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| Sig Effect Suggestion Thread; Wanna add it? Ask here! | |
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| Tweet Topic Started: Oct 9 2007, 09:53 PM (3,899 Views) | |
| Zolem | Nov 14 2007, 01:46 PM Post #41 |
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Normal Navi
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MB system? |
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| Nalerenn | Nov 14 2007, 02:11 PM Post #42 |
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The new Matt Cage, ready for action!
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I'm thinking of creating a sig around this, but this effect'll have to be balanced and checked first... Last Stand - Can be used at 0 HP and ONLY at 0 HP. If more points are put into a SigAttack with this effect, it can only be damage or similar effects (ie, Poison, Break, etc) All Over - This ability can only be tagged on to the 'Last Stand' signature. After using their Last Stand SigAttack, the Navi is lost forever. If the post would have sprung a Rage Mode check, the roll automatically succeeds and the Navi automatically EJOs. However, this sig is now rendered unusable and points spent in it DO NOT return to be re-spent. Also, the signature cannot be re-registered AT ALL. |
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| Zanallen | Nov 14 2007, 06:06 PM Post #43 |
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Unregistered
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Ignore it for now as it won't be for a long time if it happens at all. I'm sure if something does get finalized, it'll be taken up with the general populace. Anyway, Shury....A Self-Hold? As in, your Navi cannot DODGE, or cannot move at all? Just wondering as the second definition would imply all sorts of nerf effects... |
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| Harbin | Nov 14 2007, 07:59 PM Post #44 |
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"All of it, on double zero."
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It would break the system so bad it would make people cry. :'D |
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| Nalerenn | Nov 14 2007, 10:01 PM Post #45 |
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The new Matt Cage, ready for action!
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Oh, whoops. I meant to point out that Last Stand affects the USER, not the target. |
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| Harbin | Nov 14 2007, 10:35 PM Post #46 |
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"All of it, on double zero."
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I don't see how that makes it any less powerful. Zombify, and Poison last stand attack. Or, However, "this sig is now rendered unusable and points spent in it DO NOT return to be re-spent. Also, the signature cannot be re-registered AT ALL. " You know how troublesome that'd be for everyone involved? ;;>> Say NavimanA uses his last stand all ove- Wait, HOW does this work? ... |
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| Nalerenn | Nov 14 2007, 10:42 PM Post #47 |
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The new Matt Cage, ready for action!
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Okay, here's how I see it... NaviA has just been reduced to 0HP. He has a Last Stand attack which deals 50HP damage, which he chooses to use at that point. So, he shoots the enemy for 50 damage and EJOs. However, if he has All Over tagged to Last Stand, he goes boom, deals 50 damage and then there comes a question. Could his post have made a Rage Mode roll? If so, he EJOs and his cap is reduced by however many points he had in this Sig. If not, boom. Game Over screen appears and he's back to Registration. |
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| Demonstar | Nov 14 2007, 10:57 PM Post #48 |
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Sig-Killing Teddy
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Nah, the point of a RPG isn't to have kamikaze characters. We're not ALL Prinnies, here. XD |
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| Nalerenn | Nov 15 2007, 12:16 AM Post #49 |
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The new Matt Cage, ready for action!
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Actually, I think the point of an RPG is to play a role. In this case, it'd be playing the role of a character you design. Plus, people seem to misunderstand. It's not a sig that puts you at 0 HP, it's one you use at 0 HP. |
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| P.A. Master | Nov 15 2007, 02:37 AM Post #50 |
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Lightning Incarnate
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Yes but that second one just seems way too kamikaze. Plus, rage mode is, like, uber-rare. |
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| Kemix1006 | Nov 15 2007, 04:07 PM Post #51 |
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Fuck you, my cheese, I'm no dumb rat!
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I'd kill the system so hard it would make even hitler cry. |
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| SpaceMonkeySteve | Nov 15 2007, 05:27 PM Post #52 |
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Terrestrial Loser
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Iduno, Last Stand seems kind of cool. Not very useful, unless you're team battling, and even then it won't help you much, just your allies. All Over just has way too many problems attached to it. |
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| Zolem | Nov 16 2007, 04:32 AM Post #53 |
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Normal Navi
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I like the Last Stand Idea, it realy is useful as a suport for team battles, but the All Over just seems like a mega-rabid-crotch-attacking-weasle pain. Laast stand is a good idea in my book as a nerf that enables you to aid your allies if you get taken out (which is very likly in major boss battles with things like Cyber Beasts) with one final push. All Out is a no-go in my book though. |
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| Niax | Apr 24 2008, 06:55 PM Post #54 |
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I am NOT a morning person!
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last stand should be restriced, you don't want a final action to be a self rez or huge heal... anyways, here are some new things I thought up...
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| RoboTek | May 8 2008, 08:05 PM Post #55 |
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Heel Navi
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Sig Nerf Ideas: Point cost/gain not listed, but levels are Inaccurate Shot (X per level reduced) This signature attack is more inaccurate by another level each time this is taken. Stackable High Recoil (X per level per turn reduced) All attacks are reduced by a level of accuracy for a turn for each time this is taken. Healing Lock (X per turn) The Navi is unable to be healed or use heal another for any purpose for a turn each time this is taken. Combat Lock (X per turn) The Navi is unable to Attack (Any action that would deal damage) for a turn each time this is taken Dodge Lock (X per turn) The Navi is unable to use the dodge action for a turn each time this is taken. Self Afflicting The Navi is afflicted by a status effect when this sig is used Subtype Negation (X per turn) The navi is unable to use its subtype abilities Sig effect: Ability to choose between Nerfs, 10 Points per selectable nerf, always counts as only the weakest possible choice. |
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| Phoenix | May 9 2008, 12:01 AM Post #56 |
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Unregistered
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These are actually pretty cool. |
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| commondragon | May 9 2008, 12:55 PM Post #57 |
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I just dont feel like RPing, blank it...
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Actually, that can also be combined to: Channeling time (X per max action) Navi must concentrate and use actions up to keep the effect going, sacrificing actions. Being attacked or to stop channeling will end the signature attack. All canceled channeling times due to damage are considered dodge actions |
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| Von Dare | May 9 2008, 05:35 PM Post #58 |
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The Guy Who's Gone Awry
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So, with that, someone could hide behind something and channel a heal sig? |
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| Knight | May 9 2008, 08:03 PM Post #59 |
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The White Void
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Yes, but that is the point on all drawbacks. "Buster lock? So I can just not use buster and use this?" Anyway, channeling would fall into the category of "variable" sig attacks, where you have to decide how many of the nerf you apply on the spot (for equally increased results ofc)... It is one of the things we are working on. ^_^ |
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| Niax | May 9 2008, 09:19 PM Post #60 |
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I am NOT a morning person!
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not neccisarily, you could have the channeling for a max amount of time(which you pay for the max time allowed), taking up one action for each turn bought, then when you get stunned or take a hit it cancels out... I had a simmiler idea with 'approching darkness', on chaos net. it'd prolong effects based on rp. |
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