Darkmega's Stylish Ideas

What about werewolves?

Moderator: Scout

Darkmega's Stylish Ideas

Postby Darkmega » Sat Oct 25, 2014 5:49 am

Alrighty then. So I've got some ideas for you that you can hopefully make later.

Stunts/Movements:
Beatdown: Only when using brawl, Dive and then punch someone who is sliding or lower in the air than you mid dive, your character with basically tackled them down and them you can mass left and right to beat them up. A kill awards slow mo and a style bonus.

Matrix Dodge: Crouch button and then Stunt. Basically does a matrix dodge that lets you fall down and have a high chance (even while still getting hit) to avoid projectiles over a second or so of falling to the ground. Can still shoot while matrix dodging.

Wall run: While colliding with a solid surface hold space to wall run for a short time before losing traction. Release/stunt to bound off the wall in the opposite direction. which can then be chained into a roll and whatever else have you.

Crouch: not really a stunt, but crouch should be more responsive if thats a thing... and preferably not make you look like you bogged yourself. :V Stunting on the spot with a crouch should also instead put you prone and give some kind of tactical bonus for landing shots.

Flips: You're probably already on this one, but the old double jumpy flips from specialists with the ability to stunt when you hit the ground to roll. If done from high enough should land fine like flipping off a wall.

Taunt: A special button that makes you do a random movement from a selection of taunt movements. Taunting within a second or two of a kill gives bonuses.

SHORYUKEN!: A launching high damage brawl attack that activates if you make contact while holding jump and you punch that sends the person away and possibly forces them into brawl and have to switch weapons back when you hit them with it. Can also be used out of a slide. As another thing for brawl.

Bullet Stop!While in Super mode (as I call it) from getting a briefcase, winning a race or being the wanted/killing the wanted if you slow motion and aim up bullets won't even reach you and will fall helplessly to the ground. Until you un-aim up. Doesn't work with two handed weapons and can only be used with atleast one hand free.

FALCON PUUUUUUNCH: The ability to equip grenades in your hand and then pull the pin out and punch someone in the face with it and get a giant bonus called "FALCON PUNCH" that needs to absolutely send people flying away, and of course, kill yourself.

Equipment and Weapons:

Round Metal Shield: Can be used as a second handed weapon for weapons that only take up one hand. While aiming or crouching/proning the shield protects you from frontal fire greatly reducing damage. Using brawl with it equipped will also semi-stun the enemy knocking them back and giving slows. Holding the melee will throw the shield, basically a captain america thing. If you nail someone in the face with it, it'll come straight back, otherwise it'll bounce off a wall, but since the shield belongs to you, simply diving/running over it will reequip it unless the enemy grabs it first. Frontal melee strikes against you while guarding are also mitigated to the point of nearly no damage.

Riot Shield: Similar to the metal shield but can't be thrown, but instead has more reductions to damage taken while aiming etc. Stunting into someone will also deal damage and knock them back. A whack in the face from one will force you into brawl as if you've been shoryuk'd and flip you around the other way occasionally.

Kelvar: Takes up a few slots to give you some flat reductions to damage taken. if you can, make it visible on the player so you know they're armored up.

Emergency Heals: A medipack that takes up a few slots. When used it makes you restore health gradually but not instantly. If you have team play, right click should be able to throw it as an item like heavy's sandwich so allies can heal off it for a "Nice guy" Style bonus.

Katana: ... Need I say more? I miss using the katana and occasionally instagibbing someone with a perfect throw of it. And please have some way of deflecting bullets with it like a fricking jedi which is 100% effective if slow mo.

Combat and seal knives: Yes please. Give them a cooldown for being replenished once a bunch are thrown since you game is amazing cause it has unlimited ammo. Oh and knives should cause extra damage in the behinds on people if you can get up on them and give you a "sneaky" or something kind of style bonus.

Kung fu: An ability to switch brawling tactics for kung fu tactics. Acts similar just looks different and feels different. Can't use beatdown but instead has the old jump up against someone to spin kick them in the face and sometimes make them drop stuff.

An actual sniper weapon of your choices or the ability to equip different modifiers to weapons at the cost of bigger space usage similar to stuff in specialists that give different effects. Like sliencer makes no loud weapon sounds so sneaky shooting from rooftops becomes a thing. Also there should be a character "build" thing that lets you either be a fast person with less space or a more slow person with a whole armory up his sleeves. Could also effect health aswell.



and there you go. I've got nothing else that isn't completely ludicrous in everyway so uh... yeah, have fun. I know I will. :D
Image
User avatar
Darkmega
 
Posts: 2
Joined: Sat Oct 25, 2014 4:48 am

Re: Darkmega's Stylish Ideas

Postby Rai » Sat Oct 25, 2014 9:46 am

Sounds to me like half of these are just to make it seem more like The Specialists. I don't think this game should go down that same exact path.

Beatdown makes me think of l4d with the Hunter. Seems a bit out of place in a shootout with many people.

Taunting is a good one. RIsky as well, as it may get you killed.Which makes it all the more hilarious.

There shouldn't be more brawl attacks in my opinion. The whole kung fu and deeper focus on melee. I don't find it a smart idea.
I see this game more of a John Woo Shootout than Matrix.

Shield is fine, but let's just say you won't be able to stunt with it. Same goes for riot shield.

Not sure if Kevlar is handy. Might break the flow of the game as it is.

You already gradually heal up to 50% if you're out of combat for a little while, so I don't see use for medpack.

Katana, nope. Too much like TS.

Combat and seal knives. Also a no in my opinion. Still too much like TS.

Same goes for Kung Fu.

Sniper..This game is not a place for campers. It's a place of stunting and fast paced action. A sniper would just be highly aggravating.
Yes I tend to hunt them down. But before I can, they respawn someplace and find a spot again(Looking at you, rooftops.)
User avatar
Rai
 
Posts: 70
Joined: Sat Aug 02, 2014 7:57 am
Location: Netherlands

Re: Darkmega's Stylish Ideas

Postby Vino » Sat Oct 25, 2014 11:40 am

OP has some good stuff. Here are the ones I'm already planning, more or less:

Darkmega wrote:Wall run: While colliding with a solid surface hold space to wall run for a short time before losing traction. Release/stunt to bound off the wall in the opposite direction. which can then be chained into a roll and whatever else have you.

Crouch: not really a stunt, but crouch should be more responsive if thats a thing... and preferably not make you look like you bogged yourself. :V Stunting on the spot with a crouch should also instead put you prone and give some kind of tactical bonus for landing shots.

Flips: You're probably already on this one, but the old double jumpy flips from specialists with the ability to stunt when you hit the ground to roll. If done from high enough should land fine like flipping off a wall.

Taunt: A special button that makes you do a random movement from a selection of taunt movements. Taunting within a second or two of a kill gives bonuses.

Emergency Heals: A medipack that takes up a few slots. When used it makes you restore health gradually but not instantly. If you have team play, right click should be able to throw it as an item like heavy's sandwich so allies can heal off it for a "Nice guy" Style bonus.

Combat and seal knives: Yes please. Give them a cooldown for being replenished once a bunch are thrown since you game is amazing cause it has unlimited ammo. Oh and knives should cause extra damage in the behinds on people if you can get up on them and give you a "sneaky" or something kind of style bonus.


Here are the ones I think are interesting ideas and worth trying:

Darkmega wrote:SHORYUKEN!: A launching high damage brawl attack that activates if you make contact while holding jump and you punch that sends the person away and possibly forces them into brawl and have to switch weapons back when you hit them with it. Can also be used out of a slide. As another thing for brawl.

Kelvar: Takes up a few slots to give you some flat reductions to damage taken. if you can, make it visible on the player so you know they're armored up.


And here are some reasons why I haven't bothered with some of the other ideas:

Darkmega wrote:Beatdown: Only when using brawl, Dive and then punch someone who is sliding or lower in the air than you mid dive, your character with basically tackled them down and them you can mass left and right to beat them up. A kill awards slow mo and a style bonus.


We try to avoid anything that restricts player movement.

Darkmega wrote:All Matrix ideas


We want to avoid looking like "The Matrix Game" so we avoid anything that looks to matrixey. I realize rooftops is inspired by a TS map that was inspired by the rooftops Matrix scene, but you wouldn't know that by looking at what it is now.

Darkmega wrote:FALCON PUUUUUUNCH: The ability to equip grenades in your hand and then pull the pin out and punch someone in the face with it and get a giant bonus called "FALCON PUNCH" that needs to absolutely send people flying away, and of course, kill yourself.


We want to avoid people running around blowing themselves up with grenades. It may be fun to do it if you're the guy suicide bombing everyone else, but to everyone else it would be awful. Generally you want to test your ideas by seeing if they scale - if everyone in the server were using this tactic would the game be fun?

Darkmega wrote:Shields


I dunno, I guess shields can be stylish? To me they read more as super hero than action hero.
[ Tw | Fb | G+ ]
User avatar
Vino
We'll see
 
Posts: 3976
Joined: Wed May 02, 2007 7:25 pm
Location: Cary, NC

Re: Darkmega's Stylish Ideas

Postby Black_Stormy » Sat Oct 25, 2014 4:31 pm

Hey thanks for coming by, there's a few good ideas in there.

Darkmega wrote:Matrix Dodge

This couls be cool, but dodging could be rolled into a completely new style perk right?

Darkmega wrote:Wall run

This is already on the list iirc, albeit not at the top.

Darkmega wrote:Crouch

I agree it's not a very good crouch, but it's good for teabagging. If anyone wants to fiddle with it we can check it out.

Darkmega wrote:Taunt

Taunting is 'taken' as an idea. As in it's been done too much too recently. I want to have one liners that the players say or see on screen for killing or being killed in very specific ways. "Cool off!" for killing/being killed in a pool, for instance. In this system, both players would get some sort of bonus from it.

Darkmega wrote:SHORYUKEN!

Kinda sounds like disarming, I'm not sure I want that in DA. It's only frustrating to the player it happens on and the player who does it needs a lot of feedback to know they even did it properly. We want to improve everyone's experience, frustration is an emotion I want to avoid at all costs. Besides, divepunches are already pretty awesome.

Darkmega wrote:Bullet Stop

That would be cool, but too matrix for me. Maybe stopping the bullets yeah, but making them fall out of the air isn't really the same system of slowmo that we have now. Actually this would be a good team mode thing...
User avatar
Black_Stormy
 
Posts: 483
Joined: Tue May 14, 2013 10:57 am

Re: Darkmega's Stylish Ideas

Postby Darkmega » Sat Oct 25, 2014 9:43 pm

Alright *pushes sunglasses up*, now that I've got a feel for what direction this game wants. It's half my understanding that you're in need of some gadgets/auxillary items to fill the holes made from grenade spam.

And also, noted. Since I figured you didn't want matrixy stuff, considering the game seems to be going for the more rough and tough beat-em-up. But I still dunno why being being tactical, especially on the long maps is so highly distasteful in this (which in a lot of peoples eyes boils down to camping. which isn't me. I just long range a lot THEN finish the fight with a trickshot unless the battle openned with trick shots), since that feels like the whole point of giving the choice of a marksman class after-all... Since the shield, knives and kevlar mainly are in the tactical sense since I like to aim up a lot cause of marksman so to follow long range targets or precisely finish someone off so if I had to guess tacticool is one of my most gotten bonuses. Like the shield is an anti-melee thing as much as a safeguard for single handed long ranging. Riot shield is just for a good old shield and counter bonk fest and knives... well, another counter to someone trying to slap you since your melee will be stronger.

Before you say it, not complaining. Just, explaining my actions if they need any explaining.


and so, I'm gonna drop these ideas next then.

Equipment:
Detpack/pipebomb: Got someone coming after you? Toss one of these down with G and then G again to blow it up. Can have up to 2 but nitro class gets up to 4 because it's explosives and obviously they boom bigger and hit harder for a nitro.

Sticky shoes...!?: Basically throw these on and while in any classes super mode you can run stick to walls and run across them at the cost of quicker special drain. Be a sneaky ninja, or a acrobatic sniper. Jump or stunt to repel yourself from the wall. Bonus points for wall sticking shooting, killing and especially punching shenanigans. Could be an athlete bonus or something in my below section.

Proximity Mine: Explosive that when gotten close to by enemies after a small arming time lets off a loud "BEEP", and then, explodes a few seconds later. Only shows for players within a certain distance making them hard to see from a while away. But the player who placed it will always see it. Shoot it to *ahem* manual override it and get a style bonus.

Early warning system: Place these on walls and they become invisible to enemies not within their range. Enemies in range of it are then shown to the enemy team or just the player that placed it through the world as an outlined glowing sillohuette. Detpack from across the map with an early warning combo anyone? yes plz.

Super Bonus Kit: If you equip this as one of your slots this gives access to certain super items for the class when you're in super mode.

Classes/super mode bonuses: (sorry, thats what I call it when you become golden)
Brawler: Brass knuckles: While in super mode brawler gains brass knuckles as not only a visual thing, but each hit makes a different and more metalic punch sound and a finishing punch sends people flying. People who survive a punch are 50% slowed for a second allowing you to beat them up on the spot unless they dodge away (stunting should be unhindered making it the only way of getting away) and get their speed back and keep going.

Sniper: 5 clip sniper: The Marksman gets a sniper weapon which takes the place of his "equipment" item on G. When G is pressed it is equipped and using the scope lets you take out a target from across the map with extreme map penetration (penetration like the assault rifles. not penetration as in, it goes through every thing). Headshots are instagib from full gold health, but body shots should take around 3 hits on a full golden HP'd target. When the clip is used up he throws the sniper aside and you get your grenade/other equipment item back.

Athlete: Sticky shoes from above. doesn't replace equipment, activates automatically.

Reflex: Ultimate reflexes: While in super mode you regain twice as much slow mo, and while stunting in slow mo you have an extreme chance to not take damage from bullets even if you were actually hit. Could be a direct counter to snipers/long rangers. If you get "killed" during slow mo you also immediately activate any slow mo and if you were to be knocked away you get knocked away as if you died but don't die and instead you have invulnerability for 2 of the slow mo'd seconds as a near death finisher. which awards mega bonuses if a kill it done during said two seconds of last chance slow mo.

Nitrophiliac: "Extra Special Explosive": Replaces any equipment you have with a one drop/throw large sticky explosive charge. Drop one of these in the middle of a group and you can be damn sure that unless they're on full golden HP and stunt away they WILL die and you will feel amazing. Detonated on second press which then toggles back to the equipment you had previously, deals so much damage at a direct hit it's not even funny. takes 1.5 maybe 2 seconds to arm. Can easily be seen, but unless you can put a wall between yourself and it. not easy to dodge.
Image
User avatar
Darkmega
 
Posts: 2
Joined: Sat Oct 25, 2014 4:48 am


Return to Ideas and Suggestions

Who is online

Users browsing this forum: No registered users and 1 guest

cron