NEW Tools, gadgets and abilities suggestions thread


(iwound) #1

As we see SD try out new ideas for class abilities. Why not dump your ideas here for future cool things your character could do.
Mine.

[ul]
[li]assassination spider - target enemy and activate small spider robot to search n destroy. more annoying than lethal. can distract a target and make him drop his guard and small health loss or detonate for more pain.[/li][li]Flame-thrower - possibility of leakage due to taking hits and possible detonation encompassing player using it and any one close.[/li][li]toxic grenade launcher- detonation leaves small toxic area and blocking off due to death.[/li][li]human hand - able to hold onto things and pull or push. able to do many tasks.[/li][li]human body - use player velocity to push through swing doors or boxes that act dynamically.[/li][li]toxic/flaming airstike - we need choking death anims for gas and arm waving im on fire anims.[/li][/ul]


(tokamak) #2

Armoured engineer:

Slow, no offensive capabilities (or some worthless bitch-slap melee fight that hardly does anything other than ruining turrets), nearly impossible to kill with light arms and rifles (need explosives and high callibre).

Ideal for covering team-mates, disabling mines and turrets and doing objectives.


(Humate) #3

Tac Shield 2.0 - Its used in conjunction with the Medic’s revive ability. The incapped player receives full health instead of 50HP. It protects against spam only.

Flyer Drone 2.0 - Its invisible, it cannot kill players… it only makes an annoying fly sound. edit : /cough


(Kl3ppy) #4

The juggernaut from CoD?


(Bangtastic) #5

[ul]
[li]decoy mine - emits holographic fake playermodel[/li][li]Pain/X-ray gun[/li][li]shockwave mine/turret [/li][li]hypospray(-gun) - injects dose of poison or medicine[/li][li]Force fields/shields variations - examples: QW, Halo[/li][li]carpet mine airstrike - deploys several mines in desired location[/li][li]Self-guided bullets/projectiles via laser sensor[/li][li]Mind-control gun - when enemy target is hit -> moves and shoots randomly for short period[/li][li]deployable ladder, rope, stairway, grappling hook, gravitation lift and/or teammates can jump on crouched allies to lift up[/li][li]Taser shockwave barrier - deploys like a turret[/li][li]insectoid robots[/li][li]improved flash grenade - works more like fuel air bomb - increase flash intensity, flash duration, and operator safety[/li][li]deployable flash spotlight / smoke machine (disco fever guarantee^^)[/li][li]halon/co2 gas grenade to extinguish molotov fire[/li][li]battle fire extinguisher[/li][li]rail gun[/li][/ul]


(Volcano) #6

a heavy turret that attacks the ev


(rookie1) #7

From the WTF department:
Small spiders mech (60)release by throwing a nade type .spiders will run to the nearest ennemy from toes to head eating himall the way (like pirhanas).
Add a srceam to the victim and you got a Blast weapon in popular demand :slight_smile:
counter weapon Cmolotov


(Violator) #8

Recon
EMP mine - disable the EV for X seconds.
Cloaking device, friendly players within radius hidden for X seconds but shooting will reveal them briefly, visible and easily destroyed. Fair amount of time to deploy, long cooldown. Heartbeat sensors still reveal players.
Blink ability - move a short distance instantly, cannot fire for X seconds after use, medium cooldown but can use knife for backstabs.

Eng
Portable barrier - blocks the EV until destroyed (not much health, a nade or two will take it out, long cooldown time).

Soldier
Body shield, soaks up damage but greatly reduced movement speed and short duration with long cooldown. Can only use secondary weapon perhaps.


(pulley) #9

Jet Pack: Attack from above

Clone Tool: You can make up to 10 clones. These are computer controlled robots. But they have to be really stupid because the advantage of ruining the frame rate of real players should be enough

Mole Tool: Like Jetpack but for underground attacks

Lucky Punch: Every 100 Shot makes a instant kill.


(rookie1) #10

Would be fun to integrated this some how in DB

From this web page

The US Department of Defense seems to be busy with planning weapons capable of penetrating the earth and blow themselves up near underground bunkers, in order to strike their enemies even when they hide in places deemed inaccessible.

In fact, on its official site, the DoD has launched a request for information, aimed at the supply of single use vehicles (that is, vehicles which blow themselves up along with their payload), with high mobility characteristics that make them similar to an UGV (Unmanned Ground Vehicle).

This underground robot, called RUM (Robotic Underground Munition) would be launched from an airplane with a parachute, and once it reaches the programmed coordinates, it would start softening the ground and then digging, thanks to a powerful auger or rig mounted on the vehicle, until it reaches the bunker wall.

Once the wall is reached, it would keep on perforating until it penetrates the inside of its target. Only at that point, the explosive contained inside would explode, destroying the vehicle along with the bunker and the people inside.
Aside from being useful to reach enemies hiding underground, this sort of kamikaze mole would be a great way to destroy ammunition or ordnance storage sites, effectively cutting enemy supplies to the war zones.

The required technology would include robot sensors, communication systems capable of staying connected even underground, and of course a drilling system which can dig holes not only through the most resistant rocks, but most of all through manmade constructions which should theoretically be attack proof.


(scre4m.) #11

I’d like to have some startegy function available during respawn waiting time.
Would be nice to mark attack/defense routes and tactics and make pub play more fun.

Something like this:



(Hansi) #12

How about giving up the fix classes and replacing them with a modular system allowing the players to build their own class ?

For instance, you could spent 25 points to build your class and then you can « buy » one or two perks per categories.

(Before I get called a noob again, the points are just for illustrating purpose and not the result of a deep analysis :slight_smile:

Base stats
Bonus Health : 5 points
Bonus Speed : 5 points
Bonus Amno : 4 points
Higher jumping : 6 points
Less recoil : 8 points
Bonus damage : 8 points
Bonus damage just for headshots : 6 points
Taken less damage : 8 points
etc…

Weapons usage
SMG : 3 points
3 grenades : 3 points
2 smog grenade : 2 points
Sniper rifle : 5 points
Gun : 4 points
Knife : 2 points
Panzerfaust : 8 points
etc….

Abilities
Placing dynamite : 7 points
Hacking terminal : 6 points
Speed Bonus for Ev : 10 points
Reviving teammate : 10 points
Health packets : 5 points
Ammno packts : 4 points
Self reviving : 15 points
Placing a turret : 6 points
Defusing dynamite : 3 points
etc……

So you could configure your own class which is more fun and more flexibal than prefonfigured classes. It should be possible to preconfigure your classes and save them so that you can pick them quickly during a game when spawning.

For competition, you could not allow or restrict certain combinaisons or restrict the number an abilitiy or a weapon can be chosen.

It should be tested a lot to avoid imbalance. But because it is still an alpha version and some people are bored maybe it is worth a try?


(Dragonji) #13

Ctrl+C


Ctrl+V


(scre4m.) #14

So this happens quite often to you? :wink:

No, to be honest I dont like the idea of having such a point system. We will have 4 character loadouts and I guess this will allow enough variabilty.
Plus this would destroy a quite large amount of work done up to now for balancing.
Cause balancing this system is just impossible.

And the reasons for being bored in this game were discussed herehttp://forums.warchest.com/showthread.php/36022-Sustaining-fun quite a bit and will be cared of.


(Breo) #15
  • AVT/AIT
  • Shield/stationary cover
  • Smoke/EMP grenades
  • Attack dogs
  • Radar jammer

Personally I dislike abilities that mess with your movement (freeze) like tasers, stunguns, toxic grenades etc.


(RasteRayzeR) #16

I want a rubber duck thrower with 10 shots please


(iwound) #17

How about a jug you pick up and run around hitting people with it, but you cant shoot … nah! :tongue:

if you want crazy, il give you crazy.
mind control the pigeons to attack enemy. vsay “Muhaha ha ha”

[video=youtube_share;hplpQt424Ls]http://youtu.be/hplpQt424Ls?t=29s[/video]


(Violator) #18

Was thinking something along the lines of the rats in Dishonored but less lethal maybe :slight_smile: Helm of Rat-mind Control - redirects rat pack in direction of aim, reduces accuracy of targets. On second thoughts lethal is better :).



(acutepuppy) #19

Good call with ideas like that.

Whatever is added in, I think it’s important that abilities are tuned to be class and role-defining. Things with easy to use direct abilities with tactical passive abilities would help players be effective immediately, but have a deep meta-game to enjoy and become a swing player. Right now it’s the best shooters that win… with Quake Wars the Third-Eye Camera was a simple version of the heartbeat sensor, but the ability to provide clutch timing offensive and defensive plays (placing one in the right hallway and waiting for a spawn wave of attackers defending their plant remotely) that gave the class much more feeling than being a sniper with a radar-bomb.

The Soldier’s specialties were in highly specialized weapons that were efficient at killing, but absolutely dominating when used with positioning (MG) and timing (rocket launcher).

Field Ops had three different artillery strikes with unique properties to provide extended cover, a quick target-takeout, or a evacuate-the-area missile. In Dirty Bomb I feel like the difference between the Airstrike and Artillery is pretty small, they don’t really define an “artillery” roll, they just work differently.

Engies turrets are simply put: an annoyance. They could use being something beefier with soft counters (positioning, grenades) and hard counters (make covert default grenades lower-damage EMP greandes?). Getting shot over like an erector set project is just silly.

And on and on…

I think timing and positioning are what really make DB fall flat right now.

Immediate fixes?
-Stronger (more complex) abilities
-Map design (Simplifyyy, man!)
-Spawn, objective handling, and objective pacing/spacing changes


(j4b) #20

oh now we can get 2 things we allready got with brink:

  • bad performance
  • to many tools (specially for comp)

no flame just 2 of 5 Points which made brink what it is.