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From Topic: DUNGEONS & BOMBERS
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Plasma Bomber
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Post#8  Posted: Wed Jul 28, 2010 10:06 pm  Reply with quote + 
Soniti 254 wrote:
Dark Zaphe wrote:
Awesome.

About bomb stats: Should these be consistent - as in, something to upgrade - or would the player have to collect Bomb-Up and Fire-Up items during a quest, and lose those upgrades once the quest is over?

I was thinking they'd be consistent stats. However, perhaps there could be limited time "power-ups" you'd get for quest purposes as well?

For example, let's say a player has 2 Firepower. But he needs at least 4 to blast a stone that's in the player's path. It wouldn't be very fair to have the player be forced to spend two level points to get the needed Firepower, right? Maybe he could have the option to find a power-up that would briefly increase his Firepower to the amount needed to remove the obstacle. After the player finishes the quest, the power-up would no longer be in effect and he'd return to having 2 Firepower.

That's only an idea.

Say, what if there were two fire-related stats - the range of the blast, and the strength of the blast? We could even make both of them consistent statistics. Here's how it could work:

Fire Strength - Sort of like a regular strength statistic. It determines how much damage would be dealt to the enemy.

Fire Range - This would be sort of a more level-oriented stat. You could boost it with experience points, but it wouldn't increase in "level" until you hit a certain point. So, you'd start out with Fire Range 1, and say, at X experience points (allocated to the Fire Range stat), the Fire Range stat would go up to 2. Then, of course, you could pick up Fire-Up powerups in campaigns, which would go away at the end of the mission.

So Fire Strength would affect how powerful you are against monsters and, say, certain destructable obstacles, while Fire Range would be more for... well, the range of your attack. Other stats, like Bomb Range (how far you can set a bomb away from your character) and Bombs (Bomb Up? Bomb Max?) could work the same way.

Soniti 254 wrote:
I was actually thinking of elements along the same line as TSA. You would get elements by completing quests, which you can then choose which type of element you'd want to use. They would have some combat uses, of course, while certain elements would be more useful in dungeons to solve puzzles or get past obstacles.

Players would probably start off with just Fire, although I was also thinking that the player could possibly choose one element to start with from a select few (as to provide balance from a gameplay point of view, it wouldn't be good if the player could just use, say, a Dark Bomb to get rid of most hostiles early on).

I like this.

Hmm... Not sure about giving players different elements to begin with. Things like Ice or Electric would have special effects on enemies... It could work though, it's a good thought.

Soniti 254 wrote:
I like your idea of classes though. Perhaps some of those class characteristics could be there? A Specialist could, for example, make a pumped bomb that would be more effective then a regular bomb, but would cost some MP to use? Perhaps Elementalists deal more Firepower-based damage with elemental bombs then other classes, but bombs outside of the main elements would be less effective?

Pumped Bomb is a good idea. I can't believe I didn't think of that when I typed up that Specialist class. I like your idea on Elementalists as well.

Sora G. Silverwind wrote:
This post has links in the comments to possible short premade D&D campaigns that we could maybe adapt to this idea if we ever get it off the ground.

Nice find. Good source!
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