Archived Assassin's Blade

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The purpose of this suggestion is to make Assassin's a much more interesting and valid combat role to play. I understand that this may be OP, but it would be possible to modify it to make it more powerful or less powerful.

Basically, if you are on a cliff, and have a sword/axe/fist, you can jump down on somebody. If you hit them right before you land, it will negate/reduce the fall damage, as well as increase the damage that you dealt on that attack. The damage and fall damage can be dependent on how far you far. For example, the higher you far from, the more damage the attack does, but you will also take more fall damage. If any of you are confused on what I am suggesting, think Assassin's Creed. That's where I got the idea from.

EDIT: This is not a race ability, it's something that everyone would have. It could possibly fit into acrobatics, maybe be more powerful the higher acrobatics level you have, but I was thinking more just a solitary power. Also, I know this will probably be hard to code, although I'm no coder so I can't say for sure. It was just something I thought might be interesting to add.
 
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Interesting. But Acrobatics fits in with the McMMO plugin, and (I think) is only overridden by races, so for this to be able to be applied, "Assassin" would have to be a race, or maybe a class. I dunno. :s
 
would be fun i think. if its an assassin kill, would be cooler if it didnt show up onscreen (unless admin,mod,trusted) so ppl wouldnt know you just stealth killed somebody.
 
Disagree; I don't like the idea of vamps jumping down on me from cliffs and insta-killing me. I sympathize with all of the would-be assassins, but I still disagree.
 
Actually, that's true argo. I didn't think about how vampires would EASILY be able to make this super OP for them. Maybe only normal races get this power, and an infected vampire can't use this? That doesn't make very much sense for roleplay, but that's the only way I can see it. Either that or this suggestion just has to be rejected completely, which I don't like.[DOUBLEPOST=1356036823][/DOUBLEPOST](NOTE- What I'm about to suggest would require some major modifications to the vampire plugin, so I understand if this is never implemented.)

Hey, how about this. This power can be toggled on and off, much like /v bloodlust. maybe the command would just be /assassin. However, you can't have /assassin AND no fall damage toggled at the same time. so, if you are a vampire and do /assassin, a message will pop up and say something like, You stretch and become more nimble and agile, but as a result your limbs become more breakable. And when that message pops up, you know that assassin kills have been enabled, but no fall damage for vampires has been disabled. When you want to revert, just do /assassin again, and you will get a message saying, You feel your body become sturdier, but you aren't as fast. That way vampires will still have this power, too, but they won't be able to use it to OP effects.

Ok, so I think this is a suitable solution of the vampire problem. However, this would require a lot of changing to the vampire plugin, as well as potentially creating an entirely new plugin, and I understand that the staff does not have much free time right now. However I think this would be really exciting, and (aside from the vampire think, which was solved) it can't be OP, because everyone has it. It shouldn't be a ridiculous instakill if you do a falling attack, this is just meant to give an edge to that first surprise attack. Anyways, I think people would like this.
 
Does this suggestion remind anybody else of Saxton Hale from TF2? Why do so many ideas on here make me think about that game... :P
 
The purpose of this suggestion is to make Assassin's a much more interesting and valid combat role to play. I understand that this may be OP, but it would be possible to modify it to make it more powerful or less powerful.

Basically, if you are on a cliff, and have a sword/axe/fist, you can jump down on somebody. If you hit them right before you land, it will negate/reduce the fall damage, as well as increase the damage that you dealt on that attack. The damage and fall damage can be dependent on how far you far. For example, the higher you far from, the more damage the attack does, but you will also take more fall damage. If any of you are confused on what I am suggesting, think Assassin's Creed. That's where I got the idea from.

EDIT: This is not a race ability, it's something that everyone would have. It could possibly fit into acrobatics, maybe be more powerful the higher acrobatics level you have, but I was thinking more just a solitary power. Also, I know this will probably be hard to code, although I'm no coder so I can't say for sure. It was just something I thought might be interesting to add.
You do more damage with vanilla minecraft if you're falling, you get a minecraft "critical". Negating fall damage would be really easy, as you know vampires already do not take fall damage. I would like this.
 
That split second hitting someone before hitting the ground is too fast for the server to be able to calculate.

This idea will probably not go anywhere unless you activate something before you jump.
 
That split second hitting someone before hitting the ground is too fast for the server to be able to calculate.

This idea will probably not go anywhere unless you activate something before you jump.
This is how Critical hits are detected, I don't see how this would be different.

If its possible to code, /signed
 
This is how Critical hits are detected, I don't see how this would be different.

If its possible to code, /signed

That's a severely dumbed down method of analyzing it. Critical hits are applied if player is not on the ground at all. By that definition any player could simply jump from a standing position and increase the critical strike damage applied, which is stupid because that's what critical hits are for.

Oh that's not how it was meant? Well let's add some variables! There is no way to calculate from what position a player came therefor a height limiter is not possible. (and even if it was, lol CPU strain). Player speed movement calculations pretty much follow the same outcome. Player angle hits follow the same outcome as well.

Then we look at the intent of the suggestion. This whole suggestion smells of people wanting to play Ezio/Connor/Altair or whatever AC character available. In real "medieval" roleplay there weren't any flying monks stabbing people in the neck with blades and negating fall damage from 5 story high buildings. A more proper method of assasination was throwing dagger, poisoned dagger, poisoned food, stab in the dark, etc etc.

Both from the technical perspective and the roleplay perspective, this suggestion simply doesn't sound feasible.


I'll leave the thread open to see if any more creative methods of roleplaying as an assassin are conjured up.
 
I think it should be if you jumped off and just landed on somebody then they take damage. As monmarty said, it would be too fast for the server. I was also thinking about something I read in a book (I am using characters names). "Will jumped off the wall, seeing his comrade get stabbed. He lands on one of the mans attackers. Will lands square on the mans shoulders, and hears something crack (the mans back) and the man stumbles Dan then drops to the ground, dead. Will rolled after landing and did not hurt himself." (Uses **rolled**). Excerpt from The Rangers apprentice: book 7 Erak's ransom
 
Instead of it negating the fall damage why not let acrobatics be used to determine how much is negated and how much damage is done.
 
Errrr, quoting from Fantasy literature?
 
Don't get me wrong, I like the idea and concept. I just think alot of you are too easily swayed with "ooh this is cool" and ignore the underlying technical and expansive roleplay problems.
 
I'm not a coder so I don't think at that level. Sorry bout that. I'm going to have to work on that.
 
Don't get me wrong, I like the idea and concept. I just think alot of you are too easily swayed with "ooh this is cool" and ignore the underlying technical and expansive roleplay problems.
Server logs when you were you left the ground
Server logs when you hit the player.
Server logs when you hit the ground.
If you were off the ground for x distance, don't deal fall damage and insta kill player you hit.

Although I think you're right, this isn't assassins creed, and this isn't how assassinations used to happen.
 
Ok... Monmarty says he was leaving this open to other Assassin ideas, so hear goes an idea that I got as soon as I made this post orginally

This is a much simpler Assassin's blade, one that will still give stealth players a bit more of an edge. when you attack a mob/player from behind, it deals double damage, or maybe 1 1/2 times damage. Thoughts?
 
I don't like this very much.

If you want to assassinate someone the badass way, just jump off the cliff, get a graceful roll and kill them.
 
Ok... Monmarty says he was leaving this open to other Assassin ideas, so hear goes an idea that I got as soon as I made this post orginally

This is a much simpler Assassin's blade, one that will still give stealth players a bit more of an edge. when you attack a mob/player from behind, it deals double damage, or maybe 1 1/2 times damage. Thoughts?
Maybe only the initial attack, otherwise everybody would be constantly running in circles to try and get behind eachother.
 
While I agree that leaping off of buildings to kill isn't very accurate, I have to play devil's advocate and point out that neither are vampires, or any other fantasy race in the game, or magic for that matter. This is far from a true to life RP setting, so fantasy RP aspects shouldn't be shot down purely because of being fantasy.
 
I like the idea, but like mentioned above, always having to look up to make sure you don't get one-shotted by some dive bombing gnome seems a bit...unfair in a way. We already have sharpness 5 axes. that's overpowered enough I think.
 
Open to other assassin-y ideas, eh? I had almost one...go check out my suggestion called Another way for vampires to gain blood (/v bite), I would link it but meh damn brower doesn't let me :P
 
maybe make an ability for this that is specific to a class. You activate it and the clock starts ticking, you jump down. Now i dont know how complex this might be but bear with me. The damage that you would have sustained gets stored up, and if you dont strike someone before you run out of time, you take it all, but if you hit them, you deal it all. make it a short time to make long drops difficult, that way only skill will land you a one shot from a long fall. This would make people use it more for leaps off of hillsides. Basically taking the impact damage from falling and transferring that to attack force, almost like in parkour how you can shift the direction of inertia. this would also still make long drops almost always fatal, because if you dont succeed in striking before your special ability is up, you take all that sweet damage instead, likely killing you immediately.

Get what i mean there?
 
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