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To get a better feel our our new powers, would be nice that once we leave the building we got 15-30min to try them out in the real CO world, not in a closed building.
After the alloted time has passed the powers are locked, if the person goes back in Power House the clock stops. If the user left the Power House again time would resume.
User would have to respec to get the alloted time back to leave the Power House to test the powers he just got.
After the alloted time has passed the powers are locked, if the person goes back in Power House the clock stops. If the user left the Power House again time would resume.
User would have to respec to get the alloted time back to leave the Power House to test the powers he just got.
# 2
08-29-2009, 03:36 PM
Simple solution to a problem bugging me.
Another solution could be making training dummies in the power house and just locking the powers once you leave the house, ofc with a warning of "your powers will be locked if you leave. Do you still want to leave?" for the guyes there trying it the first time.
Another solution could be making training dummies in the power house and just locking the powers once you leave the house, ofc with a warning of "your powers will be locked if you leave. Do you still want to leave?" for the guyes there trying it the first time.
# 3
08-29-2009, 05:17 PM
Honestly, being able to test powers outside of a properly set up powerhouse isn't necessary. Thing is, the current power house isn't properly set up. Currently, we have some training dummies, which have infinite life and don't attack or react at all to powers, and a platform or two. If they wanted to give us something that would be helpful (Plus give the impression that the power house is actually a fully functional 'danger room'-esque building.), they should add a couple of features:
1 - A suitable place to test travel powers. Something like a large room with assorted terrains would be good, like a super exaggerated obstacle course.
2 - A better way to test the effectiveness of attack powers. Currently, this consists of dummies who only show the range and general damage of a power. What would be much, much better, is a way to test all of the secondary effects of powers. There could be a number of assorted rooms, each with different, constantly respawning enemies in them, which act just like regular enemies, but give no rewards. They could even allow them to attack, so you could test the various defense, buff, and healing powers.
3 - Since allowing the training enemies to attack probably isn't a very helpful idea, maybe add a room with different types of weapons that you can command to attack you. Taking a hint from one of the earlier experiences in the tutorial quests where you tell a soldier to attack you so you can block it, make it so that you can tell each weapon to attack in X number of seconds. The different weapons could be for the different types of damages, plus different types of deuffs, holds, and immobilizes, so you can try out the powers and stats that help against those.
1 - A suitable place to test travel powers. Something like a large room with assorted terrains would be good, like a super exaggerated obstacle course.
2 - A better way to test the effectiveness of attack powers. Currently, this consists of dummies who only show the range and general damage of a power. What would be much, much better, is a way to test all of the secondary effects of powers. There could be a number of assorted rooms, each with different, constantly respawning enemies in them, which act just like regular enemies, but give no rewards. They could even allow them to attack, so you could test the various defense, buff, and healing powers.
3 - Since allowing the training enemies to attack probably isn't a very helpful idea, maybe add a room with different types of weapons that you can command to attack you. Taking a hint from one of the earlier experiences in the tutorial quests where you tell a soldier to attack you so you can block it, make it so that you can tell each weapon to attack in X number of seconds. The different weapons could be for the different types of damages, plus different types of deuffs, holds, and immobilizes, so you can try out the powers and stats that help against those.
# 4
08-29-2009, 05:20 PM
Quote:
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Originally Posted by Bobhund
Simple solution to a problem bugging me.
Another solution could be making training dummies in the power house and just locking the powers once you leave the house, ofc with a warning of "your powers will be locked if you leave. Do you still want to leave?" for the guyes there trying it the first time. |
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