Heyas, ideas for server. After death, and class ideas.
Posted: Tue Oct 28, 2008 1:42 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.
|\ /|
^_^
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.
|\ /|
^_^