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       #Post#: 9688--------------------------------------------------
       Re: Abilities
       By: bpayne00 Date: November 2, 2013, 5:13 pm
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       that's true. I think because of that we should have them be
       plant or grass types (yes you're right QM some were both plant
       and toxic. I can see one plain as day but don't remember the
       name lol)
       #Post#: 9692--------------------------------------------------
       Re: Abilities
       By: QueenMuser Date: November 2, 2013, 5:40 pm
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       Ok... And for metal element, two new families:
       Battlefield
       ULTIMATE: Killshot (only 10% probability to hit the enemy, but
       when hits, OHKO)
       THIRD TIER: Counter Attack (enemy's attack or ability will have
       the damage of 20% returned); Fierce Blade (high damage)
       SECOND TIER: Sharpen (permanently increases attack and energy);
       Wounding Strike (medium damage, enemy loses hp every turn for
       three turns)
       FIRST TIER: Inox (esper's resistance momentanealy increased);
       Clash (low damage)
       Alkaline
       ULTIMATE: Potassium Bomb (huge damage, enemy loses hp every turn
       for five turns)
       THIRD TIER: Platinum Immunity (permanently increases esper's
       defence and resistance); Sodium Hydrossid (high damage)
       SECOND TIER: Ductility (permanently increases esper's accuracy);
       Litium Conductor (medium damage, steals one energy point from
       enemy)
       FIRST TIER: Malleability (momentanealy increases esper's speed);
       Magnet Strike (low damage)
       Emperiorz, at this point that esper drew by Dugoneon, called
       Magnetar, could have at least the Metal element with the
       Alkaline tree...
       #Post#: 9750--------------------------------------------------
       Re: Abilities
       By: Emperiorz Date: November 3, 2013, 6:08 am
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       I like the battlefield tree :) (a lot) So now we have two metal
       trees (mech and battlefield), which is the right number for an
       element. It could use some minor adjustments, but otherwise it's
       fine.
       But as for the alkaline tree... it reminds me too much of
       chemistry. I mean, it's nice... but it wouldn't really make
       sense. It would be like the plant element having a biology tree
       with "microscope" and "dissect". No, I'm not trying to ruin your
       hard work, but I just don't think it would work very well. :-\
       Magnetar can be metal/electric ;) ability trees still to be
       decided.
       #Post#: 9752--------------------------------------------------
       Re: Abilities
       By: QueenMuser Date: November 3, 2013, 7:52 am
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       But the alkine are METALS in the periodic table (Litium, Sodium
       and Potassium are metals, and I played with the properties of
       the metals in the periodic table)
       #Post#: 9753--------------------------------------------------
       Re: Abilities
       By: Emperiorz Date: November 3, 2013, 7:55 am
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       [quote author=QueenMuser link=topic=144.msg9752#msg9752
       date=1383486720]
       But the alkine are METALS in the periodic table (Litium, Sodium
       and Potassium are metals, and I played with the properties of
       the metals in the periodic table)
       [/quote]
       I know. But this is a mechanical element, not a chemical
       element. As much as I like chemistry, a chemistry ability tree
       would not work. ;)
       #Post#: 9756--------------------------------------------------
       Re: Abilities
       By: QueenMuser Date: November 3, 2013, 9:33 am
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       Then it's perfect or for toxic (hydrossids made by alkalines are
       extremely CORROSIVE), or for PHYSICAL (Platinum Immunity,
       Malleability and Ductility remind me also physical properties of
       the body). Maybe the Alkaline tree is perfect for Espers with
       physical-toxic element ;)
       #Post#: 9757--------------------------------------------------
       Re: Abilities
       By: Emperiorz Date: November 3, 2013, 9:43 am
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       A chemistry ability would not work for any element :-\
       Hydroxides catch on fire when in contact with water, but that
       doesn't mean that the fire or water element should have a
       chemistry ability tree. All things are connected, but not so
       many are connected well. Auramon and inorganic chemistry just
       don't integrate with each other in my opinion. Most auramon
       players wouldn't be interested in chemistry, or are too young
       too understand much of it. Pokemon, geomon, digimon, and weamon
       don't have chemistry-based abilities for a reason. ;)
       #Post#: 9758--------------------------------------------------
       Re: Abilities
       By: Emperiorz Date: November 3, 2013, 9:47 am
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       However, your battle/battlefield ability tree is fine. Auramon
       is about catching espers and battling with them, so it fits the
       theme perfectly, unlike chemistry :D
       #Post#: 9759--------------------------------------------------
       Re: Abilities
       By: QueenMuser Date: November 3, 2013, 9:50 am
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       Well, it's just a way to oblige American people to have a wider
       culture! AHAHAHAHA ;D And for me all sciences are culture. If
       people want to grow with videogames, they should enhance also
       their INTELLIGENCE with videogames, so I'm just giving an
       opportunity, but do whatever you want...
       #Post#: 9769--------------------------------------------------
       Re: Abilities
       By: Emperiorz Date: November 3, 2013, 10:25 am
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       I think that's a good idea, but I don't think they would learn
       much from those abilities, other than that chemistry exists. :P
       But the main problem is that many of them don't actually want to
       learn, especially in a game, and our players probably wouldn't
       like us forcing them to. :)
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