Author Topic: FusionFall Legacy Concept: Guide Skills  (Read 237 times)

Frizy

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FusionFall Legacy Concept: Guide Skills
« on: April 01, 2019, 03:02:02 AM »
     Hey everyone! I’m back with a game changer idea. I thought to myself, what if we had skills in FFL? How could it change the combat and other things? So, I thought it was a great idea and I tried to implement this new mechanic to the FF Universe. I tried to fit the system into the Universe without breaking the core gameplay (Nanos and weapons etc.)

So how will it work? Let me explain here:

Skill points (SP): You can get 2 skill points every 4 Level starting from level 8. Why did I start it from level 8? Because new players will have time to understand the core elements of the game until this level before unlocking a new mechanic.

Here are the levels you can get SP:

8-12-16-20-24-28-32-36-40-(it can expand with new levels that will come with FFL)

Guide Skills: The skills you will get trough out the game will be determined by your Guide selection. Each guide will have unique skills that you can unlock and upgrade. You cannot unlock other guide’s skills if you have a guide selected.

(WORK IN PROGRESS, I will update this thread when I get new ideas for skills, or even you can give me an idea!)


Here are the Guide Skills:

-DEXTER:

- Turret: Made by Dexter himself to help you fight those evil monsters! (ACTIVE SKILL)
Cooldown (CD): 4 minutes
Duration: 15 Seconds
SP Required to unlock: 2 SP
Turret upgrades: Damage (%10) - 1SP, Health (%10) – 1 SP, Duration (+10 seconds)  – 1SP, Fire Rate %10) – 1SP
Bonus: When fully upgraded your turret gets %5 extra Damage and Health increase!

- Barrier: Get yourself a defensive barrier to reduce your enemies attacks for a short duration! (ACTIVE SKILL)
Cooldown (CD): 3 minutes
Duration: 5 Seconds
SP Required to unlock: 2 SP

- Weapon Damage Increase: Thanks to Dexter, you can upgrade your weapons to deal more damage! (PASSIVE SKILL)
Increase Value (Base): %5
SP Required to unlock: 1 SP
Upgrades: Level 2: %10 – 1 SP, Level 3: %15 – 1 SP

- Vehicle Boost: Dexter’s new invention make your car go faster! (PASSIVE SKILL)
Increase in speed: %10
SP Required to unlock: 1 SP


- EXP Boost: You can get more EXP out of monsters and missions! (possibly dungeons or raids if there will be those) (PASSIVE SKILL)
Increased EXP: %5 more EXP
SP Required to unlock: 1 SP
Upgrade: %10 – 1 SP

- Inventory Upgrade: Lets you carry more items! (PASSIVE SKILL)
Increase in space (Base): 2 slots
SP Required to unlock: 1 SP
Upgrade: Level 2: 2 more slots – 1 SP, Level 3: 1 more slot – 1 SP

- Nano Upgrade: This new tech makes your nanos even more powerful! (PASSIVE SKILL)
All Effects: %5 Improvement
SP Required to unlock: 2 SP
Upgrade: %10 – 1 SP

-EDD:
 
- Cannon Turret: Edd’s newest invention! This little machine launches little bombs that can damage an area! (ACTIVE SKILL)
Cooldown (CD): 4 minutes
Duration: 20 Seconds
SP Required to unlock: 2 SP
Turret upgrades: Damage (%10) - 1SP, Health (%10) – 1 SP, Impact Area Increase (4 Radius?)  – 1SP, Fire Rate (%10) – 1SP
Bonus: When fully upgraded your turret gets %5 extra Fire Rate and Health increase!

- Health Bonus: You can get permanent bonus health thanks to Jawbreakers! (PASSIVE SKILL)
Increase in health (Base): %5
SP Required to unlock: 1 SP
Upgrades: Level 2: %10 – 1 SP, Level 3: %15 – 1 SP

- Taros Boost: You can get more Taros out of monsters and missions thanks to Eddy! (possibly dungeons or raids if there will be those) (PASSIVE SKILL)
Increased Taros: %5 more Taros
SP Required to unlock: 1 SP
Upgrade: %10 – 1 SP


- MOJO JOJO:

- Confusion Ray: This piece of tech makes your enemies go crazy and attack their own kind for a short duration! (ACTIVE SKILL)
Cooldown (CD): 4 minutes
Duration: 10 Seconds
SP Required to unlock: 2 SP
Upgrade: Duration (+10 seconds)

- Monkey Skyway Price Reduction: Since Mojo is your guide, you get a certain amount of reduction in cost when you use Skyway! (PASSIVE SKILL)
Decrease in price: %10
SP Required to unlock: 1 SP

-BEN 10

- Ally Alien: You can spawn an ally alien to help your fight the evil thanks to Ben! (ACTIVE SKILL)
Cooldown (CD): 4 minutes
Duration: 20 Seconds
SP Required to unlock: 2 SP
Ally upgrades: Ally Damage (%10) - 1SP, Ally Health (%10) – 1SP, Duration (+5 seconds) – 1SP
Bonus: When fully upgraded your ally gets %5 extra Damage and Health increase!


I will be updating with even more skills when I get an idea, or even with your ideas! If this can be implemented, I can draw some rough sketches about the skills, how will they look etc. I worked so hard for this thread and I hope we will see a new mechanic like this in FFL! Thanks for reading my new idea. Don’t forget to write your own ideas and thoughts about this!
« Last Edit: April 01, 2019, 04:35:23 AM by Frizy »

carsonpicak14

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Re: FusionFall Legacy Concept: Guide Skills
« Reply #1 on: April 01, 2019, 02:51:29 PM »
These seem a bit pointless to me because our skills are our nanos, why create more? (Yes I see how the skills that you suggested are different but actually, they are just the same with different names. )

Frizy

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Re: FusionFall Legacy Concept: Guide Skills
« Reply #2 on: April 01, 2019, 03:06:40 PM »
These seem a bit pointless to me because our skills are our nanos, why create more? (Yes I see how the skills that you suggested are different but actually, they are just the same with different names. )

Only the Exp and Taros Skills are the same with nanos, other skills are nonexisting. I can't see how they are same but with different names (Especially Turret, Cannon Skills and Ally Alien skills) Nanos have powers, not skills. These can be acquired because of your Guide. Like I said, I tried to make these as fitting as possible without effecting the core gameplay elements like Nanos etc. But thanks for the feedback!
« Last Edit: April 02, 2019, 01:22:23 AM by Frizy »

PeppermintDaniel

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Re: FusionFall Legacy Concept: Guide Skills
« Reply #3 on: April 05, 2019, 05:52:13 AM »
I gotta agree with carsonpicak14. I don't see why these couldn't just be Nano skills. I don't think this traditional RPG skill point system fits FusionFall in the first place. FusionFall was always different in this aspect and I'd be very sad if that'd change.

I think certain passives could be implemented onto items; specifically, guide items, which would stay true to the original game by not adding unnecessary skill point systems.

Frizy

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Re: FusionFall Legacy Concept: Guide Skills
« Reply #4 on: April 05, 2019, 09:02:02 AM »
I'm locking the thread for lacking support.
« Last Edit: April 05, 2019, 09:04:23 AM by Frizy »

 

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