Lichice
03-13-2011, 04:08 PM
There really isn't a formal topic specifically designated for such a thing. Let's make one, shall we?
MAPS:
-Needs a bigger CBA map. Think Sand Fire's size, except about 50% larger. Fighting on a pirate ship or aircraft carrier would be wondrously awesome.
MODES:
-That DotA mode in that other topic? Yeah. Do it.
-An Assault mode. For non-Halo fans, the objective is simple: get the bomb to the other team's base (or device that needs exploding that is curiously unsecured) and guard it until it explodes, taking you, the target, and everything else in the blast with it.
-Capture the Flag. Not because I like it, but because it's a classic.
-A tutorial. You can go one of two ways with this: make a mandatory tutorial along with an optional one for any vehicle, or an optional tutorial that levels up the player to 2 upon completion. Either way, I've had it with the moronic level 1s that join a game only to leave in the first five minutes.
VEHICLES:
Hoo boy. I've been whipping around a few ideas. Feel free to use or mutate anything I post here for future content. Anyone following my lead here, remember that it's the third ability that the Razor copies (Zero's Laser Net, Omega's Phase Shift, Firestorm's Combustion Cone, Vicious's Elasti-Trap, etc.).
-Ragnarok: Ranged destructor type, with technological damage. Fights primarily with swarms of tiny bits, taking Zero's drone reliance to the extreme. Abilities include:
--Construct Bit: Makes a bit, a small robot that orbits your vehicle and takes a potshot at nearby enemies for single-digit damage. Up to five can be made. Bits can and will be destroyed; their health is even less than the Zero's drone.
--Bit Swarm: Sends all bits at the targeted foe, each bit taking three shots at the enemy before flying back.
--Nano-Shield: Creates a shield for the launcher vehicle and all bits that prevents taking damage from abilities that do not specify a target, such as Colossus's Clash, Razor's Sand Chainsaw, or Zero's Drone Frenzy. Abilities that trigger on impact, such as Avalanche's Big Boss and Vicious's mines, and the Calamity's turrets, are unaffected. Nano-Shield notably costs a lot of energy.
--Laser Storm: The bits spin around the launcher vehicle three times, firing their laser outward, hitting everything around the launcher vehicle once per bit per orbit.
-Starburst. Repairer type, with technological damage. Focuses on area healing centered around itself. Abilities include:
--Repair Field: Generates a field around the launcher vehicle that gradually heals all allies in the field, as well as the launcher vehicle itself.
--Siphon Energy: Takes a second to inflict damage upon an enemy, stealing an amount of energy equal to the damage dealt.
--Energy Shield: Converts all damage taken for a time into energy damage at a 1.5:1 health/energy ratio. Can be manually deactivated, and shuts off if energy reaches 0.
--Starfall: Rains down meteors that explode in an area randomly in a very large area for a time. Each meteor does damage and heals allies for half the damage it would have done.
-Warlord. Constructor type, dealing physical damage. Focuses on team buffs by planting beacons that improve stats. Abilities include:
--War Beacon: Plants a beacon that increases the damage done by all allies' abilities in the area.
--Peace Beacon: Plants a beacon that increases the energy regeneration of all allies in the area in addition to increasing the amount of health restored by repairing effects.
--Battle Mace: Slams a giant spiked mace down in front of the launcher vehicle, inflicting damage and stunning the enemies struck.
--Aura of Pain: Creates a damaging cloud of steel around the launcher vehicle that follows the vehicle. Enemies caught in the cloud constantly take damage. The longer they stay in the cloud, the more damage they take.
These are just to balance out the vehicle selection so there's an even 3 vehicles in each class. Let me know what you think, everyone.
In addition, a few changes to vehicles already made:
-Omega and Pandemic's heals auto-target. That's fine, but they prioritize on distance, not severity. That's NOT fine. Make them target the most injured ally in range, not the nearest ally. It's too difficult in the middle of a pitched fight to patch up someone with Omega; too often someone already chock full of health rolls into range and takes the heal instead.
-Calamity's turrets. ARGH. Make then destroyable. Give them a bunch of health if you want, but please make them destroyable. If Zero's drone can die, why not the turrets?
-Vicious's mines. They're good, but not great, which is bad, as that's Vicious's primary offense. Perhaps an extra mine or just a little more damage per mine (like 85 instead of 70 on average) would be neat.
-Deluge still sucks. Make Blower do some real damage and kill the startup time on Prison; I've seen too many would-be Deluge users trap their teammates instead of the enemy. I like the concept of Deluge as a denial-of-area vehicle, but that doesn't quite justify making it crap in a fight, especially since Avalanche can knock around single targets much better while still being hilariously powerful up close. Speaking of...
-Avalanche's Homing Madness may be TOO powerful. Anyone mashing 1, 2, and 3 is set for a bunch of kills and supports due to Avalanche's ridiculously powerful AoE damage. Nerf the damage done by Madness by like 20-25%.
-Titan's life-draining robot could probably stand to deal a little more than just 5 damage. Toss the poor thing a bone, it's about as tricky to use as the Razor.
-Razor's hitbox on Flaming Blades could stand to be bigger.
Anyone else want to post something? Comments? Approvals? Criticisms?
MAPS:
-Needs a bigger CBA map. Think Sand Fire's size, except about 50% larger. Fighting on a pirate ship or aircraft carrier would be wondrously awesome.
MODES:
-That DotA mode in that other topic? Yeah. Do it.
-An Assault mode. For non-Halo fans, the objective is simple: get the bomb to the other team's base (or device that needs exploding that is curiously unsecured) and guard it until it explodes, taking you, the target, and everything else in the blast with it.
-Capture the Flag. Not because I like it, but because it's a classic.
-A tutorial. You can go one of two ways with this: make a mandatory tutorial along with an optional one for any vehicle, or an optional tutorial that levels up the player to 2 upon completion. Either way, I've had it with the moronic level 1s that join a game only to leave in the first five minutes.
VEHICLES:
Hoo boy. I've been whipping around a few ideas. Feel free to use or mutate anything I post here for future content. Anyone following my lead here, remember that it's the third ability that the Razor copies (Zero's Laser Net, Omega's Phase Shift, Firestorm's Combustion Cone, Vicious's Elasti-Trap, etc.).
-Ragnarok: Ranged destructor type, with technological damage. Fights primarily with swarms of tiny bits, taking Zero's drone reliance to the extreme. Abilities include:
--Construct Bit: Makes a bit, a small robot that orbits your vehicle and takes a potshot at nearby enemies for single-digit damage. Up to five can be made. Bits can and will be destroyed; their health is even less than the Zero's drone.
--Bit Swarm: Sends all bits at the targeted foe, each bit taking three shots at the enemy before flying back.
--Nano-Shield: Creates a shield for the launcher vehicle and all bits that prevents taking damage from abilities that do not specify a target, such as Colossus's Clash, Razor's Sand Chainsaw, or Zero's Drone Frenzy. Abilities that trigger on impact, such as Avalanche's Big Boss and Vicious's mines, and the Calamity's turrets, are unaffected. Nano-Shield notably costs a lot of energy.
--Laser Storm: The bits spin around the launcher vehicle three times, firing their laser outward, hitting everything around the launcher vehicle once per bit per orbit.
-Starburst. Repairer type, with technological damage. Focuses on area healing centered around itself. Abilities include:
--Repair Field: Generates a field around the launcher vehicle that gradually heals all allies in the field, as well as the launcher vehicle itself.
--Siphon Energy: Takes a second to inflict damage upon an enemy, stealing an amount of energy equal to the damage dealt.
--Energy Shield: Converts all damage taken for a time into energy damage at a 1.5:1 health/energy ratio. Can be manually deactivated, and shuts off if energy reaches 0.
--Starfall: Rains down meteors that explode in an area randomly in a very large area for a time. Each meteor does damage and heals allies for half the damage it would have done.
-Warlord. Constructor type, dealing physical damage. Focuses on team buffs by planting beacons that improve stats. Abilities include:
--War Beacon: Plants a beacon that increases the damage done by all allies' abilities in the area.
--Peace Beacon: Plants a beacon that increases the energy regeneration of all allies in the area in addition to increasing the amount of health restored by repairing effects.
--Battle Mace: Slams a giant spiked mace down in front of the launcher vehicle, inflicting damage and stunning the enemies struck.
--Aura of Pain: Creates a damaging cloud of steel around the launcher vehicle that follows the vehicle. Enemies caught in the cloud constantly take damage. The longer they stay in the cloud, the more damage they take.
These are just to balance out the vehicle selection so there's an even 3 vehicles in each class. Let me know what you think, everyone.
In addition, a few changes to vehicles already made:
-Omega and Pandemic's heals auto-target. That's fine, but they prioritize on distance, not severity. That's NOT fine. Make them target the most injured ally in range, not the nearest ally. It's too difficult in the middle of a pitched fight to patch up someone with Omega; too often someone already chock full of health rolls into range and takes the heal instead.
-Calamity's turrets. ARGH. Make then destroyable. Give them a bunch of health if you want, but please make them destroyable. If Zero's drone can die, why not the turrets?
-Vicious's mines. They're good, but not great, which is bad, as that's Vicious's primary offense. Perhaps an extra mine or just a little more damage per mine (like 85 instead of 70 on average) would be neat.
-Deluge still sucks. Make Blower do some real damage and kill the startup time on Prison; I've seen too many would-be Deluge users trap their teammates instead of the enemy. I like the concept of Deluge as a denial-of-area vehicle, but that doesn't quite justify making it crap in a fight, especially since Avalanche can knock around single targets much better while still being hilariously powerful up close. Speaking of...
-Avalanche's Homing Madness may be TOO powerful. Anyone mashing 1, 2, and 3 is set for a bunch of kills and supports due to Avalanche's ridiculously powerful AoE damage. Nerf the damage done by Madness by like 20-25%.
-Titan's life-draining robot could probably stand to deal a little more than just 5 damage. Toss the poor thing a bone, it's about as tricky to use as the Razor.
-Razor's hitbox on Flaming Blades could stand to be bigger.
Anyone else want to post something? Comments? Approvals? Criticisms?