Gameplay Elements form Fortress Forever


(TheStrangerous) #1

DB has always been compared to TF2, thus many ideas suggested in DB comes from there.

But what if we gathered some ideas from an even faster paced team based shooter, like Fortress Forever?

Reading through the Fortress Forever wiki on classes, there were some interesting mechanics from that game:

[i]"Medkit

Hitting an wounded ally with this will fully restore their health and cure most negative status effects. Hitting a full health ally with this will give him some extra temporary health. Hitting an enemy with this will give him a damaging infection which can only be cured by an enemy Medic."

Heaviness

HWGuys are so heavy that they’re almost impossible to move. Explosions do not knock HWGuys around. Concussion grenades can still push them around, however.

Overpressure

The HWGuy stomps the ground hard and releases a shockwave that stops enemies in their tracks. Good for stopping conc jumping Scouts or Medics.

[/i]

Can any of these mechanics be implemented in DB? Is yes, then how would it be balanced?


(Mr-Penguin) #2

Medkit:
Overheal would be best as an ability for a new merc. Amounts per merc would have to be balanced though, because the last thing we want is a Fragger with 200 HP.

Heaviness:
Explosive knockback isn’t really a problem in DB, so it’s not really needed.

Overpressure:
Now, a knockback ability would be quite interesting in the game. While a short ranged radial push effect would be useless most of the time, a focused, medium ranged pulse might work.


(everlovestruck) #3

What if the give Turtle’s shield that knockback?
Preventing Proxies from standing still for defusal sounds very fun :#


(TheStrangerous) #4

[quote=“els;181713”]What if the give Turtle’s shield that knockback?
Preventing Proxies from standing still for defusal sounds very fun :#[/quote]

That’d be a great addon, come to think of it.

One of FF Syp’s ability is sabotaging enemy deployables to make them friendly, I suggested this idea in the Phantom thread.