1. If you're looking for help-related things (for example, the key rebinding tutorial), please check the FAQ and Q&A forum! A lot of the stickies from this forum have been moved there to clean up space.
    Dismiss Notice

I feel like staves should be a tech, not a weapon.

Discussion in 'Starbound Discussion' started by DivineMalevolence, Jan 3, 2015.

  1. DivineMalevolence

    DivineMalevolence Big Damn Hero

    When I have a weapon, I sank some serious resources into it that will otherwise prevent me from having as much armor/stabbing ability as possible, so I expect it to be functional as a primary source of damage.

    Only, staves are not and probably should never be a primary source of damage.
    What they do is flashy special attack. Flashy special attack should be once in a while sort of thing, which doesn't really work if it's a weapon.
    But works more if it's a tech.


    Y'could have a head slot, a body slot, a leg slot, a nanomachine slot, and the special slot.
     
  2. Darklight

    Darklight Oxygen Tank

    Strongly disagree
     
    sansy, Serenity and Borvis like this.
  3. MysticMalevolence

    MysticMalevolence Oxygen Tank

    Nah... I don't think that would work very well.
     
    Serenity likes this.
  4. cooltv27

    cooltv27 Heliosphere

    then you have it going back to 2 different class paths, instead of the 3 the game has

    I think it would be better to balance the different paths better
     
    Never likes this.
  5. Campaigner

    Campaigner Giant Laser Beams

    Considering they firmly denied that magic would EVER be implemented and strongly stood by that forever, it's pretty lame we got the magic staves to begin with. Though, they don't work well as techs. Tech is utility stuff, while weapons are for killing.

    Until I can blink into an enemy and erupt them into a fountain of pixels just by teleporting inside of an enemy, I firmly believe tech should not be a viable weapon. Then again, that mech suit is in DIRE need of a buff.
     
    enderpony likes this.
  6. Garatgh Deloi

    Garatgh Deloi Master Astronaut

    They arent magic driven, they are psionics driven. A common thing in aloot of science fiction.

    But yea, it can be argued to be allmost the same thing.
     
  7. LeoKitsune

    LeoKitsune Scruffy Nerf-Herder

    I noticed most of the staves are the same, except for the human one. I found the human staff to be a very viable weapon.

    The others though, eh..
     
  8. Darklight

    Darklight Oxygen Tank

    The same? How is the Glitch staff the same with the nova staff? Or the floran? Or the Avian?
     
  9. Lintton

    Lintton Guest

    I try not to stay still, which is why i don't use staffs except as a cheese weapon...and lighting.
     
  10. hijinks

    hijinks Subatomic Cosmonaut

    They say any technology that's extremely far out will seem like magic to those who don't understand it. I mean we got freaking swords and other things that spit out things that they shouldn't.

    NANOMACHINES SON.
     
  11. killajoke

    killajoke Starship Captain

    I suppose you could say they function fairly similarly... Most of them involve casting the effect in one spot and then that one spot is the focal point of one spell. But they all vary in some degree... But i've found some uses over time. I've used some of the staves during the dreadwing fight, and their fairly effective during is sprinkler faze.
     
  12. yclatious

    yclatious Guest

    PAHAHHAHAHHAHAHA

    How would that even work?

    Balancing stuff is always needed, but making a weapon tech?

    I ask again, how would that work?Cause having the possibility of 4 very powerful weapons accessible at any time, for any situation, seems broken as a concept, even without execution.
     
  13. Garatgh Deloi

    Garatgh Deloi Master Astronaut

    I personaly dont like the idea, but i dont see why it would be hard to "make it work".

    Just make them a option for the "f" spot in the tech chooser (so you would choose to use a damageing ability instead of for example targeted blink or a boat or a mech).

    If the effect is instant make them take aloot of energy, the whole bar perhaps. If theres a stand still charge keep the energy cost similar to its current value.
     
  14. DivineMalevolence

    DivineMalevolence Big Damn Hero

    .....
    Four?
    Having them as a tech would by its very nature limit you to one in the current unstable iteration, wherein at present you're easily capable of having a multitude. Part of my thinking is that the staff attacks should be something of a signature attack, the only of its kind with limitations.

    As to how it'd work, have a special attack spot.
    Maybe "arms".
    And have any staff tech assigned there assigned to the a key, perhaps V or G if they're unassigned at this point.
    Keep the charge, but allow it to pre-charge so that you can generally use it at least once in every fight but would need to find a way to sight tight for a moment to recharge for a second use.
     
  15. cooltv27

    cooltv27 Heliosphere

    this would make melee overpower ranged more then it already does
    ranged already takes enough energy with its normal attacks, adding even more energy usage would destroy it, while melee mostly has a surplus of energy at all times
     
    MysticMalevolence likes this.
  16. Garatgh Deloi

    Garatgh Deloi Master Astronaut

    Ah... i didnt consider it in view of the melee vs ranged issues... Guess it wouldent be as easy as i tought.
     
  17. LeoKitsune

    LeoKitsune Scruffy Nerf-Herder

    I only played with the T9 staves, and the ones I did mess with all seemed to just be a small but high DoT that floated there.

    The only much different one I noticed was the human one.
     

Share This Page