108 replies · 5.49k views · thread synced · 10 days ago
· View on torn.com
About this thread
Posts archived:109 / 109 posts (100%) · the total is Torn's reply count + the opening post at the last fetch
Counted by TornLife from the archived posts.
Archived posts
109
Discussion span
→
Authority score
62 / 100
Historical score
74 / 100
Story score
71 / 100
Engagement score
85 / 100
People posting, likes and official posts are not counted for this thread yet: on threads longer than one page they come from a periodic pass over the archive, which has not covered it.
Most-liked replies
rainbowsaurus[1884204]
· 24 likes · I would love to see a paintball effect. It doesn't change any stats or bonuses, but during an attack, leaves splats of color on the other player's body where the hits were made.
CatHead[1581564]
· 15 likes · Confusion, chance that the enemy pokemon gets confused and then it hurts itself in its confusion. A message could appear on screen which says 'CatHead is confused, it hurt itself in its confusion'. There could be a simple question mark …
Champion[1927067]
· 15 likes · Gold Plated AK-47: Glimmer, the shiny light of the AK reflects into your opponents eyes, reducing their speed for one hit of the attack Would be pretty cool to see this on the gold ak that i own
Special weapons & armour among three classes (Superior, Epic, Legendary) will have a chance of spawning inside rare caches. These caches will sometimes be credited to factions for winning competitive wars, but may also be available to buy abroad in the future.
Caches will include most of the basic weapons already in Torn today, with a few new ones thrown in. There is a chance that one of the weapons in the cache will become a Superior, Epic or Legendary class weapon. They will receive a damage and accuracy buff by default (to make them competitive with other basic weapons if it's for example a Glock 18) and be assigned one or two bonuses. These special items will be very rare, the rarity of which also dramatically increases with scale: the Epic (Orange) ones will be 25x rarer than Superior (Yellow) and Legendary (Red) will be 25x rarer than Epic (Orange).
The bonuses that appear all have rates generated along with them. For example, a Superior (Yellow) weapon might have a 12% chance to 'Stun', but a Legendary (Red) weapon might have 25% chance. Every bonus has a rate that can be varied. Also, all bonuses can only spawn on a select few types of weapons, for example Stun is only available on Heavy Artillery, Shotguns, Clubbed and Mechanical.
We've been working on a list of bonuses which can be randomly generated on to these special weapons and armour. I am making this post to see if anyone in the community has any further ideas to add to our list. Some ideas are obvious, but impractical due to gameplay balance or technical limitations - but any ideas are welcome and could help to ensure we have a totally full list of potential bonuses.
We don't need to worry about their rates or weapon types here. Just basic / general ideas for new and interesting ideas for weapon & armor bonuses.
Here's the current list of weapon bonuses we have. Some may sound under-powered or over-powered, remember that each one has an assigned rate window in order for us to control how powerful they are. Some bonuses may sound completely useless to you, but may serve a purpose to some people in specific situations.
Current list of cache weapon bonuses
Stun : Chance of opponent missing next turn
Critical rate : Increases critical hit rate
Strength : Passively increase strength while using weapon
Speed : Passively increases speed while using weapon
Ignore armor : Chance of ignoring armor
Critical damage : Increases critical hit damage
Hospital time : Increases opponent hospital time
Comeback : Damage increase while under 1/4 life
Plunder : Increases money mugged if weapon is used on final hit
Deadly blow : Chance of huge critical hit
Experience : Increases experience gain if used for final hit
Warlord : Increases respect gain if used for final hit
Masterful : A further additional damage and accuracy bonus
Powerful : A further additional damage bonus
Accurate : A further additional accuracy bonus
Fury : Chance of a double action turn
Paralyze : Chance of adding 'Paralyzed' effect to target which includes a high chance of missing future turns
Frenzy : Damage & accuracy increases with every successful hit
Suppression : Chance of adding 'Suppressed' effect to all opponents (chance of missing future turns)
Bleed : Chance of adding 'Bleed' effect to target which causes additional damage on every turn
Conservative : Reduces the amount of rounds used per turn (clips will last longer)
Eviscerate : Chance of adding 'Eviscerated' effect to target which increases future damage received by 25%
Execute : Removes all remaining life on a target below X% life (Non NPC only)
Assassinate : Increased damage on first turn with weapon (if hit was successful)
Finale : Damage increases by X% for every hit during the fight with a different weapon (resets upon use)
Focus : Increases accuracy by X% for every missed hit (caps at 25 misses)
Motivation : Chance of adding 'Motivated' effect to you which increases stats by 10% (Stacks)
Bloodlust : Increases life by X% of damage taken from opponent while using the weapon
Current list of specific unique weapon bonuses (Superior / Yellow only)
Plan is to give all of these weapons a unique special bonus, even those already in circulation.
Flamethrower - Burn : Chance of adding burn effect to targeted opponent (Similar to molotov)
Gold Plated AK-47 - Demoralize : Chance of adding 'Demoralize' effect to all opponents which reduces stats
Tranquilliser Gun - Sleep : Chance of adding 'Sleep' effect which causes missed turns until receiving damage
Nock Gun - Hazardous : Chance of causing X% of damage to yourself
Snow Cannon - Freeze : Chance of adding 'Frozen' effect to opponent which causes a stat debuff
Pink Mac-10 - Emasculate : Increases happiness by X% of maximum if used on final hit
Handbag - Confusion : Unsure currently
Current list of armor bonuses
Armor bonuses are currently only per set. Different armour sets provide different bonuses, equipping a full set provides a bonus.
- Opponent cannot use meds or get revived for the next X minutes when used as final blow. (X somewhere like 1min-5min?)
Would be very useful in faction warring.
Also I have to say, Ched's post doesn't seem very clear about what the deal is with the bonus for these unique weapons. Does each Golden AK have the bonus or only some of them?
Also I think Torn needs to massively reduce the number of bad weapons. While I think there should be some bad weapons, it shouldn't be that 90% of weapons are bad. Maybe 50% is a healthy proportion.
Confusion, chance that the enemy pokemon gets confused and then it hurts itself in its confusion.
A message could appear on screen which says 'CatHead is confused, it hurt itself in its confusion'. There could be a simple question mark animation which plays over the confused fighter's head.
I think that similar to "EOD : Chance of full damage block" is, there can be added chance to block % damage with weapons - but this might be a bit too specific.
Anyways, say both of the players are attacking with swords, or one has swords the other has Devils Pitchfork or Nunchakus - in these specific situations one would have random chance to block opponent with his sword. This would work for melee vs melee weapons only of course.
Another weapon bonus maybe? Loudshot : Opponent gets confused because of too loud shot - opponents dexterity and speed is decreased for few turns. Double edge: Deals 2x damage to the opponent, but hurts you with 1x damage.
Also, you could possible add two more armor types: "Spiked armor" - Return % of the damage if attacker is using melee weapons. "Metal armor" - Returns % of the damage if attacker is using any kind of gun weapon. - just noticed this is in the post below mine. lol If I think of something more I'll edit this post!
All-in/charging hit (probably belongs on melee weapon): increases damage done significantly (if succesful), but needs 1 turn to "build power"
Fx. Use charging hit in round 1 (no damage) and if you hit in round two, you deal 2.5-3x normal damage.. In other words, "force crit but spend two turns". Normal crit chance could proc on top of this
Agile: You're fast, decreasing enemy's hit chance and denying the enemy to hit you with a melee weapon. (Enemy can only use primary and secondary weapons).
Something of that sort, would be interesting.
(I'm sorry if I spam, but... I'm not even home yet to do the real spamming)