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Player Subs (Notes)

daggada
2013-10-31
2013-11-08
  • daggada

    daggada - 2013-10-31

    You may want to read my comment below before getting into this list.

    Leviathan? (Heavy)

    Health: 500
    Speed: 10
    TurnSpeed: 100

    Weapon1: Auto Guns
    Weapon2: RailGun
    Weapon3: Homing Torpedo

    Ability: Speed Burst

    Upgrade1: Decrease Torpedo Lock Time
    Upgrade2: Increase Rail Damage
    Upgrade3: Increase Speed Burst Capacity

    "Black Shark" (Medium)

    Health: 200
    Speed: 15
    TurnSpeed: 180

    Weapon1: Auto Guns
    Weapon2:
    Weapon3: Dumb Fire Torpedo

    Ability: Shield (Passive)

    Upgrade1: Increase metal amount reward for sub kills.
    Upgrade2:
    Upgrade3:

    "Manta" (Medium)

    Health: 200
    Speed: 15
    TurnSpeed: 180

    Weapon1: Auto Guns
    Weapon2:

    Ability: Repair Aura

    Upgrade1:
    Upgrade2:
    Upgrade3:

    "Mako" (Light)

    Health: 100
    Speed: 20
    TurnSpeed: 360

    Weapon1: Auto Guns
    Weapon2: Diver Team? (Dismantles/Damages structures)

    Ability: Cloak (Active)

    Upgrade1: Increase Cloak Capacity
    Upgrade2: Decrease Diver Team Cooldown
    Upgrade3: Decrease Claimer Cooldown


    Ideas for Subs

    • Perhaps a "Thief" class
      • Has enemy deployable 'stealing' ability.
      • Has upgrades/bonuses to increase metal income.
      • Has enemy metal income stealing/hampering ability.
      • Maybe he's the one who cloaks.
    • Do we need a Sniper class?

    Ideas for Weapons

    • EMP that disables/slows deployables/subs.
    • A deployable "stealer"
    • Need a shotgun type weapon.
      • Perhaps a frontal cone wave attack?

    Ideas for Upgrades:

    • Increase Base Health %
    • Increase Base Speed %
    • Increase Metal Income %
    • Weapon Augments
    • Ability Augments
    • When killing deployables, they drop metal.
     

    Last edit: daggada 2013-11-01
    • daggada

      daggada - 2013-10-31

      Just posting some ideas for potential sub classes. I realize the numbers don't really mean anything yet, they're just an indicator of how they perform relative to one another.

      I'm looking for ideas in terms of weapons, abilities, and upgrades. And also for ideas for new Sub types just in general. I STRONGLY suggest playing the game in a multi-player competitive setting, and understanding how it works, as I'd like to design subs around needs within the game, and not just do standard (big guy big guns, little fast guy...)

      The creation of these classes is definitely suggesting the need for team play in the game. So I'm probably going to add that very shortly. But do also consider roles and usefulness in FFA, as a one man team.

      I'm also thinking that you WILL be allowed to switch Subs during the game, but perhaps at a penalty of losing your current Sub's upgrades, as well as potentially a time penalty (where you have to wait a bit).

      Please discuss! =]

       
  • Anonymous

    Anonymous - 2013-11-01

    By: Gimpy,

    Was wondering about sonar.. maybe small scout class with different type of sonar pings for different purposes. Or maybe a deployable pulse showing enemy activities for short period, or a deployable sonar jammer to counter.

    As far as an emp disable goes, i was thinking more on the lines of a concusion effect (water based stun) versus trying to explain EMP`s under water.

    Maybe depth charges / deployable for a class..

    If you really wanted to get funky, could even have a short duration stuck in an air bubble.

    Just a couple off top of head before bed, hope its helpful.

     
  • Anonymous

    Anonymous - 2013-11-05

    In the style of other MOBAs, I was thinking that since your base and collectors (and maybe other things like captured towers) are kind of like your teammates, that knowing the health of those things while not in sight could be useful. Like in a HUD or something. Although, I can see the argument for not having that information in a HUD and forcing the player to be aware of the remaining life of his/her base/collectors/assets. Life of all the turrets and everything would probably be overkill.

     

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