Hey everyone!
So I’m aware this idea isn’t unique and there’s been a couple of suggestions here and there, so I thought I would take this suggestion and try to expand upon the idea a little bit more. People have been looking for characters that offer more variety in character design. The idea of Decoy in my mind has revolved around a scrawny/less of the stereotypical ‘military built’ male character. Please let me know what you think!
Basic information
Name: Decoy
Class: Support (Recon)
Health: 100 (2.5/5)
Speed: 430 (4/5)
Combat: 2.5/5
Objective: 7 seconds planting, 6 seconds defusing (3.5/5)
Support: 4/5
Profile
Origin: Australia?
Gender: Male
Background:
Not much is known about Decoy, as Mercenaries have been unable to find intel on his identity and past. What is currently known is his status as a 23 year old with dual citizenship for New Zealand and Australia, and past at an unknown technology institute. Decoy has been vying for a chance to fully realise his technological and covert expertise, and has utilised his opportunities as a Mercenary to put his knowledge to practice. His recent actions have begun a reputation for his mischief making and ability to escape almost any situation unharmed.
Abilities
Note: I’m kind of stuck between two concepts for the primary ability. Let me know what you think!
Primary concept 1
Hologram
Decoy activates his electro-chemical hologram emitter that emulates Decoy’s visuals and loadout. The player loses control of Decoy to control the hologram. The hologram is easily noticed by its blurry visual and the blue chemical mist left behind its trail.
- 2.5 second cast timer
- User is immobilised throughout duration of Hologram ability.
- Ability is interrupted by sustaining critical damage (health drops below 25%).
- Lose access to secondary weapon
- 10% less damage with primary weapon
- Firing and reload speeds are increased (xx%).
- Melee hits now stun the enemy for 2.5 seconds and deal 25% of their current health (can only occur once per enemy every 5 seconds - cannot ‘stun lock’).
- Ability lasts until the decoy is killed or the user is below 25% health.
- Being killed while using the hologram adds 2.5 seconds to your death timer (even if instant respawn is available).
- Hologram cannot be revived.
- Does not require ammunition.
- Cannot be healed by med-packs (can be repaired by someone with engineer ability).
- 40 second cooldown
Hologram stats
- Health: 85 (from 100)
- Speed: 470 (from 440)
- Objective: 6 seconds planting, 8 seconds defusing
Primary concept 2
Hologram
Decoy activates his suit that projects an image of himself for the next 5.5 seconds, while Decoy remains invisible in location he activated it. The hologram cannot deal any damage, receive any damage, or complete objectives. However, the hologram can appear to be completing an objective, and can appear to shoot at people. Enemy missiles go through the Hologram.
- After 3.5 seconds, the hologram lickers and shows slight distortion to other Recon mercs and mercs with the engineer trait.
- Instant cast
- Lasts 7 seconds
- After 7 seconds the hologram puffs away (or if the hologram is destroyed) and Decoy loses his invisibility.
- Sustaining critical damage (health dropping before 30%) will cause the hologram to fade immediately and Decoy to lose his invisibility (can still be shot/damaged while invisible).
- Cannot be detected.
- Hologram can be destroyed by revive gun, defibrillator, and Kira’s laser.
- 30 second cooldown.
- (Clarity edit: When this ability is used, the player controls the Hologram for the duration of the timer while Decoy is immobile and invisible at the location this ability is used)
Secondary
Electrodisrupter
Electrodisrupter is an electrical device that temporarily interrupts electrical devices.
- Lasts for 4 seconds/indefinitely on enemy turret until removed or turret is destroyed (lowers cooldown by 8 seconds)
- Placed immediately on Turrets/1.5 cast timer for objectives.
- Deals damage to EVs.
- Can only be used once per objective device (e.g two Decoys can’t use each of their disrupters on the same C4 - C4 must either detonate or be removed before another disrupter can be placed on the same objective).
- Can be removed by 3 melee hits, or 1 Katana hit.
- 30 second cooldown
Inventory
Primary:
i Dual Berettas (Dual Handguns)
MP-400
Ahnuhld-12[/i]
Secondary:
M9
DE.50
Melee:
Stilnotto Stiletto
Cricket Bat
Beckhill Combat Knife