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Citizen Keen
Jun 6th, '03, 12:28 PM
How would I build a power that had a cool down?

For example, how would you make an EB that doesn't require Extra Time (you can use it at a moment's notice), but when you do use it, you can't use it again for, say five minutes, or whatever.

I don't want Charges, because that's basically a limit per day. I don't want a limit per day, just force a character to take a brake between using the power.

Thanks in advance,

-cK

Aroooo
Jun 6th, '03, 12:37 PM
Use the Extra Time limitation, and define the f/x of the extra time as a cool down time. I've seen plenty of Hero examples in SH and TUV that do this very thing.

Aroooo

DigitalGolem
Jun 6th, '03, 02:10 PM
Originally posted by Aroooo
Use the Extra Time limitation, and define the f/x of the extra time as a cool down time. I've seen plenty of Hero examples in SH and TUV that do this very thing.

Aroooo

That's probably the best option. Here's another, thrown in just to be thorough: use an End Reserve, with enough End for one use, and delayed Rec to match the "cool down" period.

Derek Hiemforth
Jun 6th, '03, 02:23 PM
And here's another: 1 Recoverable Charge, with the defined way of recovering the charge being to let it cool down. :)

Chris Goodwin
Jun 6th, '03, 02:57 PM
And another: Combine Extra Time with Delayed Effect. Once the cool down time is up, you can have it ready to use it when you need it. Once you use it, it takes another interval of Extra Time before you can use it again.

Citizen Keen
Jun 6th, '03, 03:15 PM
Thank you all very much!

NuSoardGraphite
Jun 7th, '03, 01:42 AM
All good suggestions (as usual around these parts) but I really like that Recoverable Charges idea. Spiffy.

Derek Hiemforth
Jun 7th, '03, 09:28 AM
Originally posted by NuSoardGraphite
All good suggestions (as usual around these parts) but I really like that Recoverable Charges idea. Spiffy. Thanks! :)

white peregrine
Jun 8th, '03, 05:57 AM
cool down time sounds kinda...well, cool. :)

although, I don't see what would stop the "hero" from using it immediately after should he so choose. if the hero does not let the power "cool down" it starts to "heat" him up. say a slider effect on the endurance usage. X2, X3, X4....

this would allow the "hero" to push himself if needed and doesn't force the player has a little more flexibility in usage as he doesn't "have" to wait for the effect to pass...

just a thought.

Citizen Keen
Jun 8th, '03, 10:03 PM
Originally posted by white peregrine
although, I don't see what would stop the "hero" from using it immediately after should he so choose. if the hero does not let the power "cool down" it starts to "heat" him up. say a slider effect on the endurance usage. X2, X3, X4....

this would allow the "hero" to push himself if needed and doesn't force the player has a little more flexibility in usage as he doesn't "have" to wait for the effect to pass...

Alright, gamers, how do we do this? Are we going to have to make up a new limitation or lessen the Recoverable Charges Lim, or what?

lensman
Jun 8th, '03, 10:32 PM
I built this idea into Mecha Weapons. It may apply here.

Side Effect: Transform, Body. Working Component into NOn-working Component

Buy the Dice as you like and apply the side effect every time the power is used.

The more the power is used the more the transform goes off. The "Cooling off" is the Transform recovering.

Also you could use the transform to increase the END cost . Add that advantage, Partial Transform, I think. to allow grades of effect.

At one point I even let the pilots buy power def useablwe on their Mecha to reflect Veteran like effeciency of use. The def lessens the effect of the Transform and they could manage the system heat and recovery better than rookies.

NuSoardGraphite
Jun 9th, '03, 01:23 PM
Hey Lensman...Thats a good method. good use of the Side Effect limitation.

lensman
Jun 9th, '03, 01:43 PM
How did I know?

JUst mention mecha in any post and NuSoard's there

Thanx