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	<updated>2026-05-06T04:57:20Z</updated>
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	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Special_attacks_brainstorming&amp;diff=8793</id>
		<title>Archive:Special attacks brainstorming</title>
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		<updated>2008-02-24T14:36:32Z</updated>

		<summary type="html">&lt;p&gt;Tcsilver: /* Secret of Mana approach */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;just brainstorming by writing any posibility i can think of without thinking about if it makes sense for us or not&lt;br /&gt;
==using==&lt;br /&gt;
===Secret of Mana approach===&lt;br /&gt;
hold attack button to charge. the longer you charge the better the attack when you release it. &amp;gt;&amp;gt;append&amp;gt;&amp;gt; I, IRsnurgle Think that all weapons attacks should charge like in Secret of Mana and the rest of the special attacks should be Icon selectable&lt;br /&gt;
&lt;br /&gt;
(Feel free to move this appending post in my name, IRsnurgle, if you find it to be in the wrong location :]  )&lt;br /&gt;
&lt;br /&gt;
===SD3 approach===&lt;br /&gt;
successful normal attacks charge a combo bar which can be emptied to use a special attack&lt;br /&gt;
===rage approach===&lt;br /&gt;
the bar fills when YOU are hit succesfully&lt;br /&gt;
===usual MMORPG approach===&lt;br /&gt;
click icon or press hotkey to use special attack. each attack has a cooldown (or not). each use uses up mana (or not).&lt;br /&gt;
===Street Fighter approach===&lt;br /&gt;
special attacks are activated by more or less complicated finger acrobatics. they can be used without restrictions but you lose control over the character for the duration of the attack.&lt;br /&gt;
===Mega Man approach===&lt;br /&gt;
every special attack has a limited number of uses which can be recharged.&lt;br /&gt;
===team formation===&lt;br /&gt;
special attacks can only be used in parties when multiple people cooperate (like standing in a specific formation)&lt;br /&gt;
===[[Magic system]]===&lt;br /&gt;
Use our [[magic system]] for special attacks too, just that damage of special attacks is based on str instead of will -&amp;gt; would make int useful (maybe necessary?) for warriors. RP Explanation: Applied mana energy allows you to perform superhuman combat maneuvers.&lt;br /&gt;
&lt;br /&gt;
==obtaining==&lt;br /&gt;
===learning by leveling===&lt;br /&gt;
reach skill level X and you learn a special attack&lt;br /&gt;
===skill tree=== &lt;br /&gt;
every skill has an ability tree. you get a skill-specific ability point on each levelup you can spend on a special attack of your choice (passive boni, too)&lt;br /&gt;
===learning by quest===&lt;br /&gt;
Do a quest and get teached a new special attack as a reward.&lt;br /&gt;
===design your own special attacks===&lt;br /&gt;
players can design their own special attacks within certain limitations&lt;br /&gt;
===blue mage approach===&lt;br /&gt;
learn a special attack by getting hit by it (even in PvP???)&lt;br /&gt;
===item-based===&lt;br /&gt;
your equipment defines what special attacks can be performed&lt;br /&gt;
*integrate special attacks into rune system used for magic?&lt;br /&gt;
**maybe different equipment for spellcasting runes and attack runes to differentiate between mage and warrior equipment?&lt;br /&gt;
&lt;br /&gt;
===learning by attributes===&lt;br /&gt;
attacks are unlocked by reaching certain attribute prerequisites&lt;br /&gt;
&lt;br /&gt;
==results==&lt;br /&gt;
===combo bar approach===&lt;br /&gt;
I think a combination of the rage and SD3 approach would be good. With that method, both tanks and high agility players will be able to use skills fairly often.&lt;br /&gt;
As for obtaining, having a skill tree, some gained by quest, and some with items would be a good combination to keep players very interested and inspired i think.&lt;br /&gt;
-roderic&lt;br /&gt;
&lt;br /&gt;
===magic system approach===&lt;br /&gt;
I am currently favoring to integrate the melee special attacks into the [[magic system]] and [[User:Crush/Rune_combination|rune combination]] seamlessly. One might argue that using int and rune slots for regulating both physical and magical combat reduces the difference between mages and warriors but i think the opposite might be the case:&lt;br /&gt;
*Warriors need Dex+Str+Int while mages need Will+Int for maximum damage output so specialisation on one still makes sense.&lt;br /&gt;
*Characters have to choose if they want to use their resources (int-based mana flow and rune slots) for physical or magical combat. The logical choice would be to concentrate on one to be able to benefit from attribute specialisation.&lt;br /&gt;
*When we would separate magic and special atack system it would be easier for the player to utilize both independently at the same time. Would be an advantage for omni-characters (=bad).&lt;br /&gt;
--[[User:Crush|Crush]] 00:07, 24 February 2008 (CET)&lt;/div&gt;</summary>
		<author><name>Tcsilver</name></author>
	</entry>
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