Ok so as we know every class has an ability : LA-Jetpack Infiltrator-Cloak Heavy Assault-Shield Engineer-Repair Tool Medic-Healing Tool As we may have noticed Engineer and Medic are two of the classes that have a tool instead of an Ability activated by pressing "F". But that's not the point. My idea is that every one of those classes has an Offensive capability designed for killing targets with precision and style based on the class you are playing. Examples : Light Assault - Jetpack , Offensive Capability (OC) : Laser Burn Laser burn could be LA's offensive capability. What it does is upon activation a laser wrist attached weapon is used to fry its victims to death. Upon Activation the player has 20 seconds to use the ability until it has to recharge. Recharge time is 10min. Infiltrator : Cloak . Offensive Capability : Electric Charge Electric Charge : Upon Activation the Infiltrator releases a brutal surge of electrical currents in a specific radius ( maybe 50 meters) These currents destroy all deployed objects such as turrets and clay-mores , while killing every enemy in range. This capability can only be used once until its has to recharge for 10 min or so. Heavy Assault : Shield. Offensive Capability : Flamethrower Flamethrower : Upon activation the HA gets an extra weapon, the flamethrower , that spreads deadly fire. Its up to the player whether he/she uses the weapon correctly to actually get some kills. This capability can be used for 5min due to the difficulty to use the weapon. Recharge time is 10min or so. Engineer : Repair tool. Offensive Capability : Swarm Swarm : Once activated the Engineer will summon a deadly force of Mechanic-eating Robotic beetles that damage all Vehicles and deploy-able mechanics in a 100-150 meter range. These beetles might not destroy a tank for example buy they will sure cause some damage. Turrets, ammo packs , health shields that medics deploy , and clay-mores/mines be either badly damaged or destroyed. Recharge time is 10 min or so. Its a one time use which means once activated the recharge time will start. Medic : Healing Tool. Offensive capability : Air Blast Air Blast : Once activated the medic will summon a huge blast of air that moves through enemy lines with high speed. This air will knock off regeneration time by 15 seconds , revive time by 10 seconds , and will drop down shields just by 15%. It's a one time use which means once activated the recharge will start. The recharge is 5 to 8 min. Now these are all just examples that could be fixed or upgraded. Just give some useful suggestions. Now if you guys like the idea of expanding specific class capabilities than take a look at the abilities and give some suggestions. For those that won't like the idea , just state why you think this idea won't work , or perhaps suggest an alternate idea. thanks for reading , also note that i came up with this at the top of my head so the ideas aren't solid yet.
You seem to be forgetting that although individually these will have a long cool down, with around 200 people in some fights this will be almost constant, that and individuals could switch class to use another ability soon after. Also those would all be massively OP As a final note the medic has a AoE and self heal ability the med tool is just that; a tool.
Eh, LA don't have an ability activatable by F. Also infiltrator has cloak, hacking and recon darts/motion sensor. Heavy has overshield and rocketlauncher although you could say that LMG's+Heavy Weapons are also their tools. Engineer has repair tool, ammo, turrets, the most and the most types of explosives. Medic has healing/revive tool, AOE heal and revive grenades (they deserve their own slot that's how powerful they are). And lastly we have the LA, who has Jumpjets... And that's it. As Azawarau already mentioned, waaaaaaaaay to powerful. Even if the 10 minute recharge wasn't reset upon death keep in mind that in a 96+ vs 96+ battle these abilities would be used 6,25 times per minute per faction, or once per 10 seconds. Once per 5 seconds if you count both factions. The same counts for every other ability here, although some are extremely more powerful than others. Other abilities simply don't work. The Flamethrower was in the game in a test-phase, but as can be expected it's most lethal ability was to cause everyone's framerate to go to zero. Also, did you even consider the idea that people could switch classes? There's 5 classes, so you could use one of these abilities once every 2 minutes, and again that's assuming it's not reset after death. Now I don't have anything to the actual idea itself. I've proposed similar things before. Just dial it down a notch, or 20 notches. Think of things like dealing some extra damage during a battle without interrupting primary fire. Imagine an underbarrel shotgun but with way less power. You could shoot it without ever stopping your carbine fire for extra damage. Press the button again to reload it. Other idea's could be shoulder-mounted/manchet attack abilities.
That is a good point... but maybe the abilities could be a little less op. What if the abilities were designed to be aimed for individual targets and require skill to use. I think that could reduce the over-powered part. or maybe these skills could be kinda like Kill streaks in COD just a though xD
Well my whole point of the forum is to try to add more aspects to specific classes and make them feel special. Maybe these capabilities could be a bit more skill required. Some ideas : Perhaps Infiltrator could activate a Drone and use it until the drone gets shot down. Maybe HA can activate a Super MG / chain gun that is available for 5min Or Medic can create a blast of surge that heals all teammates in the radius. Like the healing grenade. Etc.... I think having these Abilities / perks / or even Kill streaks could make the game quite interesting.
I would keep it more short-term. A drone is all nice and shiny, but it sounds more like a support weapon than an offensive weapon. A super MG for 5 minutes while the average time any HA is alive is less than maybe 3 (I think there's actual data on that). It just doesn't sound really workable. I would go into the direction of real skill-based weapons that give some advantages, like so: LA gets a shoulder-mounted blast weapon. Each blast uses up jetpack energy and halts regeneration for X seconds. At level 1 it drains 50% of your jetpack energy, at level 5 it drains 20% per use and has a short regeneration. The blast deals damage in a cone of 5m, with max damage (150 explosive damage?) up to 3 meters and then it tapers of to 1 damage. Additionally it creates smoke in the cone that blinds your enemy. Great for ambushes: Get in close, start firing while using this ability to instantly deal a bit extra damage. Since it's an explosion it hits everyone in the cone, so you could fire it off three times quickly to deal a good deal of damage to a group of tight enemies. More LA weapons could be added ofcourse, this is just a worked out idea I've had ready an age ago. HA could get a shoulder/manchet mounted concussion attack that deals a bit of damage and does a light concussion effect on the enemy (say 20% of a full concussion grenade). Has an ammunition pool and can fire up to 3 per magazine, with up to 9 total carried at a time. Etc. There's many more idea's like this, good for doing in-combat but not overpowering, and each with a unique twist, advantage and usage. Some for CQC, some for longer range, and nothing should overpower things like the actual grenades but give a good advantage regardless.