User:RadiantDarkBlaze/Pulse Mod Idea

This has actually been sitting around for quite a while now, so I'm just gonna dump-post it here. Hopefully I'll look over it and actually make something (more coherent?) out of it, or maybe (parts of) it will inspire someone else to incorporate (parts of) it into what they're making.

Pulse type

 * A bright, vibrant bluish-cyan color (type color scheme; #66ccff, #77ddff, #88eeff)
 * Basically the infinity+1 type, which while nothing is weak against it nothing resists it either
 * Mostly only available during Pulse Surge, or by using certain weapons which expend Pulse energy
 * Deals (nearly) absolutely stable damage at a(n) (nearly) absolutely stable rate
 * Multiples of 3, 30, and 300 (especially the exact numbers themselves) are used frequently
 * Projectiles deal damage either once or every set number of frames (0=once, 1=every single frame, 2=every 2nd frame, etc.)

Pulse energy

 * Replacement for gold/$$$; the word "PULSE" will be where "$$$" used to be (or just "PUL" if there's not enough space)
 * All weapons of the same tier as each other will always provide the same amount of Pulse energy as each other when sold
 * Can be expended by classes other than the Gunner for certain weapons; mostly from special weapons sets throughout the game
 * Not very many of the Gunner's weapons will expend Pulse energy, so MAG will do something else for the Gunner
 * The Inn uses a set (teamLV*3) Pulse energy to fully restore all stickmen's LP, reviving dead ones in the process
 * Revival uses a set (teamLV*30) Pulse energy to restore 30% of the dead stickman's LP while bringing them back to life
 * A set whopping (teamLV*300) Pulse energy can be spent to trigger Pulse Surge at will by clicking the word "PULSE"

Pulse Surge

 * Can be activated with a 3.33% (1 in 30) chance upon what would normally be GAME OVER conditions (all stickmen dead) for 0 Pulse energy; therefore averting a GAME OVER if it activates
 * Can also be activated at any time prior to a GAME OVER by spending a whopping (teamLV*300) Pulse energy at will by clicking the word "PULSE"
 * Game will read a separate item ID list than the usual one in order to replace all weapons and compos equipped and in inventory with corresponding Pulse-type weapons and compos
 * Pulse Surge versions of weapons will generally have more effective attack patterns than the usual versions, as well as roughly triple the usual potential DPS
 * Pulse Surge versions of compos will have more stable versions of the compo's effects where applicable
 * Stickman bodies turn #88eeff, stickman heads turn #66ccff, and stickmen gain a #77ddff shade aura
 * Triples all stickmen's max LP, revives dead stickmen, and fully heals all stickmen in that order upon activation
 * Pulse-type pellets that deal (teamLV*3) AT every 3rd frame and last for 3 frames each will flash upon every joint in every stickman's body every 3rd frame; including dead stickmen
 * 1/3000th of buffed max LP is steadily regenerated every frame (max LP is added to a number every frame, and you heal 1 LP every time it exceeds 3000; cannot heal above max LP this way)
 * While healing technically continues even if LP hits 0, the stickman stays dead unless revived until their LP reaches 30%; at which point they'll come back to life automatically free of charge
 * Revival costs far less Pulse energy during Pulse Surge (teamLV*3) and restores the usual 30% LP on top of whatever was healed while the stickman was still dead
 * GAME OVER isn't possible during Pulse Surge; though may occur right after Pulse Surge's effect time runs out if all stickmen are currently dead at that point
 * Pulse Surge will end either after 30000 frames or upon leaving stage; all changes revert when Pulse Surge ends
 * When converting from tripled Pulse Surge LP back to regular LP, it will be based on % remaining rounded up rather than flat value
 * Pulse Surge can only be activated a maximum of once per screen (no matter which method is used), but can be activated again on a screen that it was carried over to from a previous screen

Enemies + Stages

 * Stages will always require you to kill or otherwise defeat all hostiles before advancing to the next screen; no exceptions whatsoever
 * In some stages there will be some friendly 'enemies' that actually aid your team, and also benefit from your Pulse Surges; your team will not target them and your projectiles cannot hit them
 * Friendly units will give out their EXP, Pulse energy, and item drops if they're alive when either the "NEXT" or "MAP" sign shows up; they may be revived for (theirLV*30) Pulse energy should they die
 * The "World Map" button will only be available when there are no hostiles on screen and the "NEXT" sign is showing
 * With a 1/300 chance, a yellowish-red version of the "Pulse Surge" text will flash after clearing a screen; this is the enemies' Pulse Surge verbatim but with no time limit
 * Enemies will respawn right where they died if their Pulse Surge activates; their scattered bits won't fully fade until just before the "NEXT" sign shows
 * Enemies will "pulse" every 30 frames during their Pulse Surge instead of every 3 frames like your team does during yours; enemy Pulse Surge color scheme is #ff8866, #ff9977, #ffaa88
 * Enemies recover LP at 1/30000th per frame instead of 1/3000th per frame like your team during yours, and do not have the eventual re-revive mechanic that your team has during yours
 * If the enemy Pulse Surge activates, all enemy levels will be +30; just as well, because you typically won't be able to beat an enemy Pulse Surge until you're at least that much stronger anyway
 * There may be some enemies which the presence of will either reduce or increase the activation chance and or effect time of Pulse Surge to varying degrees; yours and or theirs