The Bombadier

Forum for suggesting changes to Salem.

The Bombadier

Postby JohnCarver » Fri Feb 16, 2018 2:24 am

Thought diverges to making good on promises about expanding professions for veterans in the upper-levels of gameplay.

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Things the Bombadier can do on the test server
*Sulphur Industry
*Gunpowder Industry


Things the Bombadier might be able to do?
*More Mortar like things?
*Stronger Boomsticks?
*Quicker Boomsticks?
*Nuking Mines?
*Blowing up downholes in mines?
*Arson Like mechanics?
*Landmines?
*Giant Steel Bunker building?

I'm leaving this thread here for players to suggest end-game level content suggestions for this class. Keep in mind that I am ok with the idea of things normally considered 'OP' if it is regulated to the player who has teh stats considering I'm open to letting "Tier 2" Professions having skills reaching up to the 1K level. So think of how OP lucky is, and then imagine that in the Sparks field. But of course more than just hte power curve, please feel free to think of things that would be rewarding and fun for reaching this level of play as well as work well in the Salem Universe.
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Re: The Bombadier

Postby Ronch » Fri Feb 16, 2018 2:45 am

Granted that I am not a high-end player, so my idea here is off the wall...

This idea comes from:
That a hermit player should not have time under the sun to keep a farm going, animals tended and other homestead chores all kept up, plus the additional time and energy taken to tinker with explosives and long ranged weapons.
PS: unless of course that hermit has "Slaves" hurry up with the slaves please ? ;)

Anyway, here is the idea:
Some meticulous maintenance for explosives and any cannons/mortars too might be a fair idea, seeing that they are so powerful in so many different ways in the game.

And if maintenance isn't kept up, then maybe have a % chance depending on player's proficiency in S&E that the explosive when held in hand, or even inside of the cannon or mortar will explode before launched, causing a KO.
...And maybe even a shyness to sparks n embers if it does explode on them, reflected by a loss in the S&E proficiency total.
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Re: The Bombadier

Postby Brego » Fri Feb 16, 2018 4:00 am

Ability to bury into ground a boomsticks by making a small trap while any person who is get at this way can be stanned a bit .
Ability to have a double chance while making mortar
Ability to create a barrel with tar and Throw it with catapult and make some areas in a fire ,so it would be harder to defend some areas by making people to walk much slower .
Ability to create/gather tar while coal piles are put and useful things with it.
Ability to throw a sick animals to the base and make people/areas diseased .
Ability to make fireballs and use them with catapult.
Ability to move catapults?!
Chance to shoot twice with a gun/pistol
Ability to throw a boomstick into other houses, with higher cloak and dagger skill you can throw even through walls.
I just want to see much more raiding effects on it ,so this is just small ideas to it ,i do like more catapults and throwing barrels and making areas too bad for fighting ,walking ,defending ,raiding .huh
Also how are you going to add this proffessions ,i do think people must choose just a one way probably with every proffesion but not like one character that can take all of this ''tier 2'' ,if you are making teamplay gaming this is a good way ,but not like i have just one character with all this new proffesions/
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Re: The Bombadier

Postby Chrumps » Fri Feb 16, 2018 9:01 am

JohnCarver wrote:*More Mortar like things?

We have lower (catapult) and higher tier mortar now, should be enough for a while.
Better efficiency at using existing ones should be ok, e.g. shorter time, extra damage.
JohnCarver wrote:*Stronger Boomsticks?
*Quicker Boomsticks?

Ability to prime multiple boulders one by one without turning back animation and with responsibility to move at least 2 tiles away from the last boomstick placed on the player, with huge blood damage and possibly insanity blow, if not moved away in time.
Ability to throw boomsticks like hand grenades.
JohnCarver wrote:*Nuking Mines?

While keeping the world inside intact, for possible future explorers ?
What about Dreamworld entrances in that case ? Would it be possible to dig up to the surface from the top level ?
JohnCarver wrote:*Blowing up downholes in mines?

No, that would negate the effort put into Dreamworld mines.
I would make a dedicated char for that and started blowing D-world mines everywhere I fancy.
But blowing large number of tiles, turning all kind of not-mined rock directly into rubble, without need to place fires near black rock could be ok. Yes, I know, cave-in may happen, learn to use supports.
Increased chance for a cave-down might be ok.
JohnCarver wrote:*Arson Like mechanics?

Ability to throw greek fire over walls should be ok if it leaves trackable scents.
JohnCarver wrote:*Landmines?

Yes yes yes !
JohnCarver wrote:*Giant Steel Bunker building?

The carebear in me just had an orgasm.

Brego wrote:Ability to create a barrel with tar and Throw it with catapult and make some areas in a fire ,so it would be harder to defend some areas by making people to walk much slower .
Ability to make fireballs and use them with catapult.

Seems ok, as long as can be equally used to slow and trap evacuating bashers.
Brego wrote:Ability to create/gather tar while coal piles are put and useful things with it.

Nice.
Brego wrote:Ability to throw a sick animals to the base and make people/areas diseased .

This is already in game.
Brego wrote:Ability to move catapults?!

Yes
Brego wrote:Chance to shoot twice with a gun/pistol

That is not logical. Shorter loading time makes more sense.
Brego wrote:Ability to throw a boomstick into other houses, with higher cloak and dagger skill you can throw even through walls.

No. Greek fire in this role is ok, so defenders have time to react.
Brego wrote:Also how are you going to add this proffessions ,i do think people must choose just a one way probably with every proffesion but not like one character that can take all of this ''tier 2'' ,if you are making teamplay gaming this is a good way ,but not like i have just one character with all this new proffesions/

if it is going to be in a range of 1k skill then the effort to build such a character would partially prevent putting "all skills" on one char. It is simply more efficient two raise two chars at the same time because of free inspiration flow. Perhaps the Q&Q cost of using inspiration potions should be higher.
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Re: The Bombadier

Postby Nsuidara » Fri Feb 16, 2018 11:52 am

JohnCarver wrote:*Sulphur Industry
*Gunpowder Industry

yes!

Things the Bombadier might be able to do?
I wonder why you starting professions with Bombadier... not other like Alchemists / Farmers / Herbist... etc.

*More Mortar like things? I think, no need - meybe like from 8x Blistersteel Bar to 4x Blistersteel Bar(example number) for Long Range Mortar
*Stronger Boomsticks? / *Quicker Boomsticks? If this boomsticks blow Boulder into inventory - i agree
*Nuking Mines? mean do destroy enterance mine? i not like this idea...
*Blowing up downholes in mines? like blowing next level mine ? nice idea
*Arson Like mechanics? ... like ?
*Landmines? yes! :D but add possible saw "town members" where somebody put hidden-trap-mines
*Giant Steel Bunker building nice idea


My idea:
Smoke Bomb - hide all player / monster inside area 10x10 tiles ?
Glue Bomb - player throw, and bomb explode - drop 68 tiles random liquid tile in 15x15 area- when player enter tile with liquid got 5s stun or root (root-can't
each liquid tile live 30s ?
Small Turret - player throw pack - here up small automatic turret what in pvp/pve attack other (not team member)
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Re: The Bombadier

Postby saffgee » Sat Feb 17, 2018 12:35 am

Shouldn't it be "Bombardier" ?

I like the idea of grenades. Typically in the revolutionary war these would have been used in siege warfare and famously also in naval warfare (Bonhomme Richard under John Paul Jones). I know the boomstick is a type of grenade, but maybe a Bombardier could make something more powerful that has a use in the above mentioned scenarios ?
I'm thinking any significant impact grenades may have could be slightly lessened by giving them a random fuse length (after all these early grenades were unreliable) - that would likely become a very interesting game of "chicken" during a siege.......imagine a scenario where throwing it too early means the enemy can just lob it straight back, but actually neither knows exactly how long they need to or can wait until it blows !
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Re: The Bombadier

Postby Heffernan » Sat Feb 17, 2018 7:52 am

Nsuidara wrote:Small Turret - player throw pack - here up small automatic turret what in pvp/pve attack other (not team member)


this isnt Command & Conquer tho

also for Mines deployed with a radius and people walking into it getting damaged would be cool.
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Re: The Bombadier

Postby kitty629 » Wed Feb 21, 2018 1:51 am

Being a casual player I am wondering why anyone would spend that much time to get the skills involved that could get them stocked on that character. Assuming those actions leave scents of course.
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Re: The Bombadier

Postby Nsuidara » Wed Feb 21, 2018 11:12 am

Experienced players (veterans) don't using this type of character for such actions.
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