Player Subs (Notes)
FATHOM is a multiplayer Action-RTS combat game set in the deep ocean.
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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
Ideas for Weapons
Ideas for Upgrades:
Last edit: daggada 2013-11-01
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! =]
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.
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.