Disclaimer: As with all suggestions, the details can be balanced to fit the game.
New Support Class
Deployable #1
Shield Wall
Function: Block bullets and optionally grenades
-
Visual: Transparent or solid energy
-
Object (Player collision): Pass-thru, to prevent using it to block enemy access to obj’s and doorways as well as teammate mistakes or abuse
-
Dimensions: Width: 1 1/2 body widths, possibly up to 2 body widths. Height: Tall enough to fully protect a squating player.
-
Duration: Unlimited. Can be picked up and redeployed, and destroyed by the enemy, similar to the healing station
-
HP: Will vary depending on other factors, such as how many are allowed out at one time, length of cooldown timer, and if HP auto heals. Should be at least 100, possibly as high as 300
Balancing factors:
-
To prevent wall spam around objectives, a ‘no deploy’ zone could be coded in around each one
-
Thunder’s flash/emp grenade disables it
-
Optional: All other grenades see shield as 50% HP
-
Optional: Deploy radius limit to prevent extra long walls
-
Optional: Shows up on Bombsquad augment
Deployable #2
Cloaked energy snare field generator
Function: Causes enemies passing through it to move at 1/3 rd of sprint speed (very slow) and prevents jumping.
-
Visual: A generator with visible energy field (see below).
-
Without the Bombsquad augment, the Snare field only becomes visible after a player walks into it and becomes snared. With the augment, the snare field becomes visible a few meters out so there is time to stop and plan ahead.
-
Trigger options: Option 1) Edge triggered - When triggered, player is instantly pulled to the center of the field (one time), and then must either destroy the generator or walk out of the field. They will not be pulled back to center after the first time, allowing them to walk out. In this case, without the magnet effect, players who hit the edge of the field will easily leave the field very quickly.
The edge triggered option has the added benefit of being able to use it to drag unsuspecting players a few meters in the direction of the generator, perhaps into a firing line, or through a doorway, etc. It can also be used, if designed this way, to drag players away from objectives, e.g., you toss a genny near a player disarming a bomb and it pulls them out of disarm range and cancels the disarm. Another example is placing it so that it causes gap jumps to fail, i.e., a player falls short of a jump in mid air because the genny pulled them in the wrong direction. Lots of hilarity there!
Trigger Option 2) Center triggered - Player must come within 1m of the generator and this then triggers a large field instantly. As the generator is in the middle of the field, the field activates with the player at roughly the middle of the field. In this case, the genny would usually have to be hidden around corners similar to mines, but it could still be tossed into crowds like mines as well.
-
Destruction: Is destroyed similar to other deployables. Shoot the generator twice with a shotty and the snare effects cease instantly.
-
Typical deployable traits regarding HP, cooldown, etc.
-
Optional: Also reduces weapon switch speed and reload speed
-
Can be tossed or launched a good distance, maybe 50% of the heartbeat sensor toss range.
So, do you like it? What could we call this Merc?