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Some ideas for psionics
4saken
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It seems there was a discussion thread on Psionics but I can't seem to find it. Anyway, I'm geeking out Monster right now so I had a bunch of ideas fly into my head. I figured I would post them before I got back to my "normal" self...

Psi Major Powers:

1) Main Powers:

Linked to a spec. The way play balance of a major power is that you can usually pull it off once per game and you can attempt to do it more than once but this might give you the splitting migraine. Once per game makes the powers useful, cool, and effective, but does not cause a great imbalance IMO. It also alleviates the "all it does is make me go unconscious" thing.

As for multiple attempts simply assign a % to succeed with each attempt. If you succeed, it works and you can try again. If not, it fails, you take concussion damage, and you cannot try again. A sample percentage for a power might be 100% for the first attempt, 60% for the second, then 40% and on down to 20% if you feel lucky. This could be done per power (if you have more than one) or per game, so that if you have, say, 3 powers, you can choose one of them to use safely that battle rather than use all three once safely.

Very powerful powers might have less than 100% chance for the first attempt. Powers that are sustained (and secondary minor powers that every psi gets) might also have a "drain".

2) Link Aurora weather to psi

Because, hey, this is DW and that would be cool. Colors and intensity might affect your chance to do a power more than once, it's drain overall, or it's effectiveness. Some game areas or individual maps might have more or less base exposure as well. For instance, FL maps might have more.

3) Custom Psi Concussion messages

Just in case this isnt already in the works instead of generic "minor concussion" etc we can "splitting headache", "has a dizzy spell", "nauseous" , "vomits uncontrollably", "starts bleeding from the eyes", etc.


Ok these are just some ideas before I forget. I had more but I already forgot them. :[  And I'm supposed to be working right now. My computer shouldn't even be on.

Back to reality, catch you guys later.
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vet combatL1 wv1,0,0

Posted Dec 23, 2009, 3:51 pm
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4saken said:
2) Link Aurora weather to psi

Because, hey, this is DW and that would be cool. Colors and intensity might affect your chance to do a power more than once, it's drain overall, or it's effectiveness. Some game areas or individual maps might have more or less base exposure as well. For instance, FL maps might have more.


Yea and what about having PSI train in only scouts during the Auroras?

Quote:
3) Custom Psi Concussion messages

Just in case this isnt already in the works instead of generic "minor concussion" etc we can "splitting headache", "has a dizzy spell", "nauseous" , "vomits uncontrollably", "starts bleeding from the eyes", etc.


Yes seconded!
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Posted Dec 27, 2009, 10:18 am
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I wish Psi users to be uber badass characters everyone wants. However its done is cool.
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vet wv0,2,0

Posted Dec 28, 2009, 10:34 am
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Right now... they are wimps :rolleyes:
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Posted Dec 28, 2009, 11:05 am
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I've pinned this, we need a suggestions thread for psi. Thanks...
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Posted Dec 28, 2009, 12:52 pm
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Well, since these are only suggestions, let's go crazy:

The ability to convince an enemy ganger to step out of his moving vehicle? Perhaps it could work like 'reload in motion' where a psionic character can convince another ganger to do this at varying speeds depending on the level of the spec?

I suppose I should add I see psionics working much in the same way other specs work: hit 50 in psionics, get a skill - hit 100, get another skill or perfect the one already chosen at 50, etc...
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vet combatL1 wv cont0,5,0

Posted Dec 28, 2009, 8:28 pm
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Certain high powered abilities should be limited to non PvP events.

Just nipping the resulting 10 page forum war in the bud...
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Posted Dec 28, 2009, 8:49 pm
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Joel Autobaun said:
Certain high powered abilities should be limited to non PvP events.


If this becomes necessary, then psionic abilities will not have been chosen properly. We can't have them too powerful or too weak.
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vet combatL1 wv cont0,5,0

Posted Dec 29, 2009, 8:52 pm
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Body Swap -

Ability to switch places with another allied gang member. For instance, the psionics ganger's car is getting shot up pretty badly and has breached. The psionics ganger swaps places with the gunner of a nearby allied buzzer, into a safe area.

Lifetap -

Tap into an enemy ganger's activity level and steal some of it and give that activity level to the psionics ganger.
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Posted Dec 30, 2009, 9:40 pm
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Groove Champion said:
Joel Autobaun said:
Certain high powered abilities should be limited to non PvP events.


If this becomes necessary, then psionic abilities will not have been chosen properly. We can't have them too powerful or too weak.


I agree - what do you think happens when a ganger is "Psi dragged" out of his car doing 100+mph.

That's insta kill.
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Posted Dec 30, 2009, 9:49 pm
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Joel Autobaun said:
Groove Champion said:
Joel Autobaun said:
Certain high powered abilities should be limited to non PvP events.


If this becomes necessary, then psionic abilities will not have been chosen properly. We can't have them too powerful or too weak.


I agree - what do you think happens when a ganger is "Psi dragged" out of his car doing 100+mph.

That's insta kill.


Does reload in motion work at 100+mph? It's all about setting the right boundaries: in this case the working speed for the skill would have to be considerably lower. The main purpose I think would be to disrupt an enemy in a close-quarter, low speed dogfight.
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vet combatL1 wv cont0,5,0

Posted Dec 30, 2009, 10:03 pm Last edited Dec 30, 2009, 10:17 pm by Groove Champion
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Groove Champion said:
Well, since these are only suggestions, let's go crazy:

The ability to convince an enemy ganger to step out of his moving vehicle? Perhaps it could work like 'reload in motion' where a psionic character can convince another ganger to do this at varying speeds depending on the level of the spec?

Anything that directly affects an enemy ganger or the car he's riding in should be an opposed Psionics test - the target (or highest Psi character in the targeted car) should get a resistance roll.

* * * * *

Ideas for powers (All effects are assuming a successful use of the power):

Psionic Caltrops - The targeted car behaves like it just ran over dropped spikes.

Freak-Out - The targeted ganger (or random ganger in targeted car) fires at the nearest target in range of one of the weapons (chosen at random) on the car. If used on a pedestrian, he fires at the nearest car or ped target.

Mental Fugue (or Space-Out): The targeted ganger (or a random ganger in targeted car) does nothing for one turn. If the ganger is driving a car, the car will move using the driving information (steering wheel pitch, target speed, etc.) from the previous turn.

AAAAH! SPIDERS!: A random ganger in the target car abandons their assigned gun and driver positions.

Force Shove: The targeted car or ganger is moved as though they were just rammed from the direction of the Psi user. The Psi's skill determines the force of the push. For example, a skill 25 Psi Shove would be the equivalent of being hit by a Buggy going 10 MPH, while a 250 Psi Shove might be the equivalent of a Semi going 100 MPH. The "Shove" does not deal damage itself, but the car or ganger may take damage if they're Shoved into something else.

Psionic Summons: 1 to 3 turns after successful use, some Wasteland Critters will appear on the map, and behave as they normally would. On a critical success, they will not attack the Psi user or his car.

Click: The user remotely detonates from one to five chosen dropped mines on the field as though they were just run over (more skill = more mines possible; more mines = more difficulty). Mines that are still loaded in a dropper may not be affected by this power.

Pure Focus: The user substitutes his Psi skill for the requisite weapon skill for the next shot.

Super Grip: The user's car performs as though it was using Racing tires on Tarmac for the next 1 to 5 turns.

Teleport: The user or user's car "blinks" to a random location within (Psi) feet of its current location. Teleporting a car is much harder than teleporting just the user himself, of course.

Psionic Wall: The user puts up an invisible mental wall around himself or his car, protecting him from all damage from external sources (eg, a burning car will still burn). Erecting the Wall does not take any skill roll. The power of the incoming attack determines the difficulty of maintaining the Wall; an attack that breaks the wall causes psychic backlash on the user, depending on how badly he failed the skill roll.

* * * * *

Back to work... I'll come up with more later.
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vet deathrceL1 wv cont

Posted Dec 30, 2009, 10:43 pm Last edited Dec 30, 2009, 10:46 pm by Nekojin
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Edit:

What if psionics had its own skill bar instead of using the energy bar? After you used up your psionic bar then it would start taking your energy away.

Brakes: Causes the driver of the targetted vehicle to slam on the brakes. How much deceleration depends on the psionic force used with 100 slowing as much as possible and using the ebrake. Braking Lasts for X amount of seconds based on psionic skill.

Dust: Kicks up the dust under the car, causing a smokescreen effect.
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vet wv0,2,0

Posted Jan 7, 2010, 8:51 am Last edited Jan 7, 2010, 9:17 am by Groovelle
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Mental Instability

Puts 1 person in the car of your choice (Ally or Enemy) Under the effects of heavy zerk
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Posted Jan 7, 2010, 9:19 am
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Deja Vu: A powerful yet dangerous ability. The psionic user receives a vision, seeing there will be trouble ahead.

The user can use this skill any time during a wilderness event. If he successfully uses the skill the event closes and will be restarted. The flip side is if the psionic user fails with the skill he loses all of his psionic powers and falls unconscious. Essentially, it is a second chance if a scout goes horribly wrong.

It's a strong one but I see it as being a nice last ditch, dire situation ability.
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vet wv0,2,0

Posted Jan 7, 2010, 9:43 pm Last edited Jan 7, 2010, 11:09 pm by Groovelle
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Focused Telekinesis

The psyker reaches out with his mind and takes control of the enemy's car, using telekinesis to turn their wheel or fiddle with the throttle and brakes. 

If successful, the user can change the steering/throttle/handbrake settings of the target vehicle for a turn.

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vet wv

Posted Jan 7, 2010, 10:22 pm
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These Arn't The Droids...  Er...  CARS...  You're Looking For

Forced truce during travel (or scout I suppose...)
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Posted Sep 12, 2012, 1:02 am
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Groove Champion said:
Joel Autobaun said:
Groove Champion said:
Joel Autobaun said:
Certain high powered abilities should be limited to non PvP events.


If this becomes necessary, then psionic abilities will not have been chosen properly. We can't have them too powerful or too weak.


I agree - what do you think happens when a ganger is "Psi dragged" out of his car doing 100+mph.

That's insta kill.


Does reload in motion work at 100+mph? It's all about setting the right boundaries: in this case the working speed for the skill would have to be considerably lower. The main purpose I think would be to disrupt an enemy in a close-quarter, low speed dogfight.


I know you wrote this 3 years ago but... I actually have a ganger that can reload at 166mph LOL
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Posted Sep 12, 2012, 3:54 am
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Crazy! What 'reload in motion' level?
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vet combatL1 wv cont0,5,0

Posted Sep 12, 2012, 10:24 am
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Does anyone use terror? it really does not seem to do much.

Ive heard that during testing this ability was way too powerful, enabling demoralization of half a squad in a 100m radius. I have level 1 terror ability, (240 psi skill), try using it on the last few confident vehicles at the rear, at point blank range (but within car, travelling at speed) while hitting them with heavy weapons, and they still laugh at me. Says more about us reds than anything I guess :rolleyes:

Is this a common experience, could this skill be tweaked a bit?

Mind Mask seems to work just fine.
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Posted Sep 12, 2012, 10:35 am
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