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Re: Creative player ideas for in-game items, zones, etc.

Posted: Fri Aug 14, 2009 7:07 pm
by Carygon Nijax
sidekick

the hat and bowler man
Image

makes enemies miss
+ chips
make sfunny jokes that makes you heal a lil'... you know.. because laugh is the best medicine

Re: Creative player ideas for in-game items, zones, etc.

Posted: Fri Aug 14, 2009 8:00 pm
by Cristiona
This is supposed to be for serious suggestions, not image-based jokes.

Re: Creative player ideas for in-game items, zones, etc.

Posted: Sat Aug 15, 2009 12:26 am
by Carygon Nijax
Doc Igor wrote:flak helmet + flashlight = miner's helmet [insert minor joke]

+4% items (or 3%... sorta a mirror of sticky gloves, only in a different equipment slot.)
You know... I wrote this one on the recipe contest.. and it not even got a mention.. so.. I think it is a bad Idea...

Re: Creative player ideas for in-game items, zones, etc.

Posted: Sat Aug 15, 2009 1:43 pm
by Carygon Nijax
Cristiona wrote:This is supposed to be for serious suggestions, not image-based jokes.
If I0m not wrong.. sidekicks have their own image.. right?

Re: Creative player ideas for in-game items, zones, etc.

Posted: Sat Aug 15, 2009 1:59 pm
by Muhandes
I actually like some of the image ideas. An area based on Chuck Norris vs. Jean-Claude Van Damme vs. Arnold Schwarzenegger, complete with typical items.

Re: Creative player ideas for in-game items, zones, etc.

Posted: Sat Aug 15, 2009 3:34 pm
by Satan
You forgot Mr. Rogers.

Re: Creative player ideas for in-game items, zones, etc.

Posted: Sun Aug 16, 2009 7:51 am
by Satan
Mr. Rogers' brain goes on to become Mother Brain, in the year 5000.

Re: Creative player ideas for in-game items, zones, etc.

Posted: Mon Aug 17, 2009 7:46 am
by Strlikecrazy
Demimo Ore

Obtained through metalmorphing

Desc: Wow, for something old, it's retaining alot of Heat. It seem's to have a magnetic field, attracting younger members of the opposite sex.

:D

Re: Creative player ideas for in-game items, zones, etc.

Posted: Mon Aug 17, 2009 7:48 am
by Ryme
Strlikecrazy wrote:Demimo Ore

Desc: Wow, for something old, it's retaining alot of Heat. It seem's to have a magnetic field, attracting younger members of the opposite sex.
Quite funny; but I probably won't go there.

Re: Creative player ideas for in-game items, zones, etc.

Posted: Mon Aug 17, 2009 7:55 am
by Strlikecrazy
Ryme wrote:
Strlikecrazy wrote:Demimo Ore

Desc: Wow, for something old, it's retaining alot of Heat. It seem's to have a magnetic field, attracting younger members of the opposite sex.
Quite funny; but I probably won't go there.
Ahh, you don't have to use the description. And that is the best item I've thought of :P

Re: Creative player ideas for in-game items, zones, etc.

Posted: Tue Aug 18, 2009 10:29 pm
by Carygon Nijax
nah.. badge are stuff earned for spending time doing some task...kind of an "honor" thing... ectra bonuses would simmply screw everything up

Re: Creative player ideas for in-game items, zones, etc.

Posted: Wed Aug 19, 2009 12:34 am
by Cristiona
You're right.

"Talk About an Old Timer" should be +100% XP, meanwhile, "I Have A Bridge To Sell You" should be +100% chips...

Re: Creative player ideas for in-game items, zones, etc.

Posted: Wed Aug 19, 2009 12:56 am
by Carygon Nijax
well.. now that you mention it. I thought the Joltin' joe sombrero badge was going to give me more strength

Re: Creative player ideas for in-game items, zones, etc.

Posted: Wed Aug 19, 2009 12:57 am
by Cristiona
It's perfectly balanced, considering it's giving an in-game bonus to things that were never designed to have in-game bonuses, and, indeed, designed specifically to not give in-game bonuses.

Re: Creative player ideas for in-game items, zones, etc.

Posted: Wed Aug 19, 2009 4:21 am
by Satan
I liek unlockables. Blink's right, though. Alot of single-player games do have unlockables for various achievements, because there's no harm in letting you make the game easier for yourself. That doesn't mean it can't still be used in multi-player like TH, it'd just have to be toned down a bit. Like maybe +1% chips (or maybe a flat value) instead of 100% for the bridge thing, or 5 xp a battle for the bridge thing. It's not gamebreaking and has very little effect. That said, it's not really necessary either.

Re: Creative player ideas for in-game items, zones, etc.

Posted: Wed Aug 19, 2009 6:34 am
by Ryme
Badges that do something have been suggested. I've been mostly resistant, as I see them as their own reward. About the only "fair" option I could consider is giving a slight boost to one attribute (offense, defense, etc.) if you've got more than X badges, where X is a large number but small enough that even new players could get it within 6 months, if they were so inclined.

Re: Creative player ideas for in-game items, zones, etc.

Posted: Thu Aug 20, 2009 1:34 pm
by Carygon Nijax
a random-short-effect abnormal status

when you start your hero day

extra hours

like the name says.. you've been working 'til quite late... this might mean not less time for fighting crime.. but less efectiveness doin' it

-exp
-iniciative
+ damage recieved -I mean... less defense-

since this is not quite a nice effect. I was thinking about removing this by resting several turns.. or using an sleeping draught...

Yeah.. I kniw.. this stuff ain't good at all for any heroe... but.. it will give the character's secret identity a bit more influence on the patrolling.. more like real life...well, not real life... but... unreal-real life

Re: Creative player ideas for in-game items, zones, etc.

Posted: Sat Aug 22, 2009 7:53 pm
by Cristiona
Blink wrote:How about a talisman IotM?
Not likely.