Merc idea: i suck at names but trust me, its a good one


(Pegarex) #1

Earlier today, i was reminiscing about the days of old. the first ever fps game I got into was a good old splash damage game called Quake wars: Enemy territory, and since the servers for it have been down for years and there is no way to even play its single player without having to download the games later patch from some other site. anyways i noticed there are a lot of assets from that game that are… not reused, but feel super inspired for dirty bomb. for instance the stroggs get a giant beam laser that resembles kira, the GDF can get a carpet bomb like skyhammers, the heavy artillery all act kindof like arty, and so on.

one of the coolest things from that game in my opinion was the spawnhost mechanic. if the strogg can down an GDF without finishing them off, they can but a weird chest brace on them and the next strogg to spawn will spawn where the fallen GDF died.

there has to be a way we can give this to a medic in dirty bomb, it could have some insane cooldown to keep it balanced, it would have to be able to accommodate the entire team, and it has to be counter-able… the latter being the easiest to do. just make it something that the enemy can destroy to prevent the spawn, ez pz. to keep it balanced give it like a 2 min cooldown or something insane like that. and nothing gets refunded if the spawnhost is broken. ontop of that, it could be like a reverse guardian, where the medic has an assault rifle (duh, they need to be able to get a kill for the spawnhost to even be set up), a healing ability, and most important… no defribs, balance is key here.

TL:DR a medic that cant pick people up, can move forward a teams spawn momentarily at the price of an insane cool down, and overall, a really fun sounding merc.

let me know what you guys think


(Mustang) #2

The problem with spawnhosts is it’s such a gameplay changing mechanic that all the maps would have to be reworked to accommodate it, made additionally harder by now both attacker and defenders would have the ability (in ET:QW the team was always known so the maps could be designed around it), we have very few well balanced maps as it is, and would be way too much effort to get into the game now.

On a personal note it’s not a mechanic I’m particularly fond of, but then again self-revive and martyrdom are also on my hate list.


(Press E) #3

Idk, it might actually be interesting, but then again you run the risk of making it even easier for a team to camp an objective and whatnot, unless you make the cooldown ridiculously long, like well over 2 minutes. But at that point it’s probably not even worth having it at all.

Using a downed enemy as your spawnpoint seems a bit overcomplicated though, and finicky since most enemies won’t be dying where a spawn would be ideal. And unless you have a choice to use the new spawnpoint or not, it might actually be a bad idea with a system so easily open to abuse. It doesn’t even have to be intentional really, just imagine a new player in a PUB killing a random Phantom sitting on the MG with the ramp on chapel, wondering what this button does and all of a sudden setting the spawn point way back.

I think if you’re gonna go about messing with spawn points, taking inspiration from Symmetra in Overwatch might be better. I don’t like drawing comparisons between the game, but placing a teleporter near spawn and another somewhere else closer to the action would be much simpler


(Mustang) #4

I guess you’ve not played ET:QW then, as half the strategy of creating spawnhosts was to lure your target into a good location before killing then. If not only because the enemy team could defib them to destroy it, so you wanted to make this harder for them.


(Nail) #5

double post


(Nail) #6

Quake Wars servers still exist and are active and TAW still runs events