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This is the second part of my split of the thread "Lots of ideas" (http://forums.tripwireinteractive.co...ad.php?t=41662) and this part is focused on the idea of having an ACTIVE addition to each perk. This part is definitely a work in progress and would like to get some help with new ideas as these perk powers. But, I'm tossing out a few of them so the debatte can begin :P
Some notes first: -These powers are available when you become level 1 on the perk. It would require a new key-button to happen though. -These powers should have limited uses and could be refilled at the trader for a small fee. EDIT: -There is a small cooldown between using the power, so you can't spam them very quickly. FURTHER EDIT: -The powers here should be as logical as possible and as non-"superhero"-ish as possible. Items, tools and weapons are the best ideas. Some exceptions may apply ofc (Like the Berserker and Gunslinger ones) -Field Medic: Idea 1 - Resurrection Kit. THIS REZ KIT IDEA IS SCRAPPED BUT IM KEEPING IT SO YOU CAN SEE IT ANYWAY This is the one I (and many others) have most troubles with, but I'm sharing the idea anyhow. The Medic gets 1 single Rez Kit (from all the levels of 1-6) which you can use on a fallen team-member during combat and everything. You can only resurrect a player ONCE per wave. I'm not entirely sure if this power should be in this game, but this is the only reasonable idea I have this far. What it does for each level (Level 1-6): *Resurrects the target with 15/20/25/30/35/40% of maximum health. *Takes 4.0 /3.5 /3.0 /2.5 /2.0 /1.5 seconds to resurrect a target. Idea 2 (CandleJack's idea) - Emergency Heal needle/dart/drug (don't know the specific item). Quick use, instant heal items that can only be used to heal on others (?). What it does for each level (Level 1-6): *Heals 25/30/30/35/35/40 health. *You have up to 1/1/2/2/3/3 of these items. NOTE: Has a bit longer cooldown on this ability than most other perk powers as it is rather powerful. -Support Specialist: Extra Ammo Boxes. Drops an ammo box (just like the ones you can find in the map, or maybe slightly different to see a difference if that's necessary) in front of you, just like dropping money. Can be used selfishly too, but could have some penalty, like, less ammo dropped if you pick it up yourself. What it does for each level (Level 1-6): *Can throw 1/1/2/2/3/3 boxes Maybe sounds like a low amount, but with more than that it would be way too good. If this power would be added to the SS, then at least the tier 3 weapons like the M14 and SCAR in particular could easily be nerfed in the amount of extra mags they maximumly can carry. -Commando: Idea 1 - Scout. Toggle some "sight" with some googles or something, dunno what it would be, but some kind of powerful "vision" or something, and able to see health bars and stealthers from unlimited range all for a limited amount of time. ... see enemies behind walls? :P Idea 2 - Night Vision Goggles. Toggle Battery-limited NV. Seems useless perhaps, but it could have extra powers, just like the above Scout powers. Idea 3 (Temstar's idea) - Battle Field Awareness: Toggle ability (done with some radar?), when active, any HP bars and cloaked enemies spotted by Commando also appear to all other team mates. Some quick ideas of how it could be like for the respective levels (1-6): *Shows HP bars and cloaked enemies spotted by the Commando to all other team mates. (all levels) *VERSION 1: Maximum duration of 8/12/16/20/24/30 seconds (random numbers). *VERSION 2: (Not a toggle ability though) Has 1/2/3/4/5/6 uses, all lasting X seconds (same number on all levels, around 5-10 seconds) -Berserker: Berserking/Combat Drug or just "Berserk!". (NOTE: Can only inject in yourself.) Inject yourself with some form of drug that gives you a nice temporary boost. What it does for each level (Level 1-6): *First, hurts yourself for 10/9/8/7/6/5 health (yes, negative power, but for balance). Cannot kill yourself with this *Runs at max speed regardless of health for the duration (all levels) *Each kill heals 1 health on you (all levels) *Melee damage increased by 50% (all levels) *Damage taken reduced by 25% (all levels) *Lasts for 5/6/7/8/9/10 seconds *Have 2/2/2/3/3/3 charges of these Drugs -Firebug: Fire Grenades. (Molotovs?) Instead of changing your regular grenades into Fire Grenades at level 3, you get these Fire Grenade ON TOP of the regular grenades (since they are thrown with different keys) These Fire Grenades should deal alot of damage (like they do currently), but maybe scale a little better with the levels too? What it does for each level (Level 1-6): *You start with 1/1/2/2/3/3 Fire Grenades. *You can HAVE (buying at trader) 1/2/3/4/5/6 Fire Grenades (^ done like that for balance, since they are weapons) NOTE: You can NOT get more of these Fire Grenades from Ammo boxes. -Demolitions: Proximity Pipe Bombs? Instead of having everyone running around with Pipe Bombs, which is a little broken at the moment, why not limit them to the Demolitions dude only? This suggestion actually got way better reception in the first thread than i ever would of imagined (weird) so I guess this is a quite solid suggestion. Anyway, if it WOULD be limited to the Demo guy only: What it does for each level (Level 1-6): *You start with 1/1/2/2/3/3 Pipebombs *You can HAVE (buying at trader) 2/3/4/5/6/8 Pipe Bombs (^ done like that for balance, since they are weapons) NOTE: You can NOT get more of these Pipe Bombs from Ammo boxes. -Sharpshooter: Idea 1 - Laser Sight. ... ahem... (Battery-driven, and thus timelimited) Laser Sight? AAAH OK Don't throw stuff at me!!! Just tossing out the idea! Yeesh, don't kill the messenger... The idea was to remove the Laser sight from the M14 and give it to Sharpshooters in general, but limited time instead. For example: What it does for each level (Level 1-6): *Can toogle a laser sight to aid with aiming for 20/25/30/35/40/45 seconds. (Quick toggling always removes a whole second, even if you just use it 0,05 seconds to remove abuse) I can't think of any other idea than this. Please help me out with the Sharpshooter power please! :S -Gunslinger: Zed Time "Thing". Yeah that's right, GUNSLINGER! I am 100% supporting the Gunslinger dude! (thread: http://forums.tripwireinteractive.co...ad.php?t=39844) So, as his power, he could have a manually triggered Zed Time. Maybe spin his guns around or something. Dunno what could trigger it, just something which triggers the coolness of Zed Time. ![]() What it does for each level (Level 1-6): *You have 1/1/2/2/3/3 "things". *This Zed Time lasts 100%/125%/125%/150%/150%/200% in time of a regular one. (And yes, it can be extended by Zerkers and Commandos!) --- I thought this might be a nice way of expanding all the perks instead of only adding new weapons (although I would like more tier 2 weapons) and gives the perks some more flavour. Leave plenty of ideas and constructive critizm!
Last edited by Aze; 02-20-2011 at 03:21 AM. |
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