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1 Bushiden 2 Sir Shellalot - Awesomenauts

1 Bushiden 2 Sir Shellalot - Awesomenauts

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Movement<br />

Primary Skill Fire<br />

Secondary Skill Ice<br />

Quick movement and jumping speed to take advantage of the monkish playstyle.<br />

Smaller jumps that can be used more often, but double-tapping gives<br />

higher jump. Maybe if Wintrova is near an obstacle/wall, jumping and<br />

connecting with the wall allows her to briefly stick to the wall, whether to allow<br />

for another jump or a brief respite from enemies.<br />

Harness the power of fire. This is like a character state rather than a specific<br />

power and the player chooses what aspects of fire they want to have when<br />

activated. They choose the aspects before entering into the game, just as<br />

everyone else does, but instead of a generic +2 damage to base attack, it<br />

would be more akin to you choose a specific power within the realm of fire<br />

you want. For example:<br />

-Fire Fists: Punching someone applies a small DoT of fire damage.<br />

-Flame Dash: Double tapping in a direction propels you in that direction using<br />

the rocket power of fire.<br />

-Heat Shield: Being attacked causes the enemy to take fire damage.<br />

-Etc.<br />

So, a person in Fire would retain all the normal movement and attack abilities<br />

of their unaltered state unless they choose before the game which three<br />

buffed abilities they wanted. I pictured this state as more of the damage<br />

dealer state.<br />

So, I'm not sure if you guys would prefer to grant Wintrova certain traits<br />

simply by being in Fire state and just have the player choose which traits they<br />

want buffed further in that game, or follow my first suggestion. I think either<br />

would be cool simply because Wintrova would be such a unique character<br />

already (character states instead of the usual two powers and then buff<br />

them), so it would be up to you to decide what would make a more fun and<br />

balanced character that fits your criteria.<br />

I also realize that Wintrova would not be able to start out in either of the<br />

states because she has yet to purchase them from the in-game store, so the<br />

Normal state is a tricky area. Maybe there would be some timer on how long<br />

Wintrova could be in a certain state before reverting back to her normal state<br />

with a cooldown attached, or something akin to that. Without making the<br />

character too un-Awesomenautic and complicated (unless you feel that this<br />

would be a good route to go down) by making it so the more Fire attacks<br />

Wintrova performs, the amount of power in her Ice bar builds so that the key<br />

to mastering her is optimizing when to switch states and being on top of the<br />

cooldown timers, or anything else, I'm not sure exactly how to deal with the<br />

normal state mechanic.<br />

Same idea as fire: character state harnessing the power of ice. For example:<br />

-Frost Trail: Each jump produces a small blizzard in Wintrova's wake, slowing<br />

enemies who walk through it and dissipating violently (i.e. damage) after a<br />

few moments.<br />

-Ice Block: Shifting briefly surrounds Wintrova in ice, creating an obstacle for<br />

enemies and protecting her from damage.<br />

-Etc.<br />

I imagined the Ice state being more of a melee support class, slowing<br />

enemies rather than doing great amounts of damage.<br />

Designed by BaronVonLippe<br />

Err:502

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