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Lisianthus

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PostSubject: Re: Charatilization Thread   Mon 17 Aug 2009, 20:32

We will NEVER delete/remove a thread. But I will however throw it in the basket and lock it. Smile

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Sath

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PostSubject: Re: Charatilization Thread   Mon 17 Aug 2009, 20:53

topic merged .. u guys are lazy mod Razz

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Last edited by DarkSath on Mon 17 Aug 2009, 23:01; edited 1 time in total (Reason for editing : now all cleaned ..)
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PiscisKnight

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PostSubject: Re: Charatilization Thread   Sat 22 Aug 2009, 08:45

Ok, hi everyone, new to the forum, kinnda new to the game still.

Read all the thread, picked up some ideas, introducing some of myself.


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Unit Name : Field Surgeon Officer

Required rank: High Rank (CPT? MJ? LTC?, u'll say)
Armor type : Light
Weapon type : Dual Pistol (Med dmg - Med rng - High spd - Small Mgz)
HP/Energie : 320
Mana: 350
Skills : Dual Fire - Blood serum - Biological Antibiotics - Class Skills

ONLY ONE PER GAME MAY BE PICKED.


Skill #1: Dual Fire:
Allows the unit to make a dual attack instead of one bullet at a time. Increase weapon speed with each rank. (First idea was a burst fire, could also be aplied)

Skill #2: Blood serum:
The field surgeon carries a usefull blood serum with multiple needles which heals all allies in an AOE (of 300?) for a X time. Each rank increses heal, AOE, and decreases cooldown and heal-time ratio.

Skll #3: Biological Medicine:
Cures Poison and fractures at the same time (but with no HOT like transfussion).

Skill #4: Class Skills:
1- Healing Support: All allies near the Field surgeon gets a boost of 1? 2? 3? hp reg/s. (Aura of heal)

2- Reconnaissance:
The field surgeon its able to detect close healing supplies through a scanner in its forearm. (Like scout ammo scan)

3- Backpack: The field surgeon its able to carry more healing items in one stack than other classes (Like 10 medkits in one slot, etc) [Dont like pretty much this idea still]

4- Combat Experience: Due to his high experience in combat healing, the Field surgeon its able to use his abilities faster than normal when the time needs it. Decreases all cooldowns to half the time permanently.

5- CPR: The field surgeon its able to revive one player with full hp and immunity for 3 sec. The field surgeon has to stay still while "casting". (small "casting" time, big cooldown, big mana cost, at least 200). [Usefull when u run out of cprs, and an important player gets killed in a hot sittuation].


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Before u reply, i know that Reconnaissance and backpack some ppl would think its useless, due to the skills the field surgeon has. Still, some personnall items like stims, cprs and medkits (to heal the med in hot situations) would be usefull.

Anyway, both skills would be usefull if Serius decide to make new healing items. ^^

The whole idea of this, was took from someone who posted about a Medic for high ranking officers. Why do we need 2 meds in NM or Hell (never played hell, but nm for me its scary still) only to get them screwed in a hot situation xD?. Maybe a med and a surg would be a better thing to take into account. Moreover, in Real life it would be normal to see a medic, and its superior on the battlefield.


hope i help u guys,

Cya

PS: Sry for english-grammar mistakes. Im from Argentina, not my native lang ....still xD.
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Death_X_Magi

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PostSubject: Re: Charatilization Thread   Sat 22 Aug 2009, 19:04

Hahaha you copied my colouring to distinguish things. It's a good idea I like it, but I am not sure if another healing class is wanted or needed even if it's made for higher difficulties. The current medic does a great job at healing even on hell and most medics don't stack up on that many healing items, having mana is key.
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PiscisKnight

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PostSubject: Re: Charatilization Thread   Sat 22 Aug 2009, 20:41

That's why I said after the class description, that this idea is made for a new version, where there will be newer healing items.... ; D

And this medic would be for a lvl of difficult that makes swarms or overruns over the squad more common...

moreover, ive read that lots of ppl would like to include some "hand to hand" combat in the game.... then an AOE healing would be even more usefull, since the enemies will be closer to the squad and maybe not only in one front but in severals.

The whole idea is for an improved gameplay...not for the actual.

Gl !
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Death_X_Magi

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PostSubject: Re: Charatilization Thread   Sun 23 Aug 2009, 00:50

More and different healing items would require more variety of inflicted status on a hero and damage types. So far I don't think s3rius has any plan to add more ways to kill us and then implement more ways to stop that.

Hand to Hand to combat was my idea and that was designed for one specific class, if all classes are effective in melee combat later on in development then it defeats the purpose of having a game based on shooting things with a gun but like you said it'd make AOE heal better.
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PiscisKnight

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PostSubject: Re: Charatilization Thread   Sun 23 Aug 2009, 04:14

I never said that all clases should excell in hand to hand combat. I only said that it would be nice to see more hand to hand action, and that's why the AOE HEAL comes to action.

And about s3rius addin ways to kill us.... i REALLY, REALLY hope he does. =)

more complex game = more practice to make things good = more difficult = better game


Abur!
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Death_X_Magi

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PostSubject: Re: Charatilization Thread   Sun 23 Aug 2009, 04:36

So far the only class that would get to see a lot of hand to hand combat action would be the class I suggested, but only if s3rius is actually going to implement him into the game like he said he might. Nevertheless in that case a melee hero would have to a far length away from the team to get kills and AoE heal wouldn't be that effective.
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PiscisKnight

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PostSubject: Re: Charatilization Thread   Sun 23 Aug 2009, 10:14

But this aint a game of who gets more kills... this is a coop game. The idea of ur hand to hand combat is thought for a solo player?.... i always thought of it as a "emergency" tank :/
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PostSubject: Re: Charatilization Thread   Tue 01 Sep 2009, 05:07

so this topic still alive? aint postin new ideas cause no one take care of em xD
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PostSubject: Re: Charatilization Thread   Tue 01 Sep 2009, 14:34

Be sure that no idea remains unread or unevaluated. I sometimes don't reply to them, but that doesn't mean that they're ignored.

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Mishotaki

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PostSubject: Re: Charatilization Thread   Tue 01 Sep 2009, 15:16

so... we're guetting the backstabber and village idiot in beta 8? ^_^

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PostSubject: Re: Charatilization Thread   Wed 02 Sep 2009, 20:25

----
-
Unit Name : Gunnman

Required rank: High Rank (2 Lt, so as soon as u hit officer u get a new class)
Armor type : Medium
Weapon type : Heckler & Koch MP7 (Small Dmg - AOE attack - 10 clip magazine (each shot counts as several bullets) - Fast Reload)
HP/Energie : 380
Mana: 450
Skills : Critical Strike - Rapid Fire - Hand Grenade - Class Skills

ONLY ONE PER GAME MAY BE PICKED.


Skill #1: Critical Strike:
Like any class, its critical skill.

Skill #2: Rapid Fire:
Similar to Assault man's rapid fire. The idea is that this unit can have some suppresive short range fire for overwhelming short combat sittuations.

Skll #3: Nerve Gas Grenade:
This grenade affects the limited brain function of zombies and disables them for a short period of time. (Stuns AOE targets for X secs).

Skill #4: Class Skills:
1- Red dot Sight: 2x dmg[/color]

2- Extended Magazine: Double the ammo capacity of the weapon. (20 clips)

3- Grenade belt: Cooldown of Gas Grenade reduced by half.

4- : Dont know yet xD

5- : Dont know yet xD


_______________

This aint a revolutionary idea of course, i know it. The whole concept its to avoid high rank ppl to only have the assman as a close combat unit. Also, its an idea to renew the rifleman role in a more advanced gameplay.

The idea is to have a unit who can easily lower a group of enemies to low hp so that other units can easily kill them. Specially when ur team is on the run by overwhelming forces (like LZ escort mission).

Cant figure out which could be their last skills, wihtout OP the class, or take the rol of other classes in the game.
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Zuvas_ZKC

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PostSubject: Re: Charatilization Thread   Thu 03 Sep 2009, 08:06

Death_X_Magi wrote:
Hahaha you copied my colouring to distinguish things. It's a good idea I like it, but I am not sure if another healing class is wanted or needed even if it's made for higher difficulties. The current medic does a great job at healing even on hell and most medics don't stack up on that many healing items, having mana is key.
It is true that the current Medic does a great job but I would also like to see an advanced version of the Medic (his superior like suggested?) with AoE buffs/heals

As we know, in this game, you need to stick together and cover up; then an AoE Medic would encourage people doing so; since by staying close to the Medic (and so to the team), they would get some buffs/healing.

This upgraded version shouldn't have a critical strike skill; personnaly, I find this skill useless on a medic. As a medic, we should focus on helping our comrade so we don't need firepower. As for the skills.. well I don't know XD maybe AoE healing; AoE steroids. Also, I read something about increasing the Medic's (and only him) medical item stackability: I agree with it.

Oh I just had this idea: Why couldn't this advanced Medic be able to create medical stuff? With experience, he got to develop way to survive in the combat zone with what was there; thus he should be able to create medical items just like the engeneer can make ammos and demo make explosions; I believe it would be just fair this class can do it too. His ultimate skill could be like:
Lv 1: Enable creation of Antidote
Lv 2: Enable creation of Steroids
Lv 3: Enable creation of First Kit Aid
Lv 4: Enable creation of Medkit
Lv 5: Enable creation of CPR OR Able to ressurect target ally (this way, we can't get each member get a 5x CPR stack on them lol)

Edit: I believe being able to create CPR wouldn't be a Godly skill (I mean a too powerfull one), considering the Advanced Medic still has to survive his way to the dead one; and I recall already having more than 5 CPR in the team but we all got killed at the same time so the CPR got pretty useless XD anyway; just to say it wont make us immortal Surprised
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Sath

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PostSubject: Re: Charatilization Thread   Thu 03 Sep 2009, 15:04

there are already a lot of CPR ingame , and u can have more with calling the drop support thingy.
or if the CPRs could have a chance to fail and a large cooldown, that would be interresting Smile

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Zuvas_ZKC

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PostSubject: Re: Charatilization Thread   Thu 03 Sep 2009, 16:54

DarkSath wrote:
and u can have more with calling the drop support thingy.
Uh? Never heard of that o.o How do you call that support thingy? :O
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PostSubject: Re: Charatilization Thread   Thu 03 Sep 2009, 17:30

Zuvas_ZKC wrote:
DarkSath wrote:
and u can have more with calling the drop support thingy.
Uh? Never heard of that o.o How do you call that support thingy? :O
The battlefield control. It's a General's skill.

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PostSubject: Re: Charatilization Thread   Thu 03 Sep 2009, 22:45

Nice idea Zuvas.... really nice one. Still, both are right by telling u that the "supply drop" stuff could do the job.

But come on guys...lets be reasonable... generals are not abundant. I know u want this way to encourage rank up...but i personally know i will never reach general status for a reason of game play time lol.

I should really vote for that idea to be taked into account if u ever think about creating my "advanced medic" idea.

I, as a medic, never focus on firepower, and i just focus on improving my team condition. I only use deagle and a 2ndary weapon (specially nade launchers) as support firepower. This skill zuvas propose it would be even a better way for ppl like me to encourage team play and boost my team survival.
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PiscisKnight

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PostSubject: Re: Charatilization Thread   Thu 03 Sep 2009, 22:46

PS: what u say bout my "Submachine gunner" idea? xD?
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PostSubject: New Character Idea   Fri 18 Sep 2009, 15:02

Rate or post ur idea here

Name:Electric Support


Abilities:
Critcle strike
Main 1: Lightning Cannon
Does Damage in long line lightning effect when fired gives sight range [air and ground sight] for * seconds
Level increases distance damage and sight range and durations


Main 2:
Electric armor [ gives lightning damage to the unit who attack this unit gives slightly armor increase]
Increases damage and armor per level


Small Abilities:
1 electric charge: emp that detos when unit stepping on it [slows and triggers allied and enemy] deals no damage but slows 50-60% and longer then emp
2Pulse shot: activate shocks enemy unit 4 seconds deals damage[not sure if this is smart since u got disable shot / net alredy]
3 Passive Shot: Chance to purge unit 10%-20%
4 passive / activate: Chance to deflect some damage if reflected 50% of the damage is shared into mana in 600 range?
5 Activated shot: Adds lightning damage to your bullets [50 damage or % up damage] makes increased purge chance for *seconds [100 mana cost?]




Damage: aredvanged
attack speed medium
range: medium/low
Hp [low it has armors]
mana: Aredvanged
armor: normal



rate comment or post ur ideas here [realistic ideas]


s3rius: Merged with Charatilization Thread
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Megakilll

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PostSubject: Re: Charatilization Thread   Fri 18 Sep 2009, 16:43

2 thumbs up Wink
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PostSubject: Re: Charatilization Thread   Sat 19 Sep 2009, 01:27

Hmmm... i think that an "electric" based guy its a lil unreal for the game, taking into account the other classes.

Not saying its a bad idea that unit... only saying that maybe it doesnt fit with the whole idea.
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X.Terror.X

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PostSubject: Re: Charatilization Thread   Sat 19 Sep 2009, 12:59

can be a startign idea
sorry i posted that one wrong btw i forget there was a tread here :/

i can try improve it and make it more realistic though ^^
[u can change the year to a 100 years later then it is now then its realistic ^.^]
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X.Terror.X

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PostSubject: Re: Charatilization Thread   Sat 19 Sep 2009, 19:58

ok since the first one wasnt fully realistic i think this is posible
im not saying they use it in the army but u guys have to stay realistic too that this is still warcraft xd...




Unit Name : Support Trooper

Rank needed: 6000 pts?
Damage: 50-60
attack speed: Normal [like rifleman/medic]
range: 1.2k
Hp: 310
mana: 350
armor: 1


Skills : Critical Strike –Taster - Battery – Class Abilities

Critical Strike

Main 1: Teaser
max level 4
When used On a enemy unit the unit gets stunned 3 times for a second
Every 2 seconds
dealing total amount of 250 x level
20 seconds Cooldown
75-125 Mana cost
[the teaser is attached to the outfit of the trooper so he can still shoot after activation]

Main 2: Battery
Mana Cost: 50
Battery: The Shock Trooper caries a Extra battery that charges its self up, when used gives 35x level mana [can be used on allied units
cooldown: 60-15


Class Abilities:
1 Static Flare: The Support Trooper Draw electricity from his battery in order to create a Static Flare that can be placed on the road [this item is just noting more than a road flare but maybe different buff and u can carry it as a item so u can save them up when needed can be usefull later game]
2 Passive Shot: His Shots Become More Accurate and gives 10% to stun a unit for 0.4 seconds and deal 20 extra damage
3 Improved EMP: this emp is better then the normal EMP it deals more damage and slows longer but also for more Mana cost!
4 Flash nade: This flash nade is trown from the support trooper after timer the flash nade explode and blinding allied and enemy the units are confused and stunned for 4 seconds doesn’t deal damage[possible eye damage chance?]
5 Improved Teaser: the Support man attaches his Improved teaser with his extra battery to improve the pulse of the teaser and adds 50 damage per level


u can say its now a kindof a stun nuker but things are balance able ofcourse i think this isnt so bad at all
if u want to make some new unit now its goign to be hard i think s3rious inputted all commen militairy units in action alredy except bazooka but that whould be demolishen
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PiscisKnight

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PostSubject: Re: Charatilization Thread   Sat 19 Sep 2009, 22:00

^^ now i like it ahha ^^
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