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new class idea's  XML
Forum Index -> Druids RPG
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Mystic

Godlike

Joined: 12/21/2004 21:36:56
Messages: 417
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hey folks had some intresting ideas ,thought i should share.

BIO-MECH-Class
Defensive class similar to Engineers.useing a translocater to create small,medium,and large puddles of bio fluid/water, with effects,

<puddle effects>
Ice sheet-freezing
Toxic-poisen
Sticky/Tar-null
<cost per puddle>
small puddles=5 points -or- 50 adren per small puddle
medium puddle=10 points -or-150 Adren per puddle
large puddle=15 points -or-200 per puddle

also creates< bramble,shards,barbedwire and spikes,with knockback-poisen effects.
< cost per Barrier>
Bramble=1 point-or- 20 adrenaline
Shards=5 points-or-50 adrenaline
spikes=10 points-or 100 adrenaline
barbedwire=15 points-or- 250 adrenaline

Creates 1 turret a plasma or ball turret.
<Cost per Turret>
Turret =8 points -or- 150 adrenaline

The infinity bio can be used to maintain the puddles and ressuply ammo similar to engineer links,they can use <RESSUPLY BLAST>to AOE RESSUPLY similar to other blasts, 50 adrenaline per blast.

maybe spawn a small spider walker as its vehicle
spider walker =15 points -or- 250 points

what do yall think?
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tgroombr

Dominating
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Joined: 11/26/2006 15:05:26
Messages: 211
Location: The Invasion Vault
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Interesting, I like the puddle ideas, having monsters step in them and have them nulled while they get wailed on by incoming AVRiLs. Earlier today I also thought of new engineer buildings. What if engineers could build things besides blocks, *sigh* same old blocks.. How about if engineers could lay down barricades, and barrels (even those exploding ones), sand bag walls, and even perhaps a sniper tower. I'm tired of seeing blocks, I want something new.

TonyTheSlayer - Medic
TonyTheSlayaneer - Engineer ( Of Course )
TonyTheAssassin - Weapons Master
TonyTheSlaughter - Junkie

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Lt.Crumpet


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Joined: 12/22/2005 09:48:41
Messages: 13
Location: Michigan
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1: What need/gap will this class fill? Why is it needed?
2: Why do we need more defensive classes like the engi? How is this class not ~80% redudant with what the engi already does?

Mystic

Godlike

Joined: 12/21/2004 21:36:56
Messages: 417
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it will add yet another fun factor to this server,while filling the need of people out of ammo.,and the need for something new,in a way that everyone can have fun with while benefiting there team,., a added defense class would be great,

engineer.-defense
medic.-offense/defense
Loaded artifacts.-offense
Weapon Master.-offense
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RoadKill v3.4

Wicked Sick!
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Joined: 06/03/2007 18:43:42
Messages: 1085
Location: Resurrection Hub orbiting Canada searching for More Beer
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would the coding be difficult , as the puddles don't attack the monsters and monsters may just avoid them
maybe they have a timer so they don't last forever
and you forgot the fountain of health

neat idea but since the engineer came along we have too many "campers" already IMHO
I think any new class should be a more mobile one , the spider walker I've seen has terrible handling but could work

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Mystic

Godlike

Joined: 12/21/2004 21:36:56
Messages: 417
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theyre more of a offense/defense to compliment the engineer's base,

the bramble,barbed wire ,, ect wouldnt prevent monster fire from hitting you,just prevent them from reaching you., like put them infront of the engi base to help protect the bocks,as the blocks protect you and the people inside

the bio fluid/puddles or however it can be done i dont think should realy damage monster as much as it effects monsters. think of them of as oil slicks or tar pits to help you when they dodge like jumping beans.

the fountain of health/adrenaline i think would take away from medics but thats a toss up i think,.not sure

id personaly make the bio mech a nerfed weapon master with the bio mech skills to construct,but no loaded weapons or vamp. i dunno thoe i cant test anything (

the spider walker is hard to control yeah but thats good,we wont have anyone sniper driveing lol,just running over everything
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Mystic

Godlike

Joined: 12/21/2004 21:36:56
Messages: 417
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BIO MECH-
helps/compliments engineer bases,,ressuplys ammo,,builds weapon lockers,creates puddles,barbedwire,spawns with inf bio

Proffessor-
clones himself up to 2 times<makes bots>uses artifact elixer blasts,heal,poisen,null,knockback,freeze ect,spawns with just the blasting and beam artifacts, and uses a unlimited or a non adrenaline based timer boots of flight to hover or fly,

midevil knight-
spawns with all midevil weapons,and regular artifacts,a weapon master in all aspects but the weapons.

Day Walker-
spawns with inf vamp,extra dmg and has holy blast-or a aoe spikes, uses a unlimited or non adrenaline based timer magnetic sphere to walk the walls,Spawns vampire flying creatures and skarj,

i didnt wanna take away the things that made the current classes special,i think i did the job,and even thoe these probably wont happen theyre realy cool ideas huh?
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Wail

Rampage

Joined: 09/20/2007 21:14:41
Messages: 183
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The most natural and obvious split is turning the Medic into a legitimate class of its own, and turning the Monster Master into a class of its own.

If development eventually progresses enough on Monster Mash, we may actually go this direction. Although at that point we will probably have seen drastic changes in all the classes - Essentially 3 new classes anyway. My big question is whether I'd want to retain any sort of summoning abilities for "Medics" at all, even if they were reduced effectiveness. I think there's enough development space that having it isn't necessary, but I kind of like the idea of having a pet with the primary healing class, since it gives them someone to support at all times.
F8_AL

Rampage

Joined: 05/31/2008 05:21:22
Messages: 145
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i think the medicc should just be a medic, and you could have a monster master that could both/either summon monsters and turn into them.

((> > F8_Al < <))- level 159 engineer

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F8_AL

Rampage

Joined: 05/31/2008 05:21:22
Messages: 145
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This is my idea;

Beast master

This class would take over the "monster master" part of the medic. your character would be able to purchase "loaded monsters" which enables you to morph into different invasion monsters. when in these forms you can then summom a swarm (size dependent on what monster you are) to fight allong side you. your attacks would be that of the monster and your hp would corrspond with this. the different monsters have different abilities such as flight and reflection.

You couldalso buy the abiltiy "carnivore" which would be similar to vampirism but you gain X amount of hp when you kill a foe.

i think this would be a really fun class that would add another offencive class which would be good as there are so many engineers atm.

The mod "skaarjfest" has allready made it possible to turn into invasion monsters so i no i can be done! it would be real fun and really original.

((> > F8_Al < <))- level 159 engineer

My skin: http://skincity.beyondunreal.com/index.php?section=models&action=show_infos&id=474

You will also need this to see it online: http://disastrousconsequences.com/dcforum/posts/list/4274.page

WildCard


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Joined: 03/17/2009 02:25:57
Messages: 9
Location: USB! ...err, A!
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Woah, if we split medic/monster master I'd want the medic to obtain a few different 'defense' options. Like what engineers have on shields, give to both the medics AND engineers, though cap the medics at a lower level or something. Maybe give them some minor engineering, like enough to make three blocks or something and cut the turrets/vehicles out of it. Just some help so they can do MORE then a health boost.

If monster-master splits off, make them summon and transform into them, that could be neat. Then again, magical monster weapons might be a huge pain. But hey, I'd be willing to try myself if I wasn't a lazy punk.

As far as the 'puddles' thing goes, why not attach that to another class completely? I could see Weap/Adren/Engineers all having possible adaptations of that. A good trap is always fun, right?

And I do agree Engineers need more then just basic block/block wall, maybe a small block-house could be fun. Hey, the 'shield wall' is getting introduced, why not think up some other fun ideas to go with it? Make one of those jump platforms! Send enemies/allies flying away! Make an empty weapon-locker to help people fill on ammo! Make PILLERS to auto-size to the roof or a set height (smaller of the two) to hold elevators up so you can build a base under them, make DOORS enemies can't open, maybe not all of those but SOME. (I really like the jump-platform idea.)
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F8_AL

Rampage

Joined: 05/31/2008 05:21:22
Messages: 145
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lol jump platfrom would be great a nit like repulsion.

((> > F8_Al < <))- level 159 engineer

My skin: http://skincity.beyondunreal.com/index.php?section=models&action=show_infos&id=474

You will also need this to see it online: http://disastrousconsequences.com/dcforum/posts/list/4274.page

WildCard


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Joined: 03/17/2009 02:25:57
Messages: 9
Location: USB! ...err, A!
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XD Probably my best idea evah! ...we have invisible walls to keep people from flying off the map right? Make them angled jump platforms, what angle probably wouldn't matter much. Then again, strong enough to send people off the map is out of the question. XD
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