New abilities idea

Post » Wed Sep 01, 2010 8:01 pm

Hey guys just wanted your thoughts on some abilities I thought of. Feel free to criticize and discuss.

Soldier
-Incendiary ammunition: The soldier hangs out 1 magazine full of incendiary ammunition. This type of ammunition is able to create splash damage for each bullet equal to 15%(just a rough percentage) of the damage done. This 15% does not add on to the damage done to the individual hit by the bullet but rather to those around the impact. NOTE: this is generally more effective for guns which have more bullets

Operative
-Slime grenade: On impact releases a very slippery slime on the ground. Enemies who step over this slime have a high chance of being knocked-down. EDIT: Only sprinting enemies will be subject to this effect

Engineer
-Grenade turret: Must buy light,medium Turret before. Shoot grenades which cause splash damage on impact. (Basically EZ-Nade Launcher turret) EDIT: Removed Gatling turret req.

Medic
-S.M.A.R.T. Boost: Allows brief time period (20-30 seconds?) were the buffed target may have access to more SMART moves. (Heavy->Medium. Medium->Light). As for Light body types administered with this buff SMART movement is cut in half eg. Climbing up a tall wall is much faster than before.
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Setal Vara
 
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Post » Wed Sep 01, 2010 9:47 am

I'd rather Incendiaries did extra damage over time rather than AoE, and I'd make it grease in the Operative's grenade instead of slime (then you could make it so incendiary ammo, or explosives, would set the area on fire temporarily, which could be interesting). And I think they should make the grenade turret an alternative to Gatling, rather than a replacement.
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Mario Alcantar
 
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Post » Wed Sep 01, 2010 9:47 pm

IMO those ideas are overdone. I can see Grenade turret having some merit, and the slime grenade would be hilarious, but I can't really picture them in the game.

Personally, I think it should be simpler things.

Examples:
Armored Mines(eng): Landmines you place have twice as much health.

Improved Metabolism(med): Allies buffed with Metabolism Boost will regenerate health up to the final pip, rather than their current one.

Improved Disguise(opt): Allows you(but not your allies) to see an outline that is visible through walls around the person you are disguised as.
Improved Firewall(opt): Firewalled command posts will become neutral upon being lost, rather than instantly transferring ownership to the enemy.

Rig Command Post(sol): Allows you to interact with a command post to set up an explosive trap that'll trigger when the enemy attempts a take over.
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DarkGypsy
 
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Post » Wed Sep 01, 2010 8:05 pm

Man I would love to use Incendiary with my Barnett rifle. "Oh man I shot him and now he has 15 hp left. WAIT!!! My rounds are incendiary! Yess Burrrrnn!!!"

Anyways

Universal
-Faster Reloading: Shaves 1.5 seconds off reload

Soldier
-Smoke grenades: Self explanatory. Lasts for 10-15 seconds
-Flak Jacket: Resists explosive knock-back. Only self administered
-Improved Scavenger: Grants two supply pips upon successful a scavenge
Engineer
-Barricade: Allows Engineer to place sandbags or a small vaultable wall that allows protection when crouched; Can be destroyed with 2-3 grenades
-Flak Jacket: Resists knock-back by explosives. Can not self apply

Medic
-Health Post: When placed, gives health regen. to friendlies. Can be destroyed with 1 grenade, 5-8 shots, or can be hacked by enemy Operatives. Long cool-down period
-Siphon: Killing an enemy reduces 3 seconds of supply regen. (I gave this to medics because they constantly need supply pips, also it's an ability medics have for themselves since most of their abilities are for the team)
-After-Life: When applied a friendly spawns with all his buffs. 30 second cool down
-Bio-Grenade: Inhaling the chloride gas will cause 15 damage the first second, and 10 the next 4. Gas lasts on field for 3 secs

Operative
-Sattelite: Allows Operatives to hack a bit further away with more bars of signal
-Stability buff: An Operative buff(obviously) that allows the Operative to buff weapon stability (obviously) for himself and the team
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Kahli St Dennis
 
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Post » Wed Sep 01, 2010 10:24 am

Hey guys just wanted your thoughts on some abilities I thought of. Feel free to criticize and discuss.

Soldier
-Incendiary ammunition: The soldier hangs out 1 magazine full of incendiary ammunition. This type of ammunition is able to create splash damage for each bullet equal to 15%(just a rough percentage) of the damage done. This 15% does not add on to the damage done to the individual hit by the bullet but rather to those around the impact. NOTE: this is generally more effective for guns which have more bullets A great idea, but it shouldn't deal extra damage to whoever you're shooting, just to enemies around that one target.Piling on all the buff straight to more damage on one target makes killing much more easier than the objective, so people will focus on killing more.

Operative
-Slime grenade: On impact releases a very slippery slime on the ground. Enemies who step over this slime have a high chance of being knocked-down. How would this work? Getting knocked down randomly will really svck.

Engineer
-Grenade turret: Must buy light,medium, and Gatling turret before. Shoot grenades which cause splash damage on impact. (Basically EZ-Nade Launcher turret) Gatling turret is already a Rank 5 ability. How about Nade Turret being a rank 5 as well, and requires only up to medium turret? You can already only bring one type of turret into battle, so you have to make a decision.

Medic
-S.M.A.R.T. Boost: Allows brief time period (20-30 seconds?) were the buffed target may have access to more SMART moves. (Heavy->Medium. Medium->Light). As for Light body types administered with this buff SMART movement is cut in half eg. Climbing up a tall wall is much faster than before. I like it. It's a great idea and the timing is spot on. Well balanced.

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Michelle Chau
 
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Post » Wed Sep 01, 2010 11:29 pm

Thanks for the feedback. I edited some of the abilities.
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Amysaurusrex
 
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Post » Wed Sep 01, 2010 3:02 pm

simply no
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Lexy Dick
 
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