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Baked Ninja

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PostSubject: Charatilization Thread   Mon 22 Dec 2008, 17:58

Im starting this thread as a draft, please revamp it so it suits you guys. This is just something random, dont know what im doing:P

-Post you character ideas in this fasion
E.G

Unit Name :
Required Rank :
Armor type :
Weapon type :
HP/Energie :
Skills :
Class Skill 1 :
Class Skill 2 :
Class Skill 3 :
Class Skill 3 :


Last edited by DarkSath on Tue 09 Jun 2009, 08:17; edited 2 times in total (Reason for editing : reformatted char eg)
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PostSubject: Re: Charatilization Thread   Mon 22 Dec 2008, 18:44

Well, I also don't know what you're doing there^^
Is it to invent and work out new classes?
In this case I'd have something to work out:

Class name: Assaultman

Weapon: Shotgun, slow attack, high damage, high splash, small magazine
Base Armor: 2
HP: Little less than Firebat

Skills:
-> Fragmentation Shards (replaced critical hit)
Gives a chance to deal extra splash damage.

-> Assault Armor
Increases Assaultman's armor and returns damage to attacker.

-> ?

-> ?


Some skill ideas (not enough to make a real skill out of it):
-> Rapidfire (increases attackspeed for a short time)
-> Smoke Grenades (throws a smoke nade)
-> melee attack (knocks back all enemies close to the assaultman)
-> Net (weaker than the engineer's net)
-> Timed charge (plants an explosive on the ground that'll detonate after 5 seconds, dealing lots of dmg)
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Baked Ninja

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PostSubject: Re: Charatilization Thread   Tue 23 Dec 2008, 05:07

thats what i was trying to do, sath said just start a thread, you should edit it mine frails:P

I believe an ideal spell for the assaultman will be Assault Specifics last spell

Level 1 Satchel Charges
Level 2 Nanonet (weaker than engi) shouldnt stun the enemey, only slow movement speed by 12% and attackspeed by 35%
Level 3 Battle Veteran (Gains 3% more exp than other classes) or for every creep kill + 0.3 mana boost.
Level 4 Mini-Nuke Animation like napalm but it hurts a hell of a lot more, and has DoT (radiation) . Wipe's out normal creep's and hurts big guys lots(dont know how much)
Level 5 Targeted Strike - Kills A boss in one has a massive CD say as mini-nuke


+shock if that helps
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PostSubject: Re: Charatilization Thread   Tue 23 Dec 2008, 14:02

Unit Name : RadioMan
Required Rank : Sgt
Armor type : Normal
Weapon type : Shotgun / high dmg in a line / low range
HP/Energie : Normal
Skills : Critical / beretta / Weapon Training / class skills
Class Skill 1 : Artillary Strike ( Request an artillary strike on the cliked point)
Class Skill 2 : Unit Tracker ( get x/y location of any unit in squad and share vision for some seconds)
Class Skill 3 : Satellite relay ( shared vision for all squad members)
Class Skill 4 : Air Strike ( Command a powerfull airstrike on a x/y location)

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PostSubject: Re: Charatilization Thread   Tue 23 Dec 2008, 15:47

Unit Name :Backstabber
Required Rank :Highest possible (i suck at ranks knowledge)
Armor type :none
Weapon type :Strangling Wire
HP/Energie :10 hp
Skills : Kiling allies
Class Skill 1 : Betray - Kills an ally and becomes allied with the enemy
Class Skill 2 : Fake Death - Death message, you disseapear and leave a body behind, you regain alliance with the other side
Class Skill 3 : Timed Explosive - Plants an explosive device on an ally
Class Skill 4 : I'm not the Backstabber, HE IS! - Tags someone else as a Backstabber
Class Skill Ultimate : Coup D'État - Makes everyone on his team to 100% health, drops their items and ammo, make them lose a level including you

Mouhahahaha! the dream for anyone who just likes to kill allies to piss them off ^_^
he would also appear as a generic ally with fake health and fake attacks, like an illusion in WC3 so that people don't see through him too easily ^_^
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PostSubject: Re: Charatilization Thread   Tue 23 Dec 2008, 18:14

lmao

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PostSubject: Re: Charatilization Thread   Fri 26 Dec 2008, 13:06

that would be a cool plan if it didnt involve killing teammates and 10hp.. Lol
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PostSubject: Re: Charatilization Thread   Fri 26 Dec 2008, 15:11

Baked Ninja wrote:
that would be a cool plan if it didnt involve killing teammates and 10hp.. Lol
well he has 10 HP cuz he's made to kill allies.. making him kill them very fast,but dieing very fast...

Just like the Spy in TF2, you can backstab and kill in 1 hit, but you can die pretty damned fast so you have to be careful!
it's also more of a class to mix some randomness when you've completed about everything in the game ^_^
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PostSubject: Re: Charatilization Thread   Fri 26 Dec 2008, 17:49

Unit Name : Caustic Specialist
Required Rank : Staff Sergeant
Armor type : Normal
Weapon type : Acid Cannon
Weapon range: 1000
Weapon speed: Same as Demo
HP/Energie : 425
Mana: 250
Skills: Bacterial Infection, Acid Flow, Contamination, Allotrope, Miasma Particles
Class Skill 1: Caustic Residue(Passive) (Zombies must step on the area)
Injects acid into target per shot, and when it dies, it blows up to leave behind an area of caustic residue
Level 1: Deals 15 damage/second for 1 second and slows movement speed by 5% for 1 second. Target must be killed within 1 second or acid is neutralised. Lasts for 1 second.
Level 2: Deals 20 damage/second for 2 seconds and slows movement speed by 7% for 2 seconds. Target must be killed within 1.5 seconds or acid is neutralised. Lasts for 1.5 seconds.
Level 3: Deals 25 damage/second for 2.5 seconds and slows movement speed by 9% for 2.5 seconds. Target must be killed within 2 seconds or acid is neutralised. Lasts for 2 seconds.
Level 4: Deals 30 damage/second for 3 seconds and slows movement speed by 11% for 3 seconds. Target must be killed within 2.5 seconds or acid is neutralised. Lasts for 2.5 seconds.
Level 5: Deals 35 damage/second for 3.5 seconds and slows movement speed by 13% for 3.5 seconds. Target must be killed withing 3 seconds or acid is neutralised. Last for 3 seconds.

Class Skill 2: Acidulous Armour(Active)
Channels acid within the cannon through the armour of the Caustic Specialist. When the Caustic Specialist is attacked during this period, the attacker will be poisoned by the acid.
Level 1: Attacker is stunned for 0.5 second, and takes 0.5 second to regain its original movement. Requires 60 mana and last for 3 seconds.
Level 2: Attacker is stunned for 1 second and takes 1 second to regain its original movement. Requires 55 mana and last for 4.5 seconds.
Level 3: Attacker is stunned for 1 second and takes 1.5 seconds to regain its original movement. Requires 50 mana and last for 6 seconds.
Level 4: Attacker is stunned for 1.5 seconds and takes 2 seconds to regain its original movement. Requires 45 mana and last for 7.5 seconds.
Level 5: Attacker is stunned for 2 seconds and takes 2.5 seconds to regain its original movement. Requires 40 mana and last for 9 seconds.

Class Skill 3: Incendiary Phosphorus Grenade(Active)
A canister of white phosphorus is launched, and upon impact, releases a cloud of phosphorus which burns any matter in contact, even human flesh.
Level 1: Targets take 10 damage/second in contact, and armour is reduced by 2. Consumes 25 ammunition and 80 mana. Area of effect: Smoke Grenade.
Level 2: Targets take 20 damage/second in contact, and armour is reduced by 4. Consumes 20 ammunition and 70 mana. Area of effect: Smoke Grenade.
Level 3: Targets take 30 damage/second in contact, and armour is reduced by 6. Consumes 15 ammunition and 60 mana. Area of effect: Smoke Grenade.
Level 4: Targets take 40 damage/second in contact, and armour is reduced by 8. Consumes 10 ammunition and 50 mana. Area of effect: Smoke Grenade.
Level 5: Targets take 50 damage/second in contact, and armour is reduced by 10. Consumes 5 ammunition and 40 mana. Area of effect: Smoke Grenade.

Class Skill 4: Biological Warfare
The Caustic Specialist is skilled in the areas of biological warfare and is capable of utilising his ability to maximum potential.
Level 1: Miasma Particles. Creates toxic particles that causes 10 additional damage to targets.
Level 2: Allotrope. Improves the Incendiary Phosphorus Grenade area of effect by 50 and duration by 1 second.
Level 3: Acid Flow. Gives Caustic Specialist the ability to channel acid stored in his body armour to his acid cannon, providing a temporary boost to his attack by 50, but reducing attack speed by 15%.
Level 4: Contamination. The Caustic Specialist gains the ability to fire a special canister stored within his acid cannon into a single target. The canister blows up after 5 seconds and poison is circulated throughout the zombie, causing 500 damage and reduction in movement speed by 25%. Requires 25 ammo and takes 2 seconds to launch.
Level 5: Bacterial Infection. Injects special bacteria into an ally or yourself, and gives them 50% bonus in movement speed and attack speed for 15 seconds, but causes 5 damage/second as well.
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PostSubject: Re: Charatilization Thread   Fri 26 Dec 2008, 19:22

Please view my Caustic Specialist above as well.
Unit name: Polariser
Required rank: Captain
Armour type: Normal
Weapon type: Charged Particle Mini Cannon
Weapon range: 1500
Weapon Speed: Machine Gun
Hp/Energie: 375
Mana: 200
Class Skill 1: Magnetised Torpedo(Active)
The Polariser charges a mini torpedo that alters its charge after the first target, causing an extra bounce as it is attracted to the nearest target.
Level 1: Magnetised Torpedo causes 150 damage to the first target and 100 damage to the second target. Requires 0.5 second to launch and consumes 30 mana.
Level 2: Magnetised Torpedo causes 250 damage to the first target and 150 damage to the second target. Requires 1 second to launch and consumes 40 mana.
Level 3: Magnetised Torpedo causes 350 damage to the first target and 200 damage to the second target. Requires 1 second to launch and consumes 45 mana.
Level 4: Magnetised Torpedo causes 450 damage to the first target and 250 damage to the second target. Requires 1.5 seconds to launch and consumes 55 mana.
Level 5: Magnetised Torpedo causes 550 damage to the first target and 300 damage to the second target. Requires 1.5 seconds to launch and consumes 60 mana.

Class Skill 2: Magnetic Repulsion(Active)
The Polariser is able to activate a special device within his body armour, and repels all nearby units through the laws of repulsion. If the units hit any nearby structures, damage will be dealt due to the impact of the repulsion, plus the units will go into a state of shock. Affects allies.
Level 1: Pushes up to 5 units away from the Polariser for up to 500 range, and if any units hit nearby structures, 50 damage plus a 0.5 second stun will be dealt. Consumes 30 mana and decreases the Polariser's movement speed by 90% for 2.5 seconds.
Level 2: Pushes up to 10 units away from the Polariser for up to 550 range, and if any units hit nearby structures, 100 damage plus a 1 second stun will be dealt. Consumes 45 mana and decreases the Polariser's movement speed by 80% for 2 seconds.
Level 3: Pushes up to 10 units away from the Polariser for up to 650 range, and if any units hit nearby structures, 150 damage plus a 1 second stun will be dealt. Consumes 55 mana and decreases the Polariser's movement speed by 70% for 2 seconds.
Level 4: Pushes up to 15 units away from the Polariser for up to 750 range, and if any units hit nearby structures, 200 damage plus a 1.5 second stun will be dealt. Consumes 60 mana and decreases the Polariser's movement speed by 65% for 2 seconds.
Level 5: Pushes up to 15 units away from the Polariser for up to 900 range, and if any units hit nearby structures, 250 damage plus a 1.5 second stun will be dealt. Consumes 65 mana and decreases the Polariser's movement speed by 60% for 1.5 seconds.

Class Skill 3: Polarised Titanium Armour(Passive)
The Polariser strengthens his body armour by attracting titanium particles to one another, allowing it to withstand more punishment. As a result, the armour becomes lighter and the Polariser is able to move faster.
Level 1: Increases armour by 3 and movement speed by 3
Level 2: Increases armour by 5 and movement speed by 6
Level 3: Increases armour by 7 and movement speed by 9
Level 4: Increases armour by 9 and movement speed by 12
Level 5: Increases armour by 11 and movement speed by 15

Class Skill 4: Magnetic Cerebrum
The Polariser has a developed brain due to advanced polarisation technology, and it increases his overall performances.
Level 1: Volitional Motor. Motor neurones transmit impulses at the faster speed, improving overall reflexes. Provides 10% evasion and 5% attack speed.
Level 2: Improved Visual Processing Skills. The cerebral cortex is able to function faster, hence receiving and processing electrical impulses to the eye at a heightened speed. Sight range increases by 300, and the Polariser gains a 250 radius truesight.
Level 3: Olfactory Perfection. The Polariser has an improved olfactory bulb, and can now detect enemy units before even seeing them. Pings of nearby enemy units will be shown in intervals of 15 seconds.
Level 4: Leadership. The Polariser communicates better with other marines, and gains their respect. The ability Leadership is unlocked, and when activated, nearby marines and himself travel 10% faster. Mana is drained at a rate of 3 per second until deactivation.
Level 5: Hippocampus Overload. With an improved Hippocampus to handle memory, the Polariser is able to locate the weak points of enemies after an encounter, thus killing them faster. Hippocampus Overload grants the Polariser the ability to designate an enemy unit, reducing its armour by 10. Consumes 45 mana to cast.
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PostSubject: Re: Charatilization Thread   Sat 27 Dec 2008, 11:49

Unit name: Fox Operative
(Assault/Support class)
The Fox Operative is from a government detachment of elite soldiers known as the legendary Foxhound Squadron. The Fox Operative excels in all field of warfare, combining knowledge of explosive ordinance and suppressive fire, with stealth and high mobility.

Required rank: Lt. Colonel
Armour type: normal *2, average movement speed
Weapon type: XM82 Rifle
Weapon damage: 210 - 240
Weapon range: 1750
Weapon Speed: fast
Hp/Energy: 340
Mana: 250

Skill 1: Desert Eagle
The Fox Operative draws his .50 calibre Desert Eagle, medium damage in a line. (Doesn’t hurt allies)

Skill 2: Rifle Grenade
Launches a 40mm Grenade at the indicated location. Each Level increases damage.

Skill 3: Saline Transfusion
The Fox Operative is somewhat trained in the field of first aid. The Fox Operative injects himself with compensating nutrients, restoring health and aiding in the resistance of ailments. (Heal increase over time, has base 10% chance to remove all ailments(also improves with level))

Skill 4: Foxhound Operations (Class Skills)

Class Skill 1: Designate + 10 second Octo-camo (Auto invisibility, does not lift when Fox Operative moves)
Designates a target reducing armour by 5.

Class Skill 2: Satchel Charge + 8 second Octo-camo
Places a Satchel Charge at the indicated location.

Class Skill 3: Tactical Stance + 7 second Octo-camo
Increases a targeted ally’s damage by 10%, attack speed by 5% and reduces movement speed by 50%

Class Skill 4: Muzzle Suppressor + 6 second Octo-camo
The Fox Operative fixes a Muzzle Suppressor to the barrel of his rifle reducing muzzle flash, allowing him to avoid enemy notice more easily. (increases movement speed by 10%)

Class Skill 5: Orbital GLPS + 5 second Octo-camo
The Fox Operative designates a single target and launches an Orbital Artillery strike using the target as an impact point. The strike deals heavy damage to all units around the target. (hurts allies)

its just an idea +smile


Last edited by Big_Red on Sat 27 Dec 2008, 11:52; edited 1 time in total (Reason for editing : fixed the rank)
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PostSubject: Re: Charatilization Thread   Sat 27 Dec 2008, 11:51

aaaaaaaaaaaaand another =)

Unit name: M-21Spectre Observer
(Recon Class, flying unit)
The M-21Spectre Observer prototype is a result of the latest advancement in Unmanned Arial Vehicle robotics. The M-21Spectre Observer system operates completely independent of humans, but has never been tested in combat situations without a human counterpart. The M-21Spectre excels at reconnaissance, but is very fragile.

Required rank: 2cnd Lieutenant
Armour type: Light *1, fast movement speed
Weapon type: Vulcan Cannon
Weapon damage: 25 - 30
Weapon range: 1500
Weapon Speed: fast
Hp/Energy: 240
Mana: 250/260

Skill 1: Guided Precision Incendiary Bomb
The M-21Spectre releases a Guided Precision Incendiary Bomb at a targeted location, dealing medium AOE damage and low after-effect damage. (harms allies, but cannot harm M-21Spectre)

Skill 2: XLAA Missile
The M-21Spectre launches a, Xtended Long-range Air to Air Missile at a flying target, dealing heavy damage to the target and low splash damage to nearby flying units. (does not harm allies, but can harm M-21Spectre)

Skill 3: Fuel Compression Thruster
The M-21Spectre funnels an excess of fuel into an additional engine. The engine then ignites the excess of fuel in addition to the normal fuel being used resulting in an increase in movement speed.

Skill 4: Spectre Observation (Class Skills)

Class Skill 1: Cloaking Field
Provides the M-21Spectre with a personal cloaking device.

Class Skill 2: Thermal Detector
Provides the M-21Spectre and nearby allies with the ability to see invisible units.

Class Skill 3: U-238 Rounds
Provides the M-21Spectre with Uranium-238 rounds that are effective at accelerating the rate of decomposition of organic materials. (adds 30% damage)

Class Skill 4: reduces cool down for Cloaking Field and Thermal Detector

Class Skill 5: Airstrike
Calls an airstrike at a targeted location. The airstrike deals immense AOE damage but has an large cool down and can only be used 3 times in a game. (cool down of 10 mins, can only be use 3 times per game).

this one im unsure about, but it would fill another recon class and would be fun to play


Last edited by Big_Red on Sat 27 Dec 2008, 12:01; edited 1 time in total (Reason for editing : fail =( soo much space wasted)
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PostSubject: Re: Charatilization Thread   Sat 27 Dec 2008, 22:05

Big Red, you don't, by any chance, know NotD:Aftermath? XD

Using a Flying hero might not be so great (because of how I designed the game a flying unit could trigger stuff).
But there's some interesting ideas. Doh I need another Recon class.. rite.. well, first I'll finish my Assaultman^^"

@ Nigel
Althought I don't want to see an acid trooper on the battlefield, he and the Polariser-guy has some interesting skills - like the Phosphorus Grenade, bio. Warfare or the Repulsion.
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PostSubject: Re: Charatilization Thread   Sat 27 Dec 2008, 22:10

How about a dog that can go through the masses of dead?
Like in the Movie? ;o

maybe as additon for a special rank or something?
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PostSubject: Re: Charatilization Thread   Sat 27 Dec 2008, 22:42

+1 for the K9Unit

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PostSubject: Re: Charatilization Thread   Sun 28 Dec 2008, 04:43

yeah aftermath is one of my favourite games +gg but DOTD 6.0 is the new aftermath

and yeah the kind of units u have available does depend on how u design the game and missions, since its a beta noone knows what could come next =P

as for the first one tho (Fox Op), what i tried to do was mainly try to think of a fun, all-rounded character, not too o/p and available only to rlly high ranking officers. (similar to a Delta operator if you will)

anyway, just ideas and the more ideas u have, the more options are available
(hope the next version is coming out soon, i hate having to replay the same 3 missions over to get ranks)
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PostSubject: Re: Charatilization Thread   Sun 28 Dec 2008, 18:32

This is just a cool thing i thought someone that just wanted to play around would like to use.
Unit Name : Tyrannosaurus Rex
Required Rank : Captain
Armor type : Bone Carapace
Weapon type : Rabid Jaws and Slicing Talons.
HP/Energie : HP 400 Gains 0.5 HP Point per corpse consumed. Mana 0.
Skills : Enveloping Jaw, Shrapnel Recovery, Piercing Roar, Primal Instincts.
Class Skill 1 : Envelping Jaw CD 25 seconds, Can consume a target healing from its lifepool.
Class Skill 2 : Shrapnel Recovery CD 4 minutes, Can squash up ammo boxes making them worth twice the ammount e.g 4 ammoboxes after sharpnel becomes 8.
Class Skill 3 : Pushes back all nearby zzombie's making their movement speed decrease by 35%(lasts for 5 seconds). CD 55 seconds.
Class Skill 4 : Primal Instincts. Havent deicided this yet, take a look at comment.

it sounds like you guys have thought out some good heroes, lucky i started the thread, oh and btw. Should like steal the NOTD Idea of pets. they are fully fun!!
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PostSubject: Re: Charatilization Thread   Mon 29 Dec 2008, 03:13

Please allow me to DISAPPROVE this hero suggestion Smile
Really, zombies are ok, but Dinosaurs? Now it's getting unrealistic.. if they at least had some time traveling machines in the cretaceous period.
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PostSubject: Re: Charatilization Thread   Mon 29 Dec 2008, 06:19

heres another, just thought the more character we put up, the more ideas for characters abilities we have +^^

(guess where i got it from XP)
Unit name: Ghost
The strain of genetically enhanced soldier known as the “Ghost” is a result of the latest research into biometric, physiological and genetic technology. This research has given the Ghost inhuman speed and agility as well as enhanced mental capabilities. The extensive testing however has left the Ghost frail and its mind unstable, a small price to pay for their unparalleled killing instinct.
(Recon Class)

Required rank: 2cnd Lieutenant
Armour type: light/normal *1, fast movement speed
Weapon type: Gas-Operated Canister Rifle
Weapon damage: 150 - 160
Weapon range: 1500
Weapon Speed: Average
Hp/Energy: 260 (HIGH AGILITY, LOW STRENGTH)
Mana: 290

Skill 1: Critical Strike

Skill 2: Under-Barrel Shotgun
Deals shotgun damage in a line. (Doesn’t hurt allies)

Skill 3: Octo - Camoflage (up for debate)
The Ghosts advanced combat armor acts like an octopus, blending in with its surroundings and giving the Ghost invisibility while immobile. While camoflaged, the Ghosts enhanced senses increase his awareness of nearby terrain and enemies. (Provides camoflage while the ghost is not moving, camoflage has no cooldown but has activation time (i.e 10 seconds to become completely invisible), each level increases Ghost's LOS while ability is activated)

Skill 4: Ghost Recon (Class Skills)

Class Skill 1: Designate
Designates a target reducing armour by 5.

Class Skill 2: Incendiary Canister shot
The Ghost fires an Incendiary Canister round that detonates once within the target. (Deals heavy damage to the target, very low splash damage)

Class Skill 3: ACOG Scope
The Ghost ceases moving completely to take aim through a thermal scope dealing double damage. (doubles damage and faster shots, cannot move while casting, lasts 5 seconds)

Class Skill 4: Nano Machines
Microscopic Nano Machines nullify almost all pain felt, break down foreign organisms in the body and calms the mind. (Adds extra health regen, ailments last for shorter amount of time, mana regen increased)

Class Skill 5: Bio-Bot Cloud
Releases a cloud of bometric machines that enter the brain and neutralise neuro acitivities involved with movement and hostilities. The Bio-bots affect allies and enemies, but do not affect the Ghost due to his Nano Machines. (Enemies and allies within cloud have severely reduced movement speed, enemies and allies within the cloud cannot attack, the ghost's move speed and atack are not afected)

*edit*
i had this insane idea for the octo-camo ability; instead of immobile invis, when used it brings up a small menu (like difficulty menu) and at first level offers you 3 different types of camoflage (liek tiger stripe, urban and leaf). each camo type decreases the chance of certain enemies noticing you, but increases others (like reduces zombies, but increases gargs). there are only 3 levels for the ability; lvl 1 begins with 3 types, lvl 2 = 4, then lvl3 = 5. the 4th camo type reduces a greater range of enemy types that notice u but greatly increases the chance of the other types. the 5th camo type decreases the chance of all enemies noticing you equally, but is not as effective at repelling enemies as the 4th lvl. (each camo type lasts forever until you change it to another type).

i know its an insane idea and it could be rlly affected by any host latency to the player, would be rlly hard to understand AND it would take shitloads of hard work on the developers part to accomplish, but it would be one of the most advanced zombie killing character's ever made. (ty to random temple guardian from TBR who gave me idea with his prayer ablity =P)


Last edited by Big_Red on Mon 05 Jan 2009, 08:42; edited 5 times in total (Reason for editing : fail spelling, added class skill 5, added class skill name and 3rd ability, added insanely difficult idea)
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PostSubject: Re: Charatilization Thread   Mon 29 Dec 2008, 06:29

awww, no fair s3rius i was in love with dinosaurs when i was a youngin, totally not cooL:P haha nah all good. i was just abit high anyway.
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PostSubject: Re: Charatilization Thread   Wed 31 Dec 2008, 09:08

Unit Name : infantryman
Required Rank :Sgt.
Armor type : Normal
Weapon type :M4a1 & m203 / fast atk /normal range/ normal dmg /normal magazine
HP/Energie : = firebat
Skills : Critical / hand grenade/ Weapon Training[+Atk 2 no aura] / class skills
Class Skill 1 :+ movement15%[passive]
Class Skill 2 : combat knife [mask unit skill 1 T = 1 unit 150 dmg delay 10second]
Class Skill 3 : + Atk40% When near[passive]
Class Skill 4 : shoot M203 distance around point mask 400 range
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PostSubject: Re: Charatilization Thread   Wed 31 Dec 2008, 09:16

sounds like the assaultman :007:
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sergeok001


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PostSubject: Re: Charatilization Thread   Wed 31 Dec 2008, 09:23

see like [ model ] , I not excellent the language T T
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Big_Red

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PostSubject: Re: Charatilization Thread   Mon 05 Jan 2009, 08:19

this is not spam =)

lol i edited the ghost's details and came up with a phsycoticly awesome but incredibly difficult idea for an ability. hope you like
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PostSubject: Re: Charatilization Thread   Mon 05 Jan 2009, 13:50

+1 for the ghost, but i think it could use some tweaking.
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