Author Topic: Origin and AT Specific Temp Powers  (Read 2700 times)

Joshex

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Origin and AT Specific Temp Powers
« on: October 01, 2021, 07:16:32 pm »
We have Dual and Single Origin enhancements, as well as ATOs.

Why not Origin Specific Temp Powers?

Why not Archetype Specific Temp Powers?

They could even be pseudo-enhanced.

How would it work?

We have different types of salvage which can be classed as Magic (Arcane), Tech (Tech), Natural (Think, Iron, Gold, natural materials), Mutant (regenerating flesh, mutated genome etc.) and Science (Simple Chemical, Mathematic Formula, Scientific law etc.)

we could further classify them by effect:
Regen
Recovery
Smashing damage, lethal damage, Fire damage, Energy Damage, Psionic Damage etc.
Defense
Resist
Etc.

Then Let players "make recipes" by choosing components to fill the temp power's abilities

In Example:
PBAoE Damage:
Select an appropriate salvage to represent Damage type
Select an appropriate salvage to represent Form (what does it look like?)
Select an appropriate salvage to represent any Effect (Optional: Hold, Stun, Mez, Confuse, Immob, Sleep Etc.)
Select an appropriate salvage to represent Activation Type (Click, Auto, Toggle etc.)
Select an appropriate salvage to represent the Functionality (Think power sources and how those power sources are delivered)
Inf Crafting Cost (based on materials used and how likely it is to actually work)

Chance for failure.


Success = you are granted a Temp Power specific to your Origin and/or AT that has limited time or number of uses.

You can refill the timer and uses by feeding it inf and salvage at any crafting table. (Different from most normal Temp Powers which can only be crafted again once they run out)

And once at max uses Feeding it salvage and inf of one of the types used to craft it has a chance to enhance that aspect of the power. In example feeding it the salvage you denoted for damage type will have a chance to increase the damage output.

Best part?

The types of temp powers you can make will depend on your AT and Origin. so a tank making a blasting power might be possible but the accuracy and damage will be awful compared to if a ranged AT crafted a similar power.

Edit:  Crafting a power different than your AT allows or substantially different from whats in your powersets (type and damage type etc.), has a higher chance of failure to craft initially, and a high chance of failure to refill the uses/timer.

Origin of the power could determine if it has any possible "Super Effectiveness" against specific enemy groups or if a buff it could grant different origins special protection from a specific enemy group while boosting Same Origin ATs with some additional team bonus.


Edit:Consider AT Specific Temp Powers and Origin Specific Temp Powers as:

ATTP: After living with your Powers for a while, and after having suitable practice with inventions (Min level 15-20) you are able to make some informed ideas about what sorts of things you could craft to make Powers suitable to have some ability to shore up your weaknesses and bolden your strengths.

OTP: After studying a lot about how you got your powers and why they work, and after having suitable practice with inventions, you are able to make some informed opinions about how to expand your arsenal via crafting.
« Last Edit: October 10, 2021, 05:14:27 pm by Joshex »

BradleyIFV

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Re: Origin and AT Specific Temp Powers
« Reply #1 on: October 05, 2021, 10:47:26 am »
Not sure about the "just keep pumping inf and salvage into it" aspect - I would think that the "costs" of having to periodically re-craft the power and having it run out of charges mid-mission would be part of the balancing. Those costs would still be there even for Incarnate characters, while even substantial inf and salvage costs could easily be pittances. As a compromise, I could see being able to craft longer lasting/more charges versions for premium increases (e.g., a x2 length/number version costs x4 of the basic version, a x3 version costs x9).

How many of these temp powers could any given character have simultaneously?

Would AT-specific powers be more like Ancillary or Patron PPs, where the powers tend to expand the options for a character, rather than reinforcing existing abilities?

Joshex

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Re: Origin and AT Specific Temp Powers
« Reply #2 on: October 07, 2021, 04:10:33 pm »
This idea is largely being just thrown out here, as for specifics, I did not come up with any.

I would imagine AT specific temp (ATTP) would be akin to a Inherent Booster (adding some additional ability to your inherent power), where Origin specific temp powers (OTP) powers would expand options like Ancillary powers. (edit)

Both could add some combinations of armor or attacks, where ATTP options would be few and limited, and OTP would be a bit more diverse. And ATTP armor for example will differ in Damage type or buff based on origin, making Origin actually mean something more vivid in gameplay. (Edit 10/16 switich around to match previous edit.)

I'm also thinking travel powers. Like Mutant_flight, Magic_Flight etc.

The goal in cost and refueling would be that realistically a player COULD with careful consideration almost always refuel the power before it runs out so long as they play casually and often and use it moderately.

as for how many, these powers may have a high use cap. but players would only be able to get one of each respective ones which are suitable for their toons. As in a Magic Origin cannot craft a Science origin Temp Power Crafting condition Origin: Science - not met, same with ATTP, a Tanker cannot craft a Blaster Temp Power, Crafting condition Archetype: Blaster - Not met.

at least this is more specifics about what I intended, thanks for the good questions!

Also in the end this is all up to the devs, so Muon may have some more informed Ideas.

I would also propose that such Temp Power recipes may be [Red Recipes: Above orange below purple in rarity] simply because we have the possibility of a red conned recipe but they are not in use (there are none). if it is a drop, there may be a possibility that a toon can memorize these as well and get a badge or 2 for memorizing all of the valid ones for their Origin and AT respectively (as well as making it easier to recharge them).
« Last Edit: October 16, 2021, 03:07:56 pm by Joshex »