make my summoner please

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kitemay
Yeek
Posts: 10
Joined: Mon Nov 23, 2015 5:15 am

make my summoner please

#1 Post by kitemay »

ok, i have NO idea how to code anything, so would a modder please make the following (i know it will be a pain, but i can pay in steam cards if needed)

new summon type class, concept data.

-----acceptable balance trade offs-----

feel free to use any number of these, or even all of these.

no attack skills on it's own.

no equipping summons.

hardcapped summon limit at 4 (prefered)

summons are capable of accidentaly hitting the summoner and other summons, till summoner learns appropriate generics.

-----class skill setup (basic)-----

has the single widest range of summon types,including healers, buffers, attackers.

gameplay allows you to control each action of yourself and summons directly each turn (prefered over the AI stuff, but not gonna expect this, cause it'd be QUITE a pain for the modder.)

each summons has a unique skillset, much like alchemists golem.

summons share line of sight with summoner.

summons that can be leveled individually

summons can have AI set to them.

generics should focus on "teaching" it's summons, stuff like tactics (ai) and other skills to support the summons

summons will all be sustains

heals and supports could be done as close range aoes that don't effect the foes

tank types could have a skill that draws all nearby aggro to it

tank types would have to have a skill to let it push through allies and foes alike

archer types could have skills that shoot over foes

debuffers that give different negavitve effects.

feedback and more ideas for summons ALWAYS welcome.

as a side note i am happy to test any mods that are not melee based.
Last edited by kitemay on Sun May 01, 2016 11:28 pm, edited 1 time in total.

nsrr
Sher'Tul
Posts: 1126
Joined: Mon Sep 21, 2015 8:45 pm
Location: Middle of Nowhere

Re: make my summoner please

#2 Post by nsrr »

I have a concept for a Tinker summoner that fits somewhere along these lines.

The "Gadgeteer" has Gun Mastery, Bullet Mastery, Automation, Battle Machinery and the same generics as a Gunslinger. The rest of the kit is made up of mech summons and support talents, four or five trees total. The Gadgeteer will always be able to shoot past his bots. The bots will run on AI and not be player controllable like the Golem, nor will they have their own talent/level up (they will, however, learn new talents from investment in the Gadgeteer's talents in their line). The bots act as sustained talents, however it takes several turns to activate the sustain (somewhere around 10-12 turns each). If a bot dies you will not be able to easily resurrect while in combat, similar to the Golem (though with a shorter timer for q.o.l., because you have three of them)
There are three semi-persistent summons, each granted as the first talent in a line for buffing and improving that bot. One is a flying gun-bot that can move through actors and can shoot past friendly. Wields two steam guns and has a high move speed.
The next is a tank-bot which does exactly as you would expect: rushes/pulls enemies, taunts and soaks up damage from the Gadgeteer and the other bots.
The last is the healer bot, which can heal and buff you and your other bots, as well as provide extra steam generation. This one is by far the weakest and will probably require some active protection as part of class gameplay.
The bot-support talent tree would have talents that let you buff and maintain your bots, such as a heal/debuff cleanse, a temporary global speed boost, a talent that lets you move a targeted bot to a tile within a range instantly and a talent that let's you instantly re-summon one bot (if it dies/the sustain is deactivated).
Potentially they would have a locked tree that improves equipped Tinkers (such as allowing you to equip two Hand-slot tinkers, increasing the effective steampower of all Tinker-granted talents, reducing Tinker-granted talent cool-downs, a talent that acts as bonus steam generator, similar to the injector granted by thoughs-of-iron).

This will probably be the next class I work on... but, I'm a little burnt-out at the moment, to be honest, so it likely won't be soon.

Also, you might want to check out HousePet's Verdant Pack, if you haven't. It makes a number of changes to the standard Summoner class that bring it a little closer to your ideal.

kitemay
Yeek
Posts: 10
Joined: Mon Nov 23, 2015 5:15 am

Re: make my summoner please

#3 Post by kitemay »

lol it was one of the testers on his version :P if you make yours i'll happily give it a test too. just remember, i don't test melee classes. soundslike it could be more fun than his was, but still a long way from the one i envision.

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