Gahshunk
Verified Member
*~Gahshunk's Idea Corner~*
This is my little corner of ideas, suggestions, concepts, and rough sketches. I'm not specifically looking to have them implemented or anything, just snowballing ideas. I have way too many ideas, so I'm just gonna cram them all in this post to save some forum space for other threads. Maybe I can be helpful. c:
---------- Ideas ----------
~Power Charge~This is my little corner of ideas, suggestions, concepts, and rough sketches. I'm not specifically looking to have them implemented or anything, just snowballing ideas. I have way too many ideas, so I'm just gonna cram them all in this post to save some forum space for other threads. Maybe I can be helpful. c:
---------- Ideas ----------
Element: Fire
Bending Type: Passive
In a similar manner to how metalbenders can hit shift to open metal doors, I think it'd be sort of interesting if firebenders who possess lightning generation could left click to send one tick of redstone signal at whatever was aimed at. Possibly, it could be used leave redstone lamps on without hooking any redstone to it.
~The Dancing Dragon~
Element: Fire
Bending Type: Ability
So, I had a brief lucid moment: "Can a plugin code some sort of combo attack?"
Can it be coded so that left clicking brings out different moves with each click? Three moves that cycle subsequently, maybe. Because if it's possible, I think it would be fun to see a moves that tosses a variation of fire "kicks and punches" at a foe with each click and can be mastered by learning the order of these three attacks that cycle through it. An example of this would be a FireBlast-like move, followed by a brief shield that burns opponents that come into contact with it, followed by a significantly more powerful, short-ranged hit, then back around.
~Fire Reiki~
Element: Fire
Bending Type: Ability
In The Legend of Korra, a firebending shaman showed the ability to detect chi paths by using her firebending on a spiritual level. No one really knows the extent of this ability as it seems a lot like healing, but it's common sense that fire can't really physically heal anything. However, there is speculation that it can purge evil spirits on a minor level, so I propose some sort of 'purging' of negative potion effects. I feel that would be a very useful utility.
~Frost Breath~
Element: Water
Bending Type: Ability
A player could hold shift to charge up a continuous stream of frost for a few seconds, freezing water (maybe covering the affected area with snow) and applying slowness to players.
~Flight~
Element: Air
Bending Type: Ability
I know this will be requested A LOT, but I wanted to make a couple of points on it besides making it the same as '/fly'. For one, it's very easy to succumb to airbending techniques, the user becoming light as air. Secondly, almost anything heavy enough can be used to weigh down the airbender. This could be implemented requiring an empty/nearly empty inventory.
~Lotus Poison~
Element: Earth
Bending Type: Ability
This one is tricky and not very appealing considering toxic liquid metal isn't a thing in Minecraft. But, then again, neither are smoke bombs so here's the basic idea. It would obviously be a poisoning attack. I'm not sure weather it should poison for a couple of seconds the same way IceSpike slows, or it should have a long poison effect with a long cool down.
~Whirlwind~
Element: Air
Bending Type: Ability
I know the video games aren't canon for the most part, but I found it kind of nice and interesting that Aang was able to launch a blast of swirling wind to daze foes. This could be implemented using nausea effects, however, it'd really only be useful in PvP so I don't think it'd be that great.
~Magnetize~
Element: Earth
Bending Type: Passive
The Dai-li have exhibited the ability to crawl up walls by earthbending their rock gloves to other earthen surfaces, allowing them to 'stick' on to walls. This might be implemented in a similar manner to the way spiders are able to climbs walls.
~Mist Veil~
Element: Water
Bending Type: Ability
Waterbenders (and airbenders, but let's not get into that because we're talking about the water) have shown the ability to bend clouds, steam, mist, and other forms of water vapor to create a veil. I think it might be useful for waterbenders to create a large and quick puff of white smoke particals to represent steam and briefly apply invisibility during said puff. Default, 2-5 seconds of invisibility. Not sure I have anything default for a cool down.
~Precipitation~
Element: Water
Bending Type: Passive
I know this is a very touched-on subject regarding waterbending and rain, but I have a couple of ideas, maybe create some concepts. I've seen it before on the forum and the idea of making waterbending usable during rain (and I'm not talking about adding animations) seems kind of good and bad to me. Essentially, it would be the same as bottle-bending except during rain/snow, however, attacks without an actual water source that rely on the precipitation could perhaps be weaker in a way? And if that idea is done to death, then maybe a minor speed and/or attack boost might help. At the same time, I don't want to make waterbending too overpowered, seeing as how it already has a full moon boost.
~Quicksand~
Link: Made by Kingbirdy~ http://projectkorra.com/threads/quicksand.384/
Element: Earth
Bending Type: Ability/Passive
In a similar fashion to earthbending falling on earthen materials and softening it to create a safe landing, earthbenders can also exhibit the ability to soften earth to create a temporary pit of quick sand. By holding shift and temporarily turning a circular area of earth into sand, this can show where players are being afflicted with slowness by the earthbender. Going further, landing and create soft earth can do the same to surrounding players as the ability, however, I don't know if it'd be possible to make the earthbender using this ability immune to their own slowness.
~Home Front~
Element: Air, Water, Fire, & Earth
Bending Type: Passive
In the series, the waterbenders take refuge in the poles and the swamp for their cold temperature and abundance of water. Firebenders live on beaches and tropical locations near the equator for it's general heat and energy. Earthbenders live in low-lying flat lands, increasing their connection to the earth. Airbenders live in temples that tower into the sky in remote locations to achieve spiritual enlightenment. As such, I've developed an idea to promote benders of every type to live in a location best suited to their element. It would allow them to have a small, passive attack boost based on their living quarters, something around 5-20% boost. The idea is for a player or group of players to build their home front in the ideal biome to be able to defend it well. Just like in the series.
Water: (Frozen) River, Ice Plains (Spikes), Cold Beach, Cold Taiga (M), (Deep) Ocean, Swamp
Fire: Desert (M), Mesa (Bryce), Jungle (Edge) (M), Savanna (M), Plateu (M), Beach, Hell
Air: Locations above 80y
Earth: Locations below 60y
I personally wouldn't add biomes to air or earth because they get a much larger range than fire and water, however fire and water still have their moon and sun boosts
That's all I have for now, but I hope to update this thread with more ideas. c:
Last edited: