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Biotic/Tech Power Suggestion: Power Penetration


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#1
Looy

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I’m sure we’ve
all heard about the way many powers are severely gimped at higher difficulties
due to everyone having armour or shields. I’m pretty sure the reasoning for giving
protected enemies immunity to powers was to stop bosses or tough enemies being
instantly disabled by biotics. However it takes most of the fun out of
powers when you can’t even use them on the weakling enemies.

 

My suggestion:

 

For the sake of clarity:
Protection = Points of Shield or Barrier Remaining+ Points of Armour Remaining.

Also, lets assume weak enemies like Vorcha or Merc Troopers have 100 max protection and
enemies like Krogan or Centurions have 400 max protection.

 

Basically, enemies should only be totally immune to powers when their protection is above
about 200 points (actual value doesn’t matter), below that mark they become
less and less immune to powers.

 

So:  

200 protection = 100% Immune = Powers have 0% affect

150 protection = 75% Immune = Powers have 25% affect

100 protection = 50% Immune = Powers have 50% affect

50 protection = 25% Immune = Powers have 75% affect

5 protection = 2.5% Immune = Powers have 97.5% affect

 

Formula version: Power Strength = 1-(Protection/200)

 

The percentage of affect applies to most of the powers stats: damage, duration,
newtons of force, radius etc and it appears below the targets Health Bars. Very
small amounts of force would just cause staggering rather than knockdown.

 

Powers that would be affected by this: Pull, Throw, Singularity, Shockwave, Cryo Blast,
Overload (only versus mechs with armour), AI Hacking.

 

This basically means that Bosses are still not going to be instantly rag dolled by
biotics, but now the weaker enemies can be tossed around straight away (though
removing shields first will give a better affect).

Modifié par Looy, 07 février 2010 - 09:27 .


#2
matt654321

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You really coulda posted this in the Adepts suggestion topic, since it's a suggestion for adepts.



Someone in that thread already brought up this idea. IMO, it would work, however I'd still only have certain powers work on certain defenses to keep the rock/paper/scissors thing going that they have on all of the other classes.

#3
SmilingMirror

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I wish there was no health bar, just an armor bar and armor was affected by throw.
that solves most of the problems in the game because enemies would teach new players to switch weapons by watching their enemies.

It also gives you a weakness to all the weapons in the game, instead of just rapid-fire.

Modifié par SmilingMirror, 07 février 2010 - 11:14 .


#4
lessthanjake9

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I think this is a good idea. The mains thing I disagree with is the idea of a power being 100% useless at ANY point and the idea that powers should lose effectiveness at a linear rate as shielding increases. I think that a power should rapidly lose its effectiveness as defenses start to exist, but the rate at which the effectiveness should be decreasing by as each extra point of shielding is put on should be going down (ie. for math people, the 2nd derivative of the function of power effectiveness in terms of shielding should be negative). The effectiveness should never hit zero, but rather just get really close.

Let me give some numerical examples:

0 Shields: 100% Power Effectiveness
5 Shields: 90.91% Power Effectiveness
25 Shields: 66.67% Power Effectiveness
50 Shields: 50% Power Effectiveness
100 Shields: 33% Power Effectiveness
150 Shields: 25% Power Effectiveness
200 Shields: 20% Power Effectiveness
250 Shields: 16.67% Power Effectiveness
300 Shields: 14.29% Power Effectiveness
350 Shields: 12.5% Power Effectiveness
400 Shields: 11.11% Power Effectiveness
1000 Shields: 4.76% Power Effectiveness
2000 Shields: 2.44% Power Effectiveness

(I used a y=(50)/(x+50) equation where the x value is protection, and the y value is power effectiveness)

This way a player REALLY gains from knowing to strip defenses away, as ANY defenses drastically decreases the effectiveness of the power. However, powers are still useful against enemies with like 100 protection, so you can still get away with throwing around protected mobs on higher difficulty levels. Lastly, these powers will always do SOMETHING. When you launch a throw, you want to see a physics effect from it. Even if its just the thing being knocked back a step, it is still cooler. Powers at like 5-15% effectiveness on bosses will not be overpowered at all. They will just do SOMETHING visible at least.

I think that is the best way to do it.

Modifié par lessthanjake9, 08 février 2010 - 08:19 .


#5
Looy

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@lessthanjake9



Thats a better idea.

#6
Looy

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...shameless bump