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TopicMercenaries 5 thoughts and discussion topic
KanzarisKelshen
01/28/20 6:25:41 PM
#20:


Hey guys. Been a while, hasn't it?

With the new year almost a twelfth done, and my new job finally easing up a little on me, I figured it was time for a status update. Rather than simply discuss what we've been up to, though, the admin team has collectively decided to kick the new Mercs year off with a bang -- by showing off our work. We've handpicked a build from each of our admins, showcasing the quirks of our new systems, as well as the kind of development mindset that's gone into them. Without further ado...let's get into it.

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Funky Kong (Donkey Kong Country)
Heroic Male Beast
Minimum Bid: 29 GP
Upkeep: 2/week
Pure Support

Abilities

Fight The Good Fight, Kong-Bro! Stay Primal! (Passive): Funky Kongs attached mercenary will be considered a Beast for ability targeting purposes. Additionally, Kong will be added to their name, replacing their last name if valid (or attaching onto their last name if theyre better known for their last name, i.e. Commander Shepard-Kong), as long as Funky is attached.

Tags: Passive, Targeting, Write-Up Alteration, Classification Alteration

All-New Funky Mode (Pre-Battle, 1 AP): Roster complexity got you down? Dont worry, the main monkeys got your back! Funky can target one rosterable allied mercenary. All of their weapons, armor, vehicles, and equipment will carry over to Funkys attached mercenary, who will fully understand how to use them. Multiple customizations? No problem, Funky will just give em all of them - even if they bestow abilities that arent weapons, if its a customization, Funky will copy it. However, the targeted allied mercenary will be considered unrosterable and cannot use abilities after Funky Mode has resolved. Previously-declared abilities will be redacted, with the AP cost refunded.

Tags: Pre-Battle, 1 AP, Targeting, Allied Target, Firearms, Vehicle, Positive Effect, Ability Negation, Roster Manipulation, Customization

Upgrades

(Character Upgrade; 2 uses of Funky Mode)

-Funkys attached merc will gain a surfboard and a pair of sunglasses. Bodacious.

(Ability Upgrade; 15 XP)

Choose one of the following additions to Funky Mode. This upgrade may be taken multiple times:

-All ammunition/firearms will gain homing properties, as homing ammo appears in Donkey Kong 64.
-Funkys attached mercenary may copy one targeted spell, fighting style, or physical technique from the target mercenary.
-All-New Funky Mode may be used twice in one Wartime.

(New Ability; 15 XP)

Funkys Flights (Passive): Funky Kongs attached mercenary may bid on any of their teams terrains as if it were their own. Additionally, they may bid on the last terrain that Funkys team has won on, regardless of if they own it or not.

Tags: Passive, Terrain, Battle Record

Kan's comments: You know what we love? Mercenaries who let you build themed teams instead of just a grabbag of generic goodstuff. M4 had a good idea in adding some, but there just weren't enough to really commit to a gimmick without knowing what the entire release pool would be like. We're rectifying that by adding new mercenaries like good ol' Funky, who allows players to clearly go all-in on the customization abuse game, while also providing some nice utility in the form of Funky's Flights if you want variety. We want every mercenary you buy to bring something new and useful to your team. Fortune willing, you'll be able to create a team that is very 'you' and still has a chance to go all the way to the finals from week 1.

(And yes, the 'Kong' rename does something in conjunction with a certain other merc. I wonder who it could possibly be...?)

PS: As you can see, we've switched fully to an AP system, and tried to categorize abilities in terms of what they do! The tags system is VERY MUCH NOT FINAL, but it's a good demonstration of how abilities that interact with other abilities will work. No more needing admin rulings for ability clashes! (Or at least, significantly less rulings needed. Fingers crossed!)

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Shine on, you crazy diamond.
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