Cores

That_Guy

New Member
Okay the regen core is becoming way too powerful. If youre dueling somebody who knows how/when to use it, there is no possible way to win. People are simply staying at your base and annoying the crap out of you because nobody can beat them. Then people like clyde and his team work together so that while one's healing another is hitting you in the back makig it impossible to even get close to being rid of them. I say regen cores should either only heal by 20% or only be able to heal twice every 5 min or twice a life.
 

Volt Cruelerz

Legions Developer
Please note the fact here that you are outnumbered. Not to be rude, but if there are two-three of them and one of you, they really ought to win...
 

Delpicy

Member
How about the invincibility core? When activated, you are invincible for x seconds, probably something short like 5 seconds, at the cost of a little energy and a little health. And before you say it would be OP for cappers, they wouldn't be able to use OD, and the effect would be cancelled the instant they grab the flag.

Or the Battle Cry core? For x seconds, your attack speed/ reload rate increases dramatically, and you may or may not have unlimited ammo dependent on how fast you actually will go through ammo. Also, it may need a damage reduction per ammo as well
 

Volt Cruelerz

Legions Developer
Idk about the second paragaph. Anything that makes you invulnerable for any length is going to be OP. Atleast the shield converts it into energy loss.
 

Delpicy

Member
I don't think it necessarily makes it OP. In combat, just run away from the invuln guy for 5 seconds a voila your back where your started. Also, I think the person should still be affected by impulse, so they can still get body blocked and stuff. Just throwing out ideas.

How about a anti-grav/physics core? For x seconds (sorry, I really think cores ought to be effects over time), your directional velocities equal your total velocities.

To better explain what I mean, when you change direction, you do not loose speed because you change direction. For example, lets say you are going upwards at 45 degrees at a speed of 100m/s (ignoring gravity for the moment). Your x and y vectors would each be approximately 70m/s (again, excluding gravity). If you decided to turn in exactly the opposite direction and start accelerating in that way, your x speed would start decelerating, thus causing your total speed to be slower as well, until your x velocity reaches 0 and flip flops to the other side.

What I am proposing can be implemented/seen in two different ways:

1. Your, x, y, and z speed values stay the same, its just their orientation changes. For example, if you turn to the left, your horizontal x speed stays the same, it is just shifted so your new direction is forwards. Your total speed should stay the same.

2. Your total speed should stay the same in whatever direction you aim. The x,y and z values don't matter, if you turn 180 degrees, you will still be going the same speed.

Gravity of course still affects you. In a way this is similar to OD, yet it does not speed you up, it just simply allows you to change direction without losing speed. I will happy to clarify this idea if I was unclear. Again, just another idea
 

Fixious

Test Lead
I wouldn't mind having something like a Potential Energy(T:A) core. Any damage you take from a projectile(rocket, nade, mortar) is added to your energy pool. It was pretty awesome for cappers since it gave them a bit more energy when discjumping. Dunno if possible in Legions.
 

Volt Cruelerz

Legions Developer
I wouldn't mind having something like a Potential Energy(T:A) core. Any damage you take from a projectile(rocket, nade, mortar) is added to your energy pool. It was pretty awesome for cappers since it gave them a bit more energy when discjumping. Dunno if possible in Legions.

Very easily done. I could probably make this in about two minutes.
 

Propkid

Member
  • Stealth core should be no IFF unless pointed more or less directly at with reticle and no sounds made at all, be it jets or guns. Can't think whether active (duration 10s, cd 15s) or passive and constant. It would be eventually easy to get used to, so I'm guessing permanent.


  • Ghost core: makes the player untangible, removes all possible interactions: makes him fly through everything, even terrain, players and flags. Explosions or projectiles don't apply either. Disabled while holding the flag. Only gravity applies. Duration: 2.5-4s. Cooldown: 8-12s.
So many uses. I'm not sure how it would be balanced, but it can be easily modified to fit in. If it needs more pewpew I'd increase the jet thrust during ghost form or I'd make it 'fuel based' so it would work just like upjets: no cd, just a guage refilling so it's working in an on-off way where you choose how long it lasts (sounds OP). If more nerf: iOD or some nades disabling the ghost form.


  • Kamikaze core: maybe where speed during core activation is related to blast radius and damage. Maybe longer respawn time after use. Anyways it would find it's uses in LO, where low-hp players often find themselves out of combat during key moments, or incoming cappers that don't have a flag to grab anymore could use it to damage the enemy defence

  • Perhaps useless and really confusing but I feel the need to write it out :D :
Newton core: 'bonding' yourself with the targetted player. From now on your individual masses= sum of your masses, any forces (not damage) acting on you are felt equally. Forces exerted on the player by the terrain (reaction/upthrust force) don't apply.​

Further explanation: assume two outriders bonded together by the Newton core. Their masses individually were X, but now each one of them experiences mass 2X. Assume they both stand next to each other and face north. Outrider 1 starts walking forward. Usually he'd walk at a speed of Y, but now since his mass is doubled he is walking at Y/2. Same force is applied to Outrider 2, so he also moves forward, just as fast as Outrider 1.​

Now you may think that both of the bonded players will move identically. Nope:
Assume the same situation as above, but with Outrider 2 having his jets activated. There is no more friction applied to him, hence once Outrider 1 stops walking, Outrider 2 keeps on going. If OR2 goes downhill with only jets activated, he will only be experiencing gravity which OR1 is already experiencing, hence OR1 won't be affected even though they are bonded.​

Some 'practical uses':
- If both bonded ORs jump off a tower and downjet a hill they will experience a much greater individual downward force than if they do so without the bond.​
- If an OR bonds himself to a Sentinel with iOD, the Sentinel can try launching the outrider out for cap/chase.​
- If a Sentinel manages to bond an enemy capper exiting his base after a grab he can try to 'remotely' slow down the capper by trying to jet in the opposite direction.​
- If an LO bonds himself to the enemy capper at home during a standoff he can try to pull him down to the ground for an easy kill or pull him out of the base.​
- If a pair of cappers going one after the other or side-by-side are bonded... well they could do a million things.​
 

Delpicy

Member
Air brake core... Shield core... Ghost core
These ones have the most potential out of all the ideas to me. I agree that I'm not 100% sure what the air brake core would be for, but at least the stopping part really sohuldn't be that hard to code. And you have already created a shield core that seems fairly well thought out and balanced. As for the ghost core, I WANT IT. The player ghosting should also be inverted colors to everyone else so it can be spotted. Ghosting through buildings would be awesome. I think you should be allowed to ghost underground, but with a very small margin. That way you can ghost through hills. Also, obviously, exiting ghost inside a building should either result in death, or shouldn't be allowed to happen. As for ghosting through a rocket, persay, I think the damage you take ought to be 20% since you are draining health, or if you drain energy instead, it can be bumped up to 30-40%, and you won't last long when running on energy (which imo makes more sense to me).
 

Volt Cruelerz

Legions Developer
Using a simple altitude check, you could check if the player is underground. If they are, set the screen to black. If they go too far below ground, just kill them.
 

Delpicy

Member
The ghost core is still probably the hardest core to code out of all of these, but I still want it :p.

How about a projectile core? You move like a projectile and go very fast, but you cannot aim until its duration is over? Also, you take reduced impact damage, while anyone you hit takes increased impact damage. Would be hilarious to see duels of people hurling themselves at one another.

And while we are on the topic of amusing cores, how about one that makes you tiny so your really hard to hit? :D
 

Fixious

Test Lead
T1 had a 'ghost core', but you could only walk through 90° walls(no slants). It also ate away at your health the longer you had the pack activated. You were also completely visible when you have it activated. Very fun to use if you knew the base layout like the back of your hand, and you knew if you went through a certain wall you'd end up in the gen or flag room.
 

Delpicy

Member
... So.. iOD...
fine mr. smartypants, try these ideas on for size:
-When activated, a large sphere appears where the person activated it, which reduces damage done to allies in the sphere, and drains enemie's energy when they are in the sphere. When R is pressed again, or its time limit runs out, it explodes dealing damage to anything within the sphere (yes, I completely ripped off this idea from Moakai in LoL. Sue me). Cons: Easily abused against cappers unless there is some sort of restriction on it.
- A similar idea is one where while activated within a medium radius around you, enemies take constant damage while they are within that area (inspired from Garen).
- Deploys a clone that just continues in the direction you were going in to fool enemies (not smart clone however). You gain stealth right away so the clone can seem like you, then you reappear. Clone lasts until it takes 30% damage of your full health, or after a time limit. (taken from Wukong, although defender's meltdown mod had something that was similar where a clone moved with you)
- When activated, you teleport to within 20 meters of an enemy (don't know how it chooses enemy; might be health, proximity, or some sort of user selection). (inspired by nocturne)
- When activated, along the ground a series of charges blast chasing after an enemy for certain range (taken from Nautilus).
- Short range teleportation (forwards and completely targetable as to where you teleport to, although I guess this is one is useless with the warp core) (kassadin)
- Artillery Strike. Self explanatory. Large range. Either launches just one large shell, a series of shells in a small area, or you teleport there and make an explosion around you when you do (gangplank, pantheon)
- Teleport to an ally in need (shen)
- You turn into a dragon and gain superpowers or something (Shyvana)
- Increased acceleration when enemies with low health (passive or active) (warwick)
- Not going to suggest any stuns/slows/disables. Those may work in LoL, but they just make someone way too vulnerable in this game
- Regenerative missiles that shoot where your aiming and do moderate damage (can hold up to 4, gain back a new one every 15sec)
- Makes a cage around you, trapping any enemies inside it along with you to duke it out until it disappears (3d version of Jarvan)
- energy at the cost of health (its just the opposite of the regen core)
-

I can rip off ideas from LoL all day! :p Although I must say while some of those would be completely pointless, I can see some of them being useful. I tried to pick things that applied the most. Also, they all would need low cds, so such ones like the artillery strike would just be too spammable, and many would have to be weakened. Plus, many of them are damage oriented, which can really screw up the game, as we have weapons for that. Again, just throwing out a zillion ideas, because one of them is bound to be good (Dragon, dragon, I hope its the dragon...)
 

Volt Cruelerz

Legions Developer
AoE abilities as suggested would probably be OP for light defense/offense
Teleporters: isn't this just a buffed warp core?
Chasing Blasts sound like homing missiles and from what I heard, those didn't turn out so well
Teleporting short distances=dodge core which has already been programmed and is coming
Artillery Strike=mortar
Teleport to Ally: how do you determine which one, but more importantly, why? If to the capper, you'd have to get their speed which would be OP because anyone could instantly escort the capper and without inheriting speed would be worthless.
Turn into a Dragon=Godzilla Mode
Increased Acceleration: not liking this one
Slows/Disables as I have written before would be terrible in Legions
Regenerative Missiles: sounds like deployables which are coming
Cage Fight: would be used by flag defense and completely neutralize cap routes.

And just because you can rip things from League all day doesn't mean that they are going to be good. ;)
 
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