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 [DOTD-B9] Ideas Topic

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s3rius

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PostSubject: Re: [DOTD-B9] Ideas Topic   Sat 19 Feb 2011, 17:07

sengjung123 wrote:
New items:
hell mode should have its own set of better primary items instead of just getting the so called "best item from nightmare" eg: in nm, we have the aa12 shotgun and towards the end-game, we have the usas shotgun. but in hell, we have usas shotgun and nothing more. There should be a better set of secondary items with ammos that you can find instead of throwing it away after it finishes.

Better ammunition for heroes to carry, eg: liquified nitrogen bullets that gives a chance to freeze the zombies, or explosive bullets that deals a bit of damage to surrounding zombies, say 230 radius.

Introduce a new rank: General of the Army at 85k points.(GA)
no maximum point limit

AI SRT:
sgt maddigan upgraded into 7th signal command when he comes back

There is a set of Hell-only items. They appear at the time where USAS and co. appear in Nightmare. There are new primary, secondary and ammo modifier.

Ammo for heroes - DotD5 had liquid nitrogen. I'd have added this kind of thing, but the problem is that it's not possible.
You know that every hero has a piercing attack where he can hit more than one enemy in a line. This attack type creates a bug when you use it with things like freeze or burn attacks. It doesn't deal ANY damage anymore then.

GOA is a unique rank. In reality there can always only be one. I didn't want to add it because I can't make sure there is only one in DotD.

I thought it's already pretty cool take Madigan comes back with an elite team :3
Also, afaik 7th Signal is a European military branch (even though organized by USA). So why would they be in LA? ;P

PS: Med Suit Enhancer should be available in hell mode :0
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PostSubject: Re: [DOTD-B9] Ideas Topic   Sat 19 Feb 2011, 17:50

yeah, hell without MSE making me emo around with medic
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PostSubject: Re: [DOTD-B9] Ideas Topic   Sun 20 Feb 2011, 09:15

s3rius wrote:

GOA is a unique rank. In reality there can always only be one. I didn't want to add it because I can't make sure there is only one in DotD.

i have thought about that, so why dont we make it so that there can be only one GOA in every game, but in order to get the rank of GOA, you must contribute outstandingly to this forum and pass some survival and leadership skills so that they are eligible to apply for this rank. And furthermore, this candidate must at least have the rank of GEN and us voting if we want this person to lead as GOA.

s3rius wrote:

I thought it's already pretty cool take Madigan comes back with an elite team :3
Also, afaik 7th Signal is a European military branch (even though organized by USA). So why would they be in LA? ;P

how about them returning to US under orders to help out the SRT. As they say, we need all the help we can get. Maybe we can even create another person to take over communications.

PS: the bible does not work at the church. at all. wonder if the bible even unlocks any secrets except quoting from the book.
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PostSubject: Re: [DOTD-B9] Ideas Topic   Sun 20 Feb 2011, 18:19

I have an idea of a new character available for officers above the rank of LTC.

Assassin
name: Skippy

hero type: Melee hero

First skill: Critical Strike [like as most of the jobs available currently]

Second skill: Stealth Strike [Skippy goes into a invisible condition which lasts for 5s. provide crit strike upon attack and if he backstabs, an extra 1.25x crit]

Third skill: Possession [Single slash. Works like omni-slash in dota. Skippy becomes invulnerable and targets a zed to deal damage for each slash. every level increases damage for each slash. ]

Fourth skill: HANDS [level 1: increases attack speed by 10%. level 2: Possession will have a total of 3 slashes. level 3: increases attack speed by 20%. level 4: increase 2 more slashes for possession. level 5: drastically decreases cooldown for all skills]

Items: level 2 item: machete. level 4 item: Twin blades. level 5 item: Dragon sword?

thats all i have now. but i really hope beta 9 has a melee hero.


Last edited by Giamwr on Sun 20 Feb 2011, 18:30; edited 1 time in total
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PostSubject: Re: [DOTD-B9] Ideas Topic   Sun 20 Feb 2011, 18:27

look imba
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PostSubject: Re: [DOTD-B9] Ideas Topic   Mon 21 Feb 2011, 03:07

In order to survive on the battlefield a melee hero would have to be a massive tank, be able to move quickly in and out of crowds, or both. Hence the imbalanced nature of the idea.

If the hero was a tank, then it would have tank-like abilities such as roar, howl of terror, or some other form of buff, maybe an aura, and maybe crit, or a low damaging ability.
In order to offset the health of the tank, he would have to have low hp regen which would result in many deaths.

If the hero was able to move in and out of crowds, he/she would have to have low cooldowns for his/her abilities due to the fragility of the hero (since it isnt a tank). If the hero is allowed to do this, they could basically escape any situation and may never die. A way to offset this is like the sniper's camouflage. Make it so when they are stealthed they move a lot slower, and increase the speed in which they move with every level, but they can only get the ability every so often. Even so, the hero would most likely die if they attacked at the wrong time, or started bleeding (since they cant have THAT much hp)

Do I need even state the reasons for a combination? If so please let me know and I'll PM you...

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PostSubject: Re: [DOTD-B9] Ideas Topic   Mon 21 Feb 2011, 16:38

Giamwr wrote:
I have an idea of a new character available for officers above the rank of LTC.

Assassin
name: Skippy

hero type: Melee hero

First skill: Critical Strike [like as most of the jobs available currently]

Second skill: Stealth Strike [Skippy goes into a invisible condition which lasts for 5s. provide crit strike upon attack and if he backstabs, an extra 1.25x crit]

Third skill: Possession [Single slash. Works like omni-slash in dota. Skippy becomes invulnerable and targets a zed to deal damage for each slash. every level increases damage for each slash. ]

Fourth skill: HANDS [level 1: increases attack speed by 10%. level 2: Possession will have a total of 3 slashes. level 3: increases attack speed by 20%. level 4: increase 2 more slashes for possession. level 5: drastically decreases cooldown for all skills]

Items: level 2 item: machete. level 4 item: Twin blades. level 5 item: Dragon sword?

thats all i have now. but i really hope beta 9 has a melee hero.

i have 3 questions to ask you.

-Firstly, is there any soldier you can find that uses melee as its basic dmg?

-Secondly, Every hero is made as closely to real life soldiers. So, there is no tanker, but there is pure damage dealer like sniper or adv marksman. BUT they have slow attack speed or in mg's case, better damage and a bit rapid attack speed BUT slower movement speed(because chainguns are heavy.) So where can you find a human that has stamina that high?
list of all civilian candidates:
sumo wrestlers- high endurance due to fats and training with 1v1 with opponent, but moves slow and hard to change direction once he runs. fights with bare hands but weak in mobs.
Bodybuilding champions- Strong due to lifting weights, but do not have enough training with swords even if they can hold them and swing them around and around. and wouldnt they have turned to hight hp zombies by now? zombie
fencing pros- sure they do have a lot of training in swordplays, but how can you kill with a blunt piece of wire? its not even pierced damage its damgage is minimal, stronger than a rotan(cane used to wack children if they are disobediant). its not even rigid at all. plus zombies dont feel pain at all. it does not even leave a mark. so even if they get a rigid, sleek sword, you would freak out seeing all these zombies. Even the rifleman in white's team was freaked out. but at least he knew how not to let go of the trigger. so unless hes a legendary melee version of rambo, rambo he isnt gonna last long at all. and DEFINITELY he cant even tank monstrosity or cerberus. If you are gonna create this hero at all, it should be available to rank PFC and above.

-Thirdly, which soldier in the US has been trained in swordplay at all? this is set in the near-future, not in medieval times where they have swords and basic rifles.
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PostSubject: Re: [DOTD-B9] Ideas Topic   Mon 21 Feb 2011, 19:09

@giam
Dude... Ur mixing dota n dotd too much... To b able to use omnislash is jus too imba... Besides, i doubt he'd b of much use against Hell Spawn (HS) or even the big brother Monstrosity
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PostSubject: Re: [DOTD-B9] Ideas Topic   Mon 21 Feb 2011, 22:43

I don´t really know how this aggro system works, but the Firebat should draw more aggro from Zombies (FIIIIRE, EAAAT FIIIIIRE!!!)
Honestly, I think this is a good idea if possible. Wouldn´t you too get more aaaaaaangry if there was a person making barbecue out of your friends or if there was a person taking snapshots.

Field technican: He can place his drones on all kinds of locations of the map, as scout drones, for example at a latern. They stay at the same time, they see where they are, and they shoot whats passing by. (like a shooting ground flare).

When you jused a Flare gun, 5 minutes later one or two clip appear there (like if they were thrown there after the army saw the light. This would also solve some ammo issues that were mentionned.


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PostSubject: Re: [DOTD-B9] Ideas Topic   Tue 22 Feb 2011, 03:43

agree to horst field should have a drone post so it could have a better use with ft
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PostSubject: Re: [DOTD-B9] Ideas Topic   Tue 22 Feb 2011, 15:06

Cool indeed. And then bring all the gargs to the scout!! Wakakaka
About the firebat aggro, y nt shoot some fire on the ground to attract zombies and also to warm up ur feet? Im pretty sure they'd love a good taste of our bbq-ed meat Smile
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PostSubject: Re: [DOTD-B9] Ideas Topic   Tue 22 Feb 2011, 16:05

you are right fitality x!

New idea: Firebats napalm also hurts teammates.

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PostSubject: Re: [DOTD-B9] Ideas Topic   Tue 22 Feb 2011, 16:21

Napalm fire harms teammate? Hmmm, remind me not to hide behind firebat wen dat happens. Pretty sure my stealth would b compromised
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PostSubject: Re: [DOTD-B9] Ideas Topic   Tue 22 Feb 2011, 18:29

so we should make the firebat napalm visible?or not u steping onto the napalm and get killed.
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PostSubject: Re: [DOTD-B9] Ideas Topic   Wed 23 Feb 2011, 14:18

Uh ash, u do noe dat napalm is visible. Look at wads burning zeds. Wud b nice to c a firebat on fire as he sprays fire on the zeds. "Burn, baby, burn" and "Need a light" would b greatly exagerated thus
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PostSubject: Re: [DOTD-B9] Ideas Topic   Wed 23 Feb 2011, 17:43

i only see the napalm when only zeds step on it
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PostSubject: Re: [DOTD-B9] Ideas Topic   Thu 24 Feb 2011, 03:19

The napalm only appears when the Zombies actually step on the area that the Firebat has attacked, however, the Firebat does not have an "attack Ground" move such as a catapult, so it would only HAVE to be visible by burning zombies (since the Firebat has to attack them anyway).
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PostSubject: Re: [DOTD-B9] Ideas Topic   Thu 24 Feb 2011, 07:24

oh so it's wc3's fault pale
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PostSubject: Re: [DOTD-B9] Ideas Topic   Thu 24 Feb 2011, 16:42

I think I've had the napalm visible on the ground once.
But since the firebat's attack speed is so high it would create so many small fires that even my PC would start lagging.
So I left it invisible Very Happy
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PostSubject: Re: [DOTD-B9] Ideas Topic   Thu 24 Feb 2011, 18:23

figured kimbley's attack speed
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PostSubject: Re: [DOTD-B9] Ideas Topic   Sun 27 Feb 2011, 10:38

officer abilities

Brigadier General

Description : for investigate the city,officer bring signal flare so he could inform the others when was in a dangerous situation or when he found something
effect : Fire a single shot flare
Mp : 75
Cd : 60second

Major General

Description : an experienced officer make him master all kind of technique so he could survive longer even in bad aliment
effect : base aliment resist +10%

Lieutenant General
Description : flare improvement
effect : Cooldown for firing flare decrease to 45
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PostSubject: Re: [DOTD-B9] Ideas Topic   Sun 27 Feb 2011, 15:15

With these skill, im pretty sure scout would have to change class soon. Lets say backpack guy, since gt 10 invent slots total
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PostSubject: Re: [DOTD-B9] Ideas Topic   Sun 27 Feb 2011, 18:13

so let make the manacost to 100 and smaller aoe,cause its a signal flare

so scout is still scout
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PostSubject: Re: [DOTD-B9] Ideas Topic   Wed 16 Mar 2011, 12:19

Hero Ideas



Name: Grenadier: An advanced rifleman that uses different types of grenades to destroy his enemies
Class: Assault
Main Attribute: Strength
Rank Required: Brigadier General

Skills:

1) Critical Hit: Depending on your weapon handling, equipment, your experience and/or various skills or traits, you have a chance to critically injure your target, dealing multiple damage.
Chance to hit: 5%/10%/15%/20%/25%
Damage: 200%/225%/250%/275%/300%

2) Grenade Launcher: A type of gun that launches grenades to the target area, exploding on impact. Handle with care, it harms your teammates!
Area: Medium
Damage: 500/700/900/1200/1500
Cooldown: 30 Seconds
Mana Cost: 80

3) Acid Bomb: Plants a proximity bomb that when explodes, it releases a gas that melts flesh. Handle with care, it harms your teammates!
Area: Medium
Initial Damage: 100
Damage Per Second: 25/75/125/175/225
Duration: 10 Seconds
Cooldown: 25 Seconds
Mana Cost: 45

4) Grenade Training: Trains the Grenadier to be able to use different types of grenades.

1) Stun Grenade: Changes the type of grenade to Stun Grenade. Upon impact, it stuns everything in the area.
Added Damage: 500
Stun Duration: 2.5 Seconds
Cooldown: 90/75/60 Seconds
Mana Cost: 90

2) 15 Second Cooldown Reduction

3) Incidinary Grenade: Changes the type of grenade to Incidinary Grenade. Upon impact, it burns all targets in the area.
Added Damage: 500
Damage Per Second: 75
Duration: 10 Seconds
Cooldown: 90/75/60 Seconds
Mana Cost: 90

4) 15 Second Cooldown Reduction

5) Electric Grenade: Changes the type of grenade to Electric Grenade. Upon impact, it slows all targets in the area.
Added Damage: 1000
Movement Speed: -15%
Duration: 5 Seconds
Cooldown: 90/75/60 Seconds
Mana Cost: 90



Name: Specialist: A master tactician that is proficient in many areas on the battlefield.
Class: Support
Main Attribute: Intelligence
Rank Required: Major General

Skills:

1) Critical Hit: Depending on your weapon handling, equipment, your experience and/or various skills or traits, you have a chance to critically injure your target, dealing multiple damage.
Chance to hit: 5%/10%/15%/20%/25%
Damage: 200%/225%/250%/275%/300%

2) Syringe: Ingects the target with temporary antibodies to protect against viruses.
Immunization: 5%/10%/15%/20%/25%
Healing: 20
Duration: 30 Seconds
Cooldown: 45 Seconds
Mana Cost: 25

3) Create Surveillance Camera: Makes a Surveillance Camera to moniter the area.
Line of Sight: Medium
Duration: 30/45/60/75/90 Seconds
Cooldown: 30 Seconds
Mana Cost: 35

4) Battlefield Support: The Specialist trains himself to use a variety of skills to survive on the battlefield.

1) Deploy Medical Kit: Drops a Medical Kit in the target area. It recovers all allied units health points within range.
Area: Medium
Healing Per Second: 15
Duration: 20 Seconds
Cooldown: 40 Seconds
Mana Cost: 40

2) Recharge Battery: Electrically recharges the target unit's battery by using a discharger. Cannot target self.
Mana Restored: 150
Mana Cost: 100
Cooldown: 55 Seconds

3) Plant Mine: Plants a Mine at the target area, exploding when touched by an enemy.
Area: Small
Damage: 100-350
Cooldown: 15 Seconds
Mana Cost: 25

4) Create Scout Drone: Makes a Scout Drone that travels farther and are weaker than normal combat drones, although lasting longer.
Damage: 26-38
Duration: 240 Seconds
Cooldown: 260 Seconds
Mana Cost: 45

5) Call Ammunition Drop: Drops a package loaded with ammo at the target location.
Amount of Clips Dropped: 10-20 Clips
Amount of Secondary Ammunition Dropped: One Random type with 5-10 charges
Cooldown: 300 Seconds
Mana Cost: 120


Name: Mercenary: Years of experience has taught the Mercenary how to control a variety of weapons while being able to swiftly move to different areas.
Class: Recon
Main Attribute: Agility
Rank Required: Lieutenant General

Skills:

1) Critical Hit: Depending on your weapon handling, equipment, your experience and/or various skills or traits, you have a chance to critically injure your target, dealing multiple damage.
Chance to hit: 10%/15%/20%/25%/30%
Damage: 180%/200%/220%/240%/260%

2) Calculated Hit: The Mercenary takes time to shoot a deadly bullet at the target.
Damage: 1000/1250/1500/1750/2000
Channel Time: 3/3.5/4/4.5/5 Seconds
Cooldown: 20 Seconds
Mana Cost: 60

3) Reconnaissance

1) Smelling Salts: The Mercenary covers himself with strong salt smells, masking his scent from zombies.
Duration: 15 Seconds
Cooldown: 30 Seconds
Mana Cost: 40

2)Explosive Ammunition: Many experiments enabled the Mercenary to add small explosives to his bullets.
Autocast
Damage Bonus: 25
Explosive Damage When Target is Killed: 100
Mana Cost Per Second: 4

3) Rifle Scope: Uses the rifle scope to reveal the designated area and all invisible units in it for a short time. During this time the chance of scoring a critical hit is increased.
Area: 950
Critical Hit Level: +6
Duration: 6 Seconds
Cooldown: 10 Seconds
Mana Cost: 26

4) Recon Vest: Puts on a light vest to increase speed at the cost of protection.
Attack Speed: +15%
Movement Speed: +15%
Damage Reduction: -10%

5) Global Scan: Scans the entire city for large anomalies and ammunition.
Cooldown: 120 Seconds
Mana Cost: 50

4) Weapon Arsenal

1) Damage Increase: +6-17

2) Equip Semi-Automatic Rifle: The Mercenary removes his Assault Rifle for this one. Must remove Single-Shot Rifle if equipped to use.
Damage Bonus: 50
Cooldown: .15
Mana Cost: 10

3) Remove Weapon: If the Mercenary equiped a weapon, he removes it and equips his Assault Rifle.
Damage Bonus: -50 or -300
Range Bonus: -0 or -1000
Movement Speed: -0% or +20%
Cooldown: .15
Mana Cost: 5

4) Equip Single-Shot Rifle: The Mercenary removes his Assault Rifle for this one. Requires manual firing. Must remove Semi-Automatic Rifle if equipped to use.
Damage Bonus: 300
Range Bonus: 1000
Movement Speed: -20%
Cooldown: .15
Mana Cost: 15


5) Damage Increase: +8-8

PS: I know you won't have time to add new classes now, but if/when you do you can look at these. Just focus on B9 for now and consider adding this later. Also feel free to balance them out yourself if you feel you need to. Smile


Last edited by TitanDeath on Sun 20 Mar 2011, 01:19; edited 16 times in total
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PostSubject: Re: [DOTD-B9] Ideas Topic   Wed 16 Mar 2011, 16:38

As far as i know the slots for heroes are full... But THANK YOU for bringing some ideas again!

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