Some new status effect ideas

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KIRA
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Hello here are some new status effect suggestion that I thought could add more depth and variety to the game:

Confused: Confused hogs would have inverted controls (left-right, long jump-high jump, aim up-aim down). The effect would finish on that hog turn after 1 turn of being confused. If someone tries to extend the duration of the confused effect by hitting again a confused hog that hog would instead be cured from the confusion like the good old joke.
The weapon that would cause the confusion would be the hammer, this way this weapon will be a little more powerful since in my opinion its a bit weak in the current state.

Electrified: Electrified hogs would recieve a certain amount of damage every time they jump. The effect would finish after 2 turns on that hog turn. The Sinugun would cause this effect.

Paralyzed: Paralyzed hogs cant move or jump but they can aim and shoot like the hogs in the artillery gamemodes. The effect would finish after 1 turn on that paralyzed hog turn. For this effect I dont know what weapon should cause it, I thought Sniper rifle but that would twist The Specialist mode so its not the right choice, maybe a future weapon? Idk.

Sleep: Hogs who are asleep wuold be unable to act like the freezed hogs but they would regenerate hp over time. For this effect i think is needed another kind of weapon that can be used on itself or on others but these are just ideas idk.

Hedgewars Tricks
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Nice ideas! I do think that the confused effect would be neat to see for the hammer, as well as maybe something like a stun grenade which would cause the confused effect.
Come to think of it, What about items that didn't cause any damage, but were solely for these effects? Something like a sleeping dart could cause the sleep (duh) effect. Maybe hogs who aren't hit directly by a mine or dynamite but still take a little damage can also take that effect (which would make getting around mine a little more challenging). A stun grenade, cattle prod for melee electrified, or bear traps, which could be stationary traps that clamp down on a hog and cause paralysis. Idk, but effects is definitely a good idea.

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CheezeMonkey
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KIRA allegedly wrote:

Confused: Confused hogs would have inverted controls (left-right, long jump-high jump, aim up-aim down). The effect would finish on that hog turn after 1 turn of being confused. If someone tries to extend the duration of the confused effect by hitting again a confused hog that hog would instead be cured from the confusion like the good old joke.
The weapon that would cause the confusion would be the hammer, this way this weapon will be a little more powerful since in my opinion its a bit weak in the current state.

I think that's a good idea too.

Not sure about the others though, especially sleep. Being frozen is already pretty annoying usually -- though it might be alright if hogs wake up as soon as they take damage.

Wuzzy
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I don't really like the idea of the confused state. It's just annoying but doesn't really affect the strategy of the game. Any semi-skilled player should be able to bypass it by thinking reverse. And what about bots? We could fake them being confused and walking in the wrong direction sometimes, but overall this just seems very awkward. I wouldn't like to have that confused effect in the game, ever.

Electrified: Not sure about that. Sine gun still seems powerful, given that it can hit multiple hogs and burns through terrain.

Sleep is too similar to frozen IMO.

Paralyzed: This effect (kinda) actually exists internally and is known as “heArtillery”, preventing hogs to walk. First, it's activated by the artillery mode (obviously) but it's also activated temporarily for your hog when you activate the sniper rifle (you can't walk between shots).

But the difference is that in the current state, hogs can still do “fake jumps”, i.e. you can only jump vertically. These fake jumps are useful to get out of a pile of hogs. But there's no weapon that enables this effect for enemies. I think using a sniper bullet for that is way too OP, given that sniper damage can go very high. But maybe a different weapon. Maybe hammer? I don't know.

Using a weapon to immobilize enemies would give interesting strategic changes, however. But this would also beg the question on whether it should be possible to reverse this effect as well. The biggest question is on how to trigger this effect in a way that doesn't screw up the game.

Overall, I am not too happy with any of the ideas. The paralyzed idea is the one that makes the most sense to me, but as its presented now, it's just not really fleshed-out.

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KIRA
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Thank you for the replies. Wuzzy is probably right. Nevermind

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