Difference between revisions of "Technique design space"

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==== Special ====
==== Special ====
* Ants, Fiery, Gyser, Sylvan, Touch, Ubuntu (switch element)
* Ants, Fiery, Gyser, Sylvan, Touch, Ubuntu (switch target element)
* Gold Digger (take money from opponent)
* Gold Digger (take money from opponent)
* Hibernate (heal, nodding off self)
* Hibernate (heal, nodding off self)
Line 183: Line 183:
* Sudden Glow (healing user, recovering self, focused)
* Sudden Glow (healing user, recovering self, focused)
* Fire Shield (flame shield self, burn)
* Fire Shield (flame shield self, burn)
* Cloud Aether (switch user and target elements, new elements chosen randomly)


== Powerful techniques ==
== Powerful techniques ==

Revision as of 12:44, 20 May 2023

Work in progress by Sanglorian.

Possible changes to Techniques, if we went with the 13-element system. Very tentative, would not make any changes without checking with the designer(s) of the techniques.

A monster might get a basic or animal technique and a condition imposer to start, then every few levels pick up a few simple techniques, the occasional exotic technique, and eventually more and more powerful techniques.

New ideas in italics.

Initial thoughts

  • Splash moves should all have low accuracy.
  • We don't need symmetry. It's nice if different elements have different qualities.
  • I am wondering if we should make touch, reach and reliable techniques quite rare - almost treating belonging to one of these ranges as a special feature of the technique.

Animal techniques

Low damage, decent accuracy, typically Normal, within the abilities of an ordinary animal.

  • Headbutt (melee Normal)
  • Strike (reliable Normal)
  • Ram (melee Normal)
  • Shadow Boxing (touch Heroic)
  • Hawk (melee Sky)

Basic techniques

Low damage (0.75-1.5), decent accuracy (90-100%), no recharge, no other effects.

Magic

  • Crystal (ranged Magic)

Heroic

  • Lantern (ranged Heroic)

Lightning

  • Lightning Spheres (ranged Lightning)

Metal

  • Sword (melee Metal)

Frost

  • Ice Claw (melee Frost)

Sky

  • Gust (ranged Sky)

Earth

  • Rock (ranged Earth)

Fire

  • Sunburst (touch Fire)
  • Fire Ball (ranged Fire) (lower damage than on wiki)

Shadow

  • Phantasmal Force (ranged Shadow)

Condition imposers

No damage, high chance to impose a buff on the player or debuff on the enemy (but not both). Should have 100% accuracy unless it's a particularly powerful buff/debuff or it's fast or has another effect.

  • Boulder (hard shell self)
  • Breath/Cat Calling (nodding off)
  • Sleeping Powder (area, nodding off) (change from fast)
  • Clock/Conjurer/Insanity/Negation (confusion)
  • Fume (enraged self)
  • Glower (softened)
  • Petrify (dozing)
  • Poison Courtship (poisoned)
  • Rot (fast, poisoned)
  • Fluff Up (recovering)
  • Feint (focused self, tired)
  • Stone Rot (fast, poisoned)
  • Take Cover (sniping self)
  • Wallow (healing user, focused self)
  • Changeling (recovering self, Magic type switch)
  • Chameleon (hard shell self, Wood type switch)
  • Arcane Eye (flame shield self)
  • Tinder (burn)
  • Blood Nets (lifeleech)
  • Canine (wild)
  • Clairaudience (feedback)

(blinded, charging, diehard, exhausted, festering, flinching, grabbed, harpooned, lockdown, overfeeding, prickly, stuck, wasting)

Simple techniques

Some damage, and a condition or other effect (splash, reliable, fast, type change); or lots of damage (1.6-3).

Normal

  • Probiscus (reach Normal, lifeleech)
  • Tonguespear (melee Normal, lifeleech)
  • Stampede (melee Normal, charging self)
  • Constrict (reliable Normal, grabbed)
  • Goad (melee Normal, fast, enraged)

Venom

  • Slime (reach Venom, festering)
  • Pseudopod (reach Venom, festering)
  • Web (melee Venom, grabbed)
  • Poison Spray (renamed Spray) (ranged Venom, poisoned)
  • Sting (melee Venom, poisoned)
  • Venom (ranged Venom, higher damage)
  • Battery Acid (ranged Venom, higher damage, poisoned)

Metal

  • Blade (melee Metal, fast)
  • Bullet (ranged Metal, fast)
  • Perfect Cut (reliable Metal, higher damage)
  • Shuriken (ranged Metal, diehard self)
  • Rust Bomb (ranged Metal, splash, poisoned)
  • Wall of Steel (melee Metal, fast, hard shell self)

Wood

  • Blossom (ranged Wood, healing self)
  • Splinter (reach Wood, blinded)
  • Overgrowth (ranged Wood, grabbed)

Sky

  • Whirlwind (ranged Sky, fast)
  • Wingtip (melee Sky, fast)
  • Peregrine (melee Sky, fast, higher damage)
  • Biting Winds (ranged Sky, softened)

Fire

  • Magma (reach Fire, area)
  • Salamander (touch Fire, poisoned)
  • Fire Claw (melee Fire, burn)
  • Breathe Fire (touch Fire, higher damage)
  • Flamethrower (reach Fire, higher damage, burn, slow recharge)

Frost

  • Chill Mist (reach Frost, splash)
  • Ice Storm (ranged Frost, area, higher damage)
  • Ice Spear (melee Frost, splash, higher damage)

Shadow

  • Midnight Mantle (ranged Shadow, splash)

Magic

  • Muddle (ranged Magic, both focused)
  • Amnesia (reach Magic, higher damage, both exhausted)
  • Starfall (ranged Magic, focused self, tired)

Earth

  • Sand Spray (touch Earth, blinded)
  • Thunderball (melee Earth, flinching)
  • Mudslide (melee Earth, softened, higher damage)
  • Quicksand (touch Earth, stuck, higher damage)

Water

  • Flood (ranged Water, splash)
  • Flow (melee Water, splash)
  • Venomous Tentacle (reach Water, poisoned)
  • Font (ranged Water, recovering self)

Lightning

  • Thunderclap (ranged Lightning, exhausted)
  • Battery Discharge (ranged Lightning, healing user)
  • Surge (ranged Lightning, charging self)

Heroic

  • Invictus (touch Heroic, enraged self, grabbed)
  • Beam (ranged Heroic, blinded)
  • Berserk (melee Heroic, enraged self)
  • One-Two (touch Heroic, higher damage)

Exotic techniques

These do strange things, fitting into a niche rather than being usable often.

Attacks

  • Energy Claws (melee Lightning, sniping) (melee attack that makes it harder to make melee attacks in future)
  • Kindling Flame (ranged Fire, enraged) (ranged attack that makes it harder to make ranged attacks in future)
  • Panjandrum (reliable Normal, fixed damage)
  • Sleep Bomb (reach Magic, both nodding off)
  • Blood Bond (touch Water, both lifeleech)
  • Bubble Trap (reach Magic, both grabbed)
  • Fester (reach Venom, both festering)

Special

  • Ants, Fiery, Gyser, Sylvan, Touch, Ubuntu (switch target element)
  • Gold Digger (take money from opponent)
  • Hibernate (heal, nodding off self)
  • Levitate (both sniping) (both monsters now benefit from making ranged attacks)
  • Life Surge (heal self, charged up) (heal self but at expense of empowering enemy)
  • Eyebite (fast, exhausted, slow recharge)
  • Scope (scope)
  • Clamp On (diehard self, grabbed)
  • Sudden Glow (healing user, recovering self, focused)
  • Fire Shield (flame shield self, burn)
  • Cloud Aether (switch user and target elements, new elements chosen randomly)

Powerful techniques

Lots of damage and a condition or other effect, and with shorter recharges than you would expect given their power.

Attacks

  • Firestorm (reach Fire, area, very high damage)
  • Supernova (ranged Fire, charged up, very high damage)
  • Lava (ranged Fire, area, burn both, very high damage)
  • Avalanche (ranged Earth, higher damage, splash, exhausted)
  • Surf (ranged Water, splash, very high damage)
  • Tsunami (reach Water, area, very high damage)
  • Earthquake (ranged Earth, area, very high damage)
  • Viper (reliable Venom, very high damage)
  • Electrical Storm (ranged Lightning, splash, very high damage)
  • Frostbite (reach Frost, poisoned, very high damage)
  • Snowstorm (melee Frost, splash, exhausted, very high damage)
  • Shrapnel (ranged Metal, fast, splash, very high damage)
  • All In (touch Heroic, recovering self, very high damage)
  • Give All (melee Heroic, exhausted self, very high damage)

Special

  • Refresh (heal self, recovering self)
  • Energy Field (fast, charging self, exhausted)
  • Static Field (hard shell self, exhausted)