[DotD] Undead Spell Ideas
+9
Xetras
HorstRabe
Big_Red
Proxy
BurnCruise
hammondo
Mishotaki
Eulogy
s3rius
13 posters
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- s3riusLTG
- Posts : 1916
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[DotD] Undead Spell Ideas
Wed 08 Jul 2009, 02:26
Biberkrieger84 wrote:Biber has a new idead. Beware!
What about if you die and your corpse lies around for maybe 5min. Could you then turn into a zombie marine hero and torture your former teammates.
Its better that you cant use your gun anymore, but you can have some crazy zombie skills:
Jump
Phermone Coktail (yeah i know its from Left4Dead)
etc...
Could be funny and your team has to get you out via MEDIVAC or otherwise...^^.
I'm thinking of adding this as a special game mode to dotd, but I need your help. Yes, I mean you in front of your monitor!
Post ideas for the hero you will get after you rise from the dead!
Just consider:
- It shouldn't be too imba.
- It shouldn't contain large amounts of zombies you can control by yourself.
Re: [DotD] Undead Spell Ideas
Wed 08 Jul 2009, 06:00
Alright... let me be the first to say AWESOME S3RIUS NEEDS OUR HELP! lol
Aside from that...
Skill 1) Undead Carapace: Gives nearby Allied (zombie) units a bonus x (to be determined) to armor within (800?) range.
Skill 2) Zombie Bile: Range: 200. Spits infected goober *lol goober* on target marine blinding him instantly (or slowing movement speed ect.)
Skill 3) Intimidate: OMFG SCARY ZOMBIE. Reduces enemy attack power by 5-10??? % within a 500?? range.
Skill 4) Bite: Obviously deals set amount of damage, may cause bleeding/infection instantly... maybe 50% infection 70% bleed range: melee.
Skill 5) Body Armor: Givin that this is a fallen Marine who was previously armed to the teeth... he still has Body Armor. Gives a Slight chance that bullets will deal 0 damage due to the Kevlar.
Skill 6) Frenzy: Goes into a Blood Lust *hint hint* and attacks/moves much faster than before for 10 seconds however can not use any other abilities while in this state. (just so he doesnt OMG WTF jump you and bite you and eat your face)
Umm... those are some idea's... just thought they might be fun to roll with I dont expect all/any of them to be used obviously ^^ but its my 2 cents
Aside from that...
Skill 1) Undead Carapace: Gives nearby Allied (zombie) units a bonus x (to be determined) to armor within (800?) range.
Skill 2) Zombie Bile: Range: 200. Spits infected goober *lol goober* on target marine blinding him instantly (or slowing movement speed ect.)
Skill 3) Intimidate: OMFG SCARY ZOMBIE. Reduces enemy attack power by 5-10??? % within a 500?? range.
Skill 4) Bite: Obviously deals set amount of damage, may cause bleeding/infection instantly... maybe 50% infection 70% bleed range: melee.
Skill 5) Body Armor: Givin that this is a fallen Marine who was previously armed to the teeth... he still has Body Armor. Gives a Slight chance that bullets will deal 0 damage due to the Kevlar.
Skill 6) Frenzy: Goes into a Blood Lust *hint hint* and attacks/moves much faster than before for 10 seconds however can not use any other abilities while in this state. (just so he doesnt OMG WTF jump you and bite you and eat your face)
Umm... those are some idea's... just thought they might be fun to roll with I dont expect all/any of them to be used obviously ^^ but its my 2 cents
- MishotakiBG
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Re: [DotD] Undead Spell Ideas
Wed 08 Jul 2009, 06:17
teeth spit: you take out one of your teeth and spit it out with a huge amount of force (a ranged attack with up to 32 uses)
evasive maneuver: you start jumping everywhere to avoid enemy bullets- 50% movement speed but 60% dodge
evasive maneuver: you start jumping everywhere to avoid enemy bullets- 50% movement speed but 60% dodge
- hammondoSGFC
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Re: [DotD] Undead Spell Ideas
Wed 08 Jul 2009, 17:18
I believe DOTD is fine as it is....But if u do decide to add a new game mode then why not make it deathmatch style?
example..all players wait until everyone is dead then the *new game* would start. Then players would hunt each other until only one still stands...plus when people die early they place traps around the map so as not to leave anyone bored... i think it would be fun if you could somehow make some weaker zombie only items for this mode also.
Maybe place colonel white in the map to hunt us down...and place some items that would reveal player loction and not allow the -tl command.
plus i would like to think certain classes of soldier would get certain bonuses when they turn to zombies....
Example: Engi would get a mana regen bonus..Medic a drug that would make him invulnerable...Scout go invisible...Adv MM/Sniper/MG faster attack rate...Assman better use of general weaps...FB amour bonus...Demo maybe get faster movement...Rifleman well maybe slower everything lol.
And to try and make this un-imba maybe grant each player 2 skills to upgrade which you can only upgrade twice and then have the 3rd abillity as a stat upgrade.
And then the winner of the deathmatch would earn 75 exp...2nd place 50 exp and 3rd 25 exp...so it would not only be a game but a mission with added incentive to play..
i think this is great
example..all players wait until everyone is dead then the *new game* would start. Then players would hunt each other until only one still stands...plus when people die early they place traps around the map so as not to leave anyone bored... i think it would be fun if you could somehow make some weaker zombie only items for this mode also.
Maybe place colonel white in the map to hunt us down...and place some items that would reveal player loction and not allow the -tl command.
plus i would like to think certain classes of soldier would get certain bonuses when they turn to zombies....
Example: Engi would get a mana regen bonus..Medic a drug that would make him invulnerable...Scout go invisible...Adv MM/Sniper/MG faster attack rate...Assman better use of general weaps...FB amour bonus...Demo maybe get faster movement...Rifleman well maybe slower everything lol.
And to try and make this un-imba maybe grant each player 2 skills to upgrade which you can only upgrade twice and then have the 3rd abillity as a stat upgrade.
And then the winner of the deathmatch would earn 75 exp...2nd place 50 exp and 3rd 25 exp...so it would not only be a game but a mission with added incentive to play..
i think this is great
Re: [DotD] Undead Spell Ideas
Wed 08 Jul 2009, 21:45
lol if that is the case you would need to make White invulnerable and maybe add a "death and decay" like ability as an aura so the players wont stick close together or they die lol
- hammondoSGFC
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Re: [DotD] Undead Spell Ideas
Wed 08 Jul 2009, 23:40
well the whole point of a death match is not to stay by each other lol
but yes white invulerable...i really like this idea
but yes white invulerable...i really like this idea
- BurnCruiseSG
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Re: [DotD] Undead Spell Ideas
Wed 08 Jul 2009, 23:56
I like Hamms idea, but i think it would be best implemented as a new final mission. Give each class a new set of zombie skills and have them start from level 1. The objective of the final mission is to survive and escape the city so you can spread the infection.
Just some ideas, doesnt even matter if they have anything to do with the classes:
This would be my original Scout outline:
Invisibility - level it up till it becomes permanent.
Mutant speed - Increased movement speed, basically a permanent sprint when maxed.
Mutant sight - Increases sight range, last level allows him to see through obstacles (is that possible to do?).
Terrify - Frightens the enemy, causing them to run away and reducing their attack and movement speed.
Possession - Possess an enemy for a period of time, giving you access to that classes abilities.
I dont even know if its possible to create AI smart enough to work as a military unit though.
Just some ideas, doesnt even matter if they have anything to do with the classes:
This would be my original Scout outline:
Invisibility - level it up till it becomes permanent.
Mutant speed - Increased movement speed, basically a permanent sprint when maxed.
Mutant sight - Increases sight range, last level allows him to see through obstacles (is that possible to do?).
Terrify - Frightens the enemy, causing them to run away and reducing their attack and movement speed.
Possession - Possess an enemy for a period of time, giving you access to that classes abilities.
I dont even know if its possible to create AI smart enough to work as a military unit though.
- ProxyLTC
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Re: [DotD] Undead Spell Ideas
Thu 09 Jul 2009, 01:35
Wow I could actually be of help
"Hesitation" Marines have a greater chance of not hitting their freshly fallen comrade, because who really wants to shoot their friend? Just like who wants to shoot their flatmate, GF, and mum all in the same night?
"Hesitation" Marines have a greater chance of not hitting their freshly fallen comrade, because who really wants to shoot their friend? Just like who wants to shoot their flatmate, GF, and mum all in the same night?
- hammondoSGFC
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Re: [DotD] Undead Spell Ideas
Thu 09 Jul 2009, 01:51
Proxy wrote:Wow I could actually be of help
"Hesitation" Marines have a greater chance of not hitting their freshly fallen comrade, because who really wants to shoot their friend? Just like who wants to shoot their flatmate, GF, and mum all in the same night?
sounds good just like me if i was in that situation
- Big_Red1SG
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Re: [DotD] Undead Spell Ideas
Thu 09 Jul 2009, 02:27
deathmatch shouldnt be included in actual gameplay. aside from the fact that that its completely different from missions, who just turns around at the end and shoots the f* outa their mates. it would also remove the idea that the marines would "get out" at the end and leave the area, thus completeing the mission and getting lots of exp.
if you are intent on finishing the game on shooting other marines as a last mission lol, then maybe add it as a mission similar to Lost Cause in NOTD where your squad is atacked by another marine detachment and its almost impossible to survive. (this would of course have to be a randomised mission like the plant and professor one)
the squad atacking you could end up being colonel white's detachment saying something like he white house has decreed something like the whole area is to be cleared out, then to be destroyed by a nuke or something, and then your squad has heard nothing about it, and it all goes from there.
ofc thats only if your desperate for a marine killing marine mission, b ut as it is i agree with hamm, its fine the way it is.
spawning a zombie from the corpse of a fallen marine when they are dead... is an epic idea. perhaps when the zombie hero dies, you have to wait 3 or 4 minutes or something beffore he respawns again at a random place on the map.
random ability idea: give the zombie hero reincarnation, like the ghouls when they keep spawning out of the last ghouls corpse.
if you are intent on finishing the game on shooting other marines as a last mission lol, then maybe add it as a mission similar to Lost Cause in NOTD where your squad is atacked by another marine detachment and its almost impossible to survive. (this would of course have to be a randomised mission like the plant and professor one)
the squad atacking you could end up being colonel white's detachment saying something like he white house has decreed something like the whole area is to be cleared out, then to be destroyed by a nuke or something, and then your squad has heard nothing about it, and it all goes from there.
ofc thats only if your desperate for a marine killing marine mission, b ut as it is i agree with hamm, its fine the way it is.
spawning a zombie from the corpse of a fallen marine when they are dead... is an epic idea. perhaps when the zombie hero dies, you have to wait 3 or 4 minutes or something beffore he respawns again at a random place on the map.
random ability idea: give the zombie hero reincarnation, like the ghouls when they keep spawning out of the last ghouls corpse.
Re: [DotD] Undead Spell Ideas
Thu 09 Jul 2009, 03:21
Proxy wrote:Wow I could actually be of help
"Hesitation" Marines have a greater chance of not hitting their freshly fallen comrade, because who really wants to shoot their friend? Just like who wants to shoot their flatmate, GF, and mum all in the same night?
Thank you Shawn. Now there is a good idea
- ProxyLTC
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Re: [DotD] Undead Spell Ideas
Thu 09 Jul 2009, 03:38
Glad someone caught that. yea I like the survival mission ... You've seen too much Col. White has come to stop you from telling anyone what has happened
- HorstRabe1LT
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Re: [DotD] Undead Spell Ideas
Mon 03 Aug 2009, 00:40
after dying you get new mission objects. like: "welcome to the dark side, we have chosen you to infiltrate the Marines. you´ll have to get to your team and get their affiance. After that in a unexpected moment, you´ll have to bring as many of the SRT as you can to the Dark Side, to stop their mission. (i would say, that we have then 2 skills, like
BITE:you bite a nearby marine and bring him to the dark side. only works when they have less than 10%hp.
HOWL: leeds a bunch of zombies to a nearby target. it can be seen by the other ones, but the dark side marine doesnt turn into a target like a zombie. for 2 seconds there is an icon over the dark side marine, visible to all other marines, so when they see it, they know that he is a Dark side Marine.
Dark Side Marines look like they have looked before, but when they attack a Marine, they will turn into a target, like every zombie...
Scouts can check teammates all two minutes, if there is a Dark Side Marines in the team
Kevlar 10% damage reduction
Dark side Marines cannot use their rifles any more, so they´ll have to melee attack. ~30-40 dmgp (Zombies are not damaging Dark Side Marines when they hit them)
Movement speed: Like M-Gunner with a fractured Leg (dot is shown)
Health Points: shown for others like before, but they just have 200hp
okay... thats an idea. the raw basic! but it could get bigger and work!
reply!
BITE:you bite a nearby marine and bring him to the dark side. only works when they have less than 10%hp.
HOWL: leeds a bunch of zombies to a nearby target. it can be seen by the other ones, but the dark side marine doesnt turn into a target like a zombie. for 2 seconds there is an icon over the dark side marine, visible to all other marines, so when they see it, they know that he is a Dark side Marine.
Dark Side Marines look like they have looked before, but when they attack a Marine, they will turn into a target, like every zombie...
Scouts can check teammates all two minutes, if there is a Dark Side Marines in the team
Kevlar 10% damage reduction
Dark side Marines cannot use their rifles any more, so they´ll have to melee attack. ~30-40 dmgp (Zombies are not damaging Dark Side Marines when they hit them)
Movement speed: Like M-Gunner with a fractured Leg (dot is shown)
Health Points: shown for others like before, but they just have 200hp
okay... thats an idea. the raw basic! but it could get bigger and work!
reply!
- XetrasSG
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Re: [DotD] Undead Spell Ideas
Fri 07 Aug 2009, 08:37
Made me think of Smokey Bear for some reason. "Only YOU can prevent wildfires"s3rius wrote:I'm thinking of adding this as a special game mode to dotd, but I need your help. Yes, I mean you in front of your monitor!
Anyhow, becoming zombies eh?
My thought is that when all players have died and the mission is lost. The government sends in another team lead by Colonel Black(or Indigo or Ultraviolet if you want. Give White a break, that poor man dies a lot already as it is, not to mention there's a fair chance he already entered the field and died during this game). Given the lesson taught from their previous attempt, they will send in more men this time to sanitize the area. The players reanimate and join the rank of the undead and now fight to take out the humans.
I have got some ideas for different zombie types, which you can either be randomly spawned into, or it's class dependent (i.e. medics becomes X, Demo becomes Y, Rifleman becomes Z). Personally, I think completely random would be more fun. I guess this and what follows might be some serious(no pun intended) programming work, but tell me what you think.
Trickster/Jester
(Small chance to become one) Your strength and physical appearance are just like a run of the mill zombie, you would have been just the average undead too, if not by some strange mutation of the virus has enabled you to retain some of your former intelligence. You are able to use some items and set up crude traps in order to entangle, stun, cripple and harm your unsuspecting victim. The traps can only be seen with flares/sensors or similar. NOTE: You can't stack your traps.
Foothold Trap - The metal jaws springs shut with great strength dealing 70 damage and inflicts leg fracture.
Deadfall Trap - A boulder/log smashes into the victim dealing 150 damage and stuns the person for 2-3 seconds, may cause fractures.
Pitfall - A concealed group filled with sharp, jagged materials. Whoever falls in sustains 100 damage and starts bleeding.
Net/Snare - The victim gets entangled and immobilized for 5 seconds, leaving him vulnerable and exposed for pursuers. Because his efforts will be used to free himself, he won't be able to defend himself properly (lower attack speed/lower accuracy).
... (more can be added if you are interested)
Passive ability: Mana regen
Berserker/Vanguard
You are one of the most strongest among the ones that were reanimated and also one of the most vicious. The tactic of choice is, when you find a victim, you will charge at him with inhuman speed and use your large body to ram him. Once close, you are confident that your melee abilities will swiftly bring the target down.
Charge - You send yourself into an uncontrollable rush, smashing into your intended target dealing 50 damage and stunning him for 1 second.
Deathblow - Releases your fury and pent up energies to deal a blow of exceptional force, you deal 180 damage to your target victim and temporary stuns nearby enemies for 1 second.
Unholy Strength - You drive yourself into a rage, your attacks deals more damage due to your fit of rage, you are incautious (higher attack damage but lower armor)
Passive ability: Armor bonus
Banshee/Howler
What you lack in physical strength, you compensate with your haunting voice. You are able to effect your victims from afar, concealing yourself in the numbers and let others shield you from harm.
Lullaby - The sound waves of your song temporary dazzle your enemy, making him slow and nauseous (lower movement speed and accuracy)
Terrorizing Howl - The howl frightens your victims. With their hands shaking and their heads filled with terror, they fight poorly and become easy preys (lower attack speed and lower accuracy).
Cry of the Damned - The Banshee gathers up it's strength to send out a wave of piercing wave of extraordinary high frequency and force. Deals 80 damage, bleeding and lower movement speed.
Spitter/Venom
Similiar to the banshee, this is another most rare class of zombies that can attack from afar, however the range of a spitter is lower than that of a banshee. As the name implies, your inside is like a giant virus cocktail, blended with digestive juices that have been turned even more acidic. This vile mixture of virus and acid is a lethal venom for all organic and inorganic. Witnesses have confirmed that a large dosage of the venom is even able to corrode body armors.
Venom - Spits out highly concentrated virus that is so powerful that it acts like a poison, causing damage over time.
Acid - Spits out highly concentrated acid that deals 80 damage, corroding everything it touches, lowers the victims armor and may cause eye damage.
Puke - The spitter empties its stomach, releasing the contents over a wide area. All enemies that breathe the gases or get into contact with the fluids receive moderate damage over time.
Passive ability: Normal attacks cause minor damage over time/infection
Haunter/Creeper
Your small body frame makes you sensitive to damage and your damage isn't very impressive either, but no other can compare with your speed and agility. You prefer to keep track of your target and strike when the target is tired, hurt or distracted.
Leap - With great agility, you leap from a medium distance right onto your unsuspecting target. Dealing 70 damage and may cause bleeding and fractures.
Track - Focusing your smell, hearing and sight, the haunter is able locate its prey even as it moves away. (Gains reduced vision on the target for 20 seconds)
Pounce - Haunter pounces its prey, pinning it to the ground and starts tearing it apart while the prey is helpless.
Passive ability: Dodge. Heightened senses - the haunter has greater visual range which helps it to swiftly find its targets and makes it easier for it to keep track on it's surroundings.
Walker
(Extremely small chance to become one) OMG! You poor unlucky guy! You are just a regular zombie. Your strength, speed and abilities are among the poorest in the ranks of the undead. The only thing of yours that isn't inferior to any zombie of other classes is your personal hygiene, which is on par with everyone else's...
Passive ability: Reincarnation, maybe...
Here's a few ideas, more zombie types and skills can be added if you guys are interested. Also, all player zombies could have some way to heal themselves, like cannibalize. As I figure there will be a lot of hit and run tactics would be involved.
Oh course, this is yet just a draft. I'm aware a lot of balancing is needed, the numbers I gave was just to give you a hint on what I think. The banshee for example is not a massive damage dealer, but more like hex/debuffer. Trickster's traps are quite effective, I thought that would compensate for the fact that they are traps, and not direct attack type abilities.
Please go ahead and voice your thoughts.
- ProxyLTC
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Re: [DotD] Undead Spell Ideas
Fri 07 Aug 2009, 19:54
This is really turning into a reversed version of DOTD.. which actually if done right I think would become extremely popular.
- s3riusLTG
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Re: [DotD] Undead Spell Ideas
Fri 07 Aug 2009, 21:32
Ideas are welcome.Proxy wrote:if done right I think would become extremely popular.
Great stuff for the heroes until now. I'm tinkering with some of these abilities right now.
- ProxyLTC
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Re: [DotD] Undead Spell Ideas
Sat 08 Aug 2009, 01:49
Unstable Virus: A passive but rare ability which causes your char to mutate uncontrollably could be good could be bad.. you could gain various forms/abilities/stats Or simply become a living blob just waiting to be offed by that next rine
- Tamer1SG
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Re: [DotD] Undead Spell Ideas
Sun 09 Aug 2009, 09:30
an undead hero definately must have locust swarm, it brings back beta 6 terrors...
(since it would be too imba to be casted anytime anywhere, hero must be in a certain location - such as the b7 river - for the spell to be casted)
[disclaimer, most of my suggestions come from original WC3 game, but they could still be a good addition gameplay wise]
if you allow a little bit of magic :
- raise dead: creates skeletons out of freshly killed corpses and/or undead bodies (level would inscrease the target from which you can raise dead, for e.g. mini fatso could give 2 skeletons, dogs 3 skeletons, huge fatso 5 and last spell level would raise dead players)
- WC3 spell criplle: reduces movement speed and/or attack speed of target
- summon creature: simply summons some undead creature, blackie, fatso, garg, dog, mini-boss?
(there are enough units to be summoned to have 2 totally different spells, used by different undead hero character)
- "healing" spell: the equivalent of the death knight's death coil
- chilling touch: the offensive version of steroids
Auras
- WC3 DK's unholy aura: increases movement speed and regen
Others
- [From D2] corpse explosion: when there are bodies on the ground (either from living or undead creature), you make it go boom => the UD version of the demo ^_^
- summon blight: creates blight on the ground which damages/heal over time living/undead characters respectively
- metal decay/acid: destroys armor or gun of target (or any other metal-based item, such has explosives)
- death pact: sacrifices an undead unit to regain health and/or mana
There could be undead-specific items too!
- Necronomicon could be used both ways
- in WC3, there's the rod of necromancy and orb of darkness: it could be renamed and be used as a weapon/buff items
(since it would be too imba to be casted anytime anywhere, hero must be in a certain location - such as the b7 river - for the spell to be casted)
[disclaimer, most of my suggestions come from original WC3 game, but they could still be a good addition gameplay wise]
if you allow a little bit of magic :
- raise dead: creates skeletons out of freshly killed corpses and/or undead bodies (level would inscrease the target from which you can raise dead, for e.g. mini fatso could give 2 skeletons, dogs 3 skeletons, huge fatso 5 and last spell level would raise dead players)
- WC3 spell criplle: reduces movement speed and/or attack speed of target
- summon creature: simply summons some undead creature, blackie, fatso, garg, dog, mini-boss?
(there are enough units to be summoned to have 2 totally different spells, used by different undead hero character)
- "healing" spell: the equivalent of the death knight's death coil
- chilling touch: the offensive version of steroids
Auras
- WC3 DK's unholy aura: increases movement speed and regen
Others
- [From D2] corpse explosion: when there are bodies on the ground (either from living or undead creature), you make it go boom => the UD version of the demo ^_^
- summon blight: creates blight on the ground which damages/heal over time living/undead characters respectively
- metal decay/acid: destroys armor or gun of target (or any other metal-based item, such has explosives)
- death pact: sacrifices an undead unit to regain health and/or mana
There could be undead-specific items too!
- Necronomicon could be used both ways
- in WC3, there's the rod of necromancy and orb of darkness: it could be renamed and be used as a weapon/buff items
- ProxyLTC
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Re: [DotD] Undead Spell Ideas
Sun 09 Aug 2009, 09:36
I like the corrode spell.. However if the person has a weapon in their inventory.. it gets destroyed
- MishotakiBG
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Re: [DotD] Undead Spell Ideas
Sun 09 Aug 2009, 13:45
nah, your weapon has corroded, it has jammed, you have to reload and trigger the safety to clean it up ^_^Proxy wrote: I like the corrode spell.. However if the person has a weapon in their inventory.. it gets destroyed
- ProxyLTC
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Re: [DotD] Undead Spell Ideas
Sun 09 Aug 2009, 18:58
And that's why you should always keep your weapon clean
- Zuvas_ZKCCPL
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Re: [DotD] Undead Spell Ideas
Thu 27 Aug 2009, 06:05
How to make some1 imba.BurnCruise wrote:This would be my original Scout outline:
Invisibility - level it up till it becomes permanent.
Mutant speed - Increased movement speed, basically a permanent sprint when maxed.
Mutant sight - Increases sight range, last level allows him to see through obstacles (is that possible to do?).
Terrify - Frightens the enemy, causing them to run away and reducing their attack and movement speed.
Possession - Possess an enemy for a period of time, giving you access to that classes abilities.
Big_Red wrote:spawning a zombie from the corpse of a fallen marine when they are dead... is an epic idea. perhaps when the zombie hero dies, you have to wait 3 or 4 minutes or something beffore he respawns again at a random place on the map.
random ability idea: give the zombie hero reincarnation, like the ghouls when they keep spawning out of the last ghouls corpse.
Wow?! This is a Really bad idea; mostly if you're asking for being turned out into a Zombie to kill your teamates. TKing's allowance ftw W.T.FColonel SFF wrote:after dying you get new mission objects. like: "welcome to the dark side, we have chosen you to infiltrate the Marines. you´ll have to get to your team and get their affiance. After that in a unexpected moment, you´ll have to bring as many of the SRT as you can to the Dark Side, to stop their mission.
This game is meant to teamplay to be able to survive; making allies turning out in zombie will just make the game to easy for the zombies to win...
How the heck you're suposed to be able to survive that way?
Why would we take out the humans? >.> Is it like a punishment for not being able to complete the mission we've received of anihilating all the zombies? so now we have been zombie-fied and have to kill our "allies"? o.o That seems kinda logical and could be fun.Xetras wrote:Given the lesson taught from their previous attempt, they will send in more men this time to sanitize the area. The players reanimate and join the rank of the undead and now fight to take out the humans.
But main point is we shouldn't turn undead when we die during the game cause then, everyone's gonna suicide themself ASAP to be the zombies and it's gonna be a Piece of cake for them to win.
I am thinking, then why wouldn't there be an advantage for the Marines still alive?
Like marines could have a passive skill named "vengeance of the deads" or whathever you want and the effect would be as follow: Each time one of your teamates die, the skill boost you as now you really want those dam zombies dead for killing one (or more) of you're platoon' members.
ie: +10% atk power / dead ally and/or +10% or whathever the ammount of MS bonus, of armor, of atk spd or anything. The idea is just to focus on the fact that DotD is about saving the town from those zombies, so those skilled ennough to survive should have an advantage over those that suicided themself just to take advantage of being in the team mostly common to win the game.
It IS. Then don't call it DotD cause it's NOT DotD. Then just make a fourth mode called "Reverse" or something. We shouldn't have to play that mode if we don't want; like by adding it in the 3 other modes. I love DotD and I'm sticking with the way it currently is; I am totally against TKing and even worst, rewarding players with exp, as previously proposed, for suiciding themself into a zombie and killing their teamates.Proxy wrote:This is really turning into a reversed version of DOTD.. which actually if done right I think would become extremely popular.
- s3riusLTG
- Posts : 1916
Réputation : 57
Regist Date : 2006-02-11
Re: [DotD] Undead Spell Ideas
Thu 27 Aug 2009, 13:53
It was never planned to be part of the normal game play. It's supposed to become a new mode.Zuvas_ZKC wrote:It IS. Then don't call it DotD cause it's NOT DotD. Then just make a fourth mode called "Reverse" or something. We shouldn't have to play that mode if we don't want; like by adding it in the 3 other modes. I love DotD and I'm sticking with the way it currently is; I am totally against TKing and even worst, rewarding players with exp, as previously proposed, for suiciding themself into a zombie and killing their teamates.Proxy wrote:This is really turning into a reversed version of DOTD.. which actually if done right I think would become extremely popular.
Re: [DotD] Undead Spell Ideas
Thu 27 Aug 2009, 16:08
exactly so if you ever get bored playing the same regular thing over and over you can make a nice change of pace for a game or two lol
- Zuvas_ZKCCPL
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Regist Date : 2009-08-13
Re: [DotD] Undead Spell Ideas
Thu 27 Aug 2009, 20:25
Oh well sorry about the misunderstanding then =ss3rius wrote:It was never planned to be part of the normal game play. It's supposed to become a new mode.
Cause I've read some people writing things like "when we die, we would ress as a zombie 4~5min later" and I guess I misunderstanted they were talking about In that mode so I got confuse whether you would add this in the normal games or not =s
So in that special mode, would we start as zombies? [Like the game could lunch with a special cinematic where we see our squad being overtaken during the Raccoon mission; It would make it like the sequence of what happened once we failed?] or would the beginning and missions be the same till we die and then turn into zombies?
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