to most of them so you get a clue how the values could be tweaked initially.
    Please let me know if there are any more categories, actives or attributes.

    So general discussions and suggestions are always welcome, aswell as constructive criticism.
     
  10. Lord Kain

    Lord Kain Ketchup Robot

    I could see this working, it would add a new layer of problem solving to alien worlds. The whole 'what should I take with me today' plays in nicely
     
  11. Eccentric

    Eccentric Pangalactic Porcupine

    Other - Gravitation.
    <:
     
  12. plaYer2k

    plaYer2k Pangalactic Porcupine

    Please explain further since "gravitation" doesnt say much.

    You could utilize gravity to fly through space so that it would fit into the flying category or you could use a device that generates small gravity fields on the surface of close tiles so that you can walk on walls or the ceiling but that would fit into the climbing category.
    My best guess is that it would be something like terrarias gravity potion but in 4 directions instead of just 2. So you can "fall" up/left/right in addition to down.
     
  13. Eccentric

    Eccentric Pangalactic Porcupine

    Well, I see I don't need to explain it anymore.
     
  14. DeadlyLuvdisc

    DeadlyLuvdisc Oxygen Tank

    Hahaha! Running has zero votes.
     
  15. .technoSprint

    .technoSprint Orbital Explorer

    Teleportation would be my vote, but climbing and sneaking would also be a cool addition.
     
  16. FrozenFlame

    FrozenFlame Giant Laser Beams

    Wow this list is AMAZING.
    Definitely went with sneaking, fave thing to do in any game.
    But again, DIS LIST! I feel that a lot of effort has been exerted to make this.
    No disrespect intended, but I tl:dr'd my way to Stealth because that was my choice, and boy those scaling stats look SWEET.
    Hope you get into devs or something man.
     
  17. Echo

    Echo Big Damn Hero

    Would love to see avians build themselves some useful wings...(mechanical or biological breakthrough)
     
  18. pitfall

    pitfall Big Damn Hero

    I'd be using teleportation for sure. Blinking around is just so much fun. It adds an element of unpredictability to your movements, allowing for many different avenues of both offense and defense. For a practical use, it can be used to gain access to places that are too narrow to walk through. As for teleporting into locations, I don't think you should be able to teleport through walls unless you've been inside the area at least once (sorta like you have to have the place perfectly in mind in order to "get" there). In this way, people can't just teleport into an enemy base, or some place you aren't supposed to be yet, without having been there once before. If there's a visible route around and into a place right in front of you, access by teleportation should be possible.
    ... I like teleporting :)
     
    plaYer2k likes this.
  19. BettyHime

    BettyHime Void-Bound Voyager

    Whenever I started a new character in terraia, by far the first thing I HAD to have was double jump. This would defiantly by first choice. I like your idea a lot. It was true that in terraria everyone had the same items and it made it kind of a neccesity to get certain ones.
     
  20. Meow-kitty

    Meow-kitty Scruffy Nerf-Herder

    Look here: http://community.playstarbound.com/index.php?threads/tiys-irc-q-a.14318/

    Also Avians get jetpacks they can craft. Other races can probably find the recipe inside Avian temples.
     

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