Heyas, ideas for server. After death, and class ideas.

Check out Death Warrant's Invasion Server
Post Reply
Crazy_catz
Posts: 4
Joined: Mon Oct 27, 2008 11:00 pm

Ok, I'm not sure if this has been offered before, but what if when players died that they took control of pets, became zombies on the team of the monsters, or something aside from just spectators?

Not sure if it'd be possible without recoding most of the custom mods, so allow me to elaborate on them a little.

Zombies: Killed players could become Zombies, who move at normal player speed, but have only two attacks. Primary is a normal punch/claw/scratch that harm the target--scales with wave--while the secondary fire button has the zombie pull some flesh out of its body and chuck it at the player--shares trajectory with Flack Cannon--causing similar damage to the primary--also, scales with wave--and poisons the aflicted target. Primary attacking poisoned players could slow them down, allowing the zombified player to wail on them longer, at least until the player decides they should kill the zombie.

Once a zombie Kills a player, the zombified player comes back as a player and has 10 second immunity to all damage. Hencing, making it so if the zombie kills the last surviving player, that the game will not end until the zombie--now a player again--is slain.

Taking control of pets: What we could also do to help those medics out there, is let dead players take control of the medic pets. This, of course would make medic pets more useful, as they wouldn't be as stupid--hopefully!--and would probably last longer, gaining more points for the medic.

Something other than spectator: Dead players could be revived as ghosts who cannot be targeted, but have a single attack that slows its target yet causing no damage what so ever. A ghost with a freezing -10 weapon, I suppose.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Ideas for classes:
Monster master:
Possess minion after death.
Monster form.
Karma's Katz
Healing aura
Physician's eye

Adrenaline master:
((I've heard that this class is already being reballanced, so it isn't godly anymore.))
Never really played this class.
Shield yaz!

Weapon master:
Critical Strike
Leg shot
Arm shot
Crippling blow
Sniper's expertise
Mines of More-ear?
Kat-Kannon
Disarming shot
Awakened Senses

Ok, lets get to it.

Monster master:

Minion Possession:
After death, the medic can possess her/his minion, as can other killed players. Monster persists beyond medic's death.

Monster form.
Similar to Minion Possession, but the medic takes on the form of a given monster--at the cost of some monster points--but gains several boons from that form. Not sure what they'd be, but ehh.

Karma's Katz
Once the medic is killed, a horde of angry cats accost the murderous monster until it, or the cats--who have a metric TON of HP--die. Thats Karma for you, plus it reduces the number of rats on the level.

Healing aura
Medics gain a passive healing aura that heals everyone within its range--increased range by ranks--but X per second.

Physician's eye
The medic can see friendly players through the walls, at lower ranks its a simple outline, but at higher ranks it shows a scale from green--highest that the medic can heal--to red--nearly dead.--


Adrenaline master:

((I've heard that this class is already being reballanced, so it isn't godly anymore.))

Never really played this class.

Shield yaz!
Adrenaline masters can regen friendly player's shields.

Stuff. . . .


Weapon master:

Critical Strike
As the name implies, weapon master attacks have a chance to critically strike, causing 2-16X damage, based on several factors. Increased ranks could increase crit chance, or damage.

Leg shot
The monster moves and turns slower, and cannot jump. Also, denies it flight.

Arm shot
The monster's attack is changed to be that of a novice, so that it misses quite a bit more.

Crippling blow
Once, leg and arm strike are both maxxed, this becomes available, this is a synergy of those two and increases both at the same rate--and stacks with them.

Sniper's expertise
Precision weapons do extra damage, headshot damage is multipled by current crit modifier.

Mines of More-ear?
Your mines now have nekomimis on them, and apply a bleed effect after damaging enemies, due to the mines scratching enemies before exploding.

Kat-Kannon
A special gun, that fires cats similar to the medic's "Karma's Katz" but the cats randomly pick targets. Only one can be active at a time, per wm.

Disarming shot
Disarms your target, making them unable to use ranged weapons for a short period of time. However, melee is still usable.

Awakened senses
The weapon master can see an outline of monsters through the walls and around the enemies he's fighting, this outline goes from being a simple outline--rank 1--to being a percent based scale of how many HPs the monster has left, from green, healthy, to red, nearly dead.


Tell me what you guys think.

Oh, I almost forgot, general skills.
I scratch you!
You scratch friendly players when they do something stupid. This causes minimal damage, but makes them pay attention to you. Also, could get them an infection, if scratch isn't washed right away.
Clawed hands
You grow claws on your hands and feet, allowing you to scale walls and other impasible objects.

Ok, so I'm kidding about the general skills.
|\ /|
^_^
Draco
Camper
Posts: 68
Joined: Wed Nov 29, 2006 12:00 am
Xfire: dracothedragon73

well as far as the "zombie" thing that you desicribe my opinion on it is that it is a very bad idea, and makes no sence at all.

invasion is based around 1 concept, and that being, This is a team game, we are all in it together, and all of our collective strengths will form one large unit to defeat the what seems like never ending invasion of monsters...now with that concept described and out of the way, why in the hell would you fight to the "death" with your teammates against these monsters and possibly giving your life to help or defend one of your teammates only to then turn around and attempt to kill them after you die? LOL it makes NO sense at all...its like saying when you play CTF, after you are sucsessful in reaching the other teams flag, you then automaticly change teams and have to defend the flag you just captured from your previous teammates...

team games have team concepts, and you are not supose to be switching teams left and right. it just defies logic.

the only way your zombie thing MIGHT work, is if the zombies were friendly, and helped fight against the invading mosters but in an extremely handycaped way.


and as far as your ideas for weapons, some of the current weapons already have some of the concepts of the ones you are thinking of, not all, but some
DW_Ant
DW Clan Member
Posts: 2679
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

You also should consider that players will take advantage in what they are given. People will use this zombie concept to leech xp (once you're dead, might as well give your team some xp so stand in the middle of the safe spot while everyone lite you up like a candle).

Another bad scenario is that players will use the zombie concept as an excuse to teamkill the players they're mad at. Even if there are admins playing, they will act like they try but they'll get themselves killed so they can potentially kill a teammate.

The minion possession idea I like. However, the minions will automatically die as soon as the owner dies :(

As for the wms abilities. Some of them may make the game too easy. Reducing their difficulty to novice will be a piece of cake. It's currently set on godlike & there's a huge gap between those difficulties. Disarming them will be too easy too. If you concentrate your fire on a monster with an mp5, it's garunteed they won't be able to attack you. Specially on the luci wave & mini boss wave that they have the whole team shooting at them....well you get the idea ;)

Karma's Katz sounds like a funny idea lol. What do they do once they kill their target?? What about luci??

Healing aura will make healing sphere obsolete :(

physician's eye sounds like a decent idea. However it might be glitchy in seeing people's health through walls. Specially when seeing their health through the skybox.
Also many people like to bunch up at one spot in later waves, there will be that one spot that basically burries the med or mosnter awareness skill.

For AMs
well maybe not shields, but adren :)
AMs regenerate player's adren :P

Mines of More-ear = Poison Mines

I'm sorry for being such a downer :(

But the other ideas are funny (Kat Kannon) :laughing1:
& others just might work :D
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

FFE466

_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
Seven_of_69
1337 Haxor
Posts: 321
Joined: Wed Jul 09, 2008 11:00 pm

D2Boss wrote:For AMs
well maybe not shields, but adren :)
AMs regenerate player's adren :P
Makes sense. Since medics regen health then AMs could regen adren while leaving WMs to regen shields.

Zombies would be fine as long as they're on the players' team. They should have limited impact on the game. Monsters should pretty much ignore zombies and concentrate their attacks on the remaining players. Zombies should have limited movement and no translocator. They should be fairly weak while still giving its player something to do. For the Luci wave the zombies should be disabled - once you're out, you're out.
40_Shards
1337 Haxor
Posts: 193
Joined: Sat Aug 16, 2008 11:00 pm
Location: Sunspire

Draco wrote:well as far as the "zombie" thing that you desicribe my opinion on it is that it is a very bad idea, and makes no sence at all.

invasion is based around 1 concept, and that being, This is a team game, we are all in it together, and all of our collective strengths will form one large unit to defeat the what seems like never ending invasion of monsters...now with that concept described and out of the way, why in the hell would you fight to the "death" with your teammates against these monsters and possibly giving your life to help or defend one of your teammates only to then turn around and attempt to kill them after you die? LOL it makes NO sense at all...its like saying when you play CTF, after you are sucsessful in reaching the other teams flag, you then automaticly change teams and have to defend the flag you just captured from your previous teammates...

team games have team concepts, and you are not supose to be switching teams left and right. it just defies logic.

the only way your zombie thing MIGHT work, is if the zombies were friendly, and helped fight against the invading mosters but in an extremely handycaped way.
As much as it would be nice to make dying in Invasion more exciting, there isn't much you can do without swaying the game balance towards the monsters or players, or even creating an entirely new gametype. It's just part of Invasion. I imagine respawning as something else would become pretty monotonous after a while as well.

Some of your other ideas are interesting though, such as the seeing-through-walls one...
Image
I love the smell of UnrealEd crashing in the morning.
Post Reply