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  1. #1

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    A more crowd-control based race this time, with some neat potential tactics. The most obvious being that you place a 'tripwire', and then grapple an opponent to pull them into it. This is not meant to be a heavy damage dealing race, the reason for negating damage for the first two skills, and in the same vain weapon restrictions would be in order. TMP or MP5 sound right for the race, but the fast rate of fire could make the first two skills overpowered, unless the chances of activation are suitably low of course.

    Engineer, 5skills:

    Magnetise: The Engineer can effortlessly steal the opponent's metal weapons.
    -Chance on hit to inflict no damage, but force the opponent to drop their weapon.
    -[Perhaps just force a weapon switch? It's an annoying and unwanted by-product of this skill to sometimes have the weapon fall behind a box or through terrain and then to be impossible to pick up again]

    Concussive shot: Fires a shot specifically designed to incapacitate the enemy.
    -Chance on hit to inflict no damage, however slow and drug the target for a short time.

    Titanium Plating: Much care goes into the Engineer's chosen armour.
    -Spawn with kevlar and helmet.
    -Chance for all incoming physical damage (i.e any damage you can take in vanilla css, non-skill damage) to be deducted from your armour value instead of health.
    -If this skill doesn't activate, only a portion of damage is taken from armour and the rest from health, as normal.
    -Once you have 0 armour remaining, this skill has no use, unless you go back to spawn to buy more.

    [ABILITY]Tripwire: The Engineer crafts a cunning trap for his foes.
    -Places a ward with a small radius visible only to yourself and allies, ward lasts very long time or until triggered. Ward is triggered when an enemy comes within range of it.
    -Once triggered, all enemies within an area centered on the ward (that is larger than it's radius) take damage and are set on fire, dealing additional continuous damage for a short time.

    [ULTIMATE]Grapple: The Engineer can use his grapple to manouver around the map, or perhaps ensnare his foes.
    -Activating ultimate releases a grapple in direction of crosshair, two possible outcomes:
    -If aimed at a solid wall or object (not a movable barrel etc), player is pulled towards the target object. (In the same manner as weblines for Spiderman)
    -If aimed at an enemy, the enemy is pulled toward the engineer (as if the opponent weblined towards you) and takes a small amount of damage.
    -Grapple has a maximum range, if grapple is fired and nothing is in range, nothing happens, but cooldown is still activated.
    -Moderate length cooldown, 10-15 seconds. This is not to be an actual replica of weblines.
    Last edited by BlindGam3r; 06-22-2012 at 08:42 PM.
    You want me to put something here that speaks about my personality, don't you?

  2. Default

    Quote Originally Posted by BlindGam3r View Post
    A more crowd-control based race this time, with some neat potential tactics. The most obvious being that you place a 'tripwire', and then grapple an opponent to pull them into it. This is not meant to be a heavy damage dealing race, the reason for negating damage for the first two skills, and in the same vain weapon restrictions would be in order. TMP or MP5 sound right for the race, but the fast rate of fire could make the first two skills overpowered, unless the chances of activation are suitably low of course.

    Engineer, 5skills:

    Magnetise: The Engineer can effortlessly steal the opponent's metal weapons.
    -Chance on hit to inflict no damage, but force the opponent to drop their weapon.
    -[Perhaps just force a weapon switch? It's an annoying and unwanted by-product of this skill to sometimes have the weapon fall behind a box or through terrain and then to be impossible to pick up again]

    Concussive shot: Fires a shot specifically designed to incapacitate the enemy.
    -Chance on hit to inflict no damage, however slow and drug the target for a short time.

    Titanium Plating: Much care goes into the Engineer's chosen armour.
    -Spawn with kevlar and helmet.
    -Chance for all incoming physical damage (i.e any damage you can take in vanilla css, non-skill damage) to be deducted from your armour value instead of health.
    -If this skill doesn't activate, only a portion of damage is taken from armour and the rest from health, as normal.
    -Once you have 0 armour remaining, this skill has no use, unless you go back to spawn to buy more.

    [ABILITY]Tripwire: The Engineer crafts a cunning trap for his foes.
    -Places a ward with a small radius visible only to yourself and allies, ward lasts very long time or until triggered. Ward is triggered when an enemy comes within range of it.
    -Once triggered, all enemies within an area centered on the ward (that is larger than it's radius) take damage and are set on fire, dealing additional continuous damage for a short time.

    [ULTIMATE]Grapple: The Engineer can use his grapple to manouver around the map, or perhaps ensnare his foes.
    -Activating ultimate releases a grapple in direction of crosshair, two possible outcomes:
    -If aimed at a solid wall or object (not a movable barrel etc), player is pulled towards the target object. (In the same manner as weblines for Spiderman)
    -If aimed at an enemy, the enemy is pulled toward the engineer (as if the opponent weblined towards you) and takes a small amount of damage.
    -Grapple has a maximum range, if grapple is fired and nothing is in range, nothing happens, but cooldown is still activated.
    -Moderate length cooldown, 10-15 seconds. This is not to be an actual replica of weblines.
    This sounds really neat..particularly the ultimate!

    If you were a beautiful sound in the echos all around, I'd be your harmony.

  3. Default

    Quote Originally Posted by XX0wnsXY View Post
    This sounds really neat..particularly the ultimate!
    yes but didnt mikey already post smthn similar a while back, with a Darth Vader race or smthn? about "The Force" ultimate?

    still though, very nice race, im assuming that with the +100 kevlar for 1000$ u can have a total of "200 hp" to work with right off the bat, and buy more if needed.
    i guess it's the race's survival strength considering it's not meant to be a damage giver.

    im loving support races wayyyyy more than damage races in this thread, they seem more balanced and thoughtout than people just mashing strong skills like me -.- , back in the day


    edit: 1 thing i dont like is the invisible ward. it seems too op and rendering other ward from other races relatively weak. What i would suggest is that the wards dont do damage or set you on fire.
    all they would do is Just slow the people in it by 40-60% without any damage. This way people can get out of it if they need or push through it, giving them a chance to survive the invisbility of it, but also giving u a chance to crowd control a choke point and kill people slowed down.
    Heck, these wards might be allowed to be near bombsites and shit , with different color, since they dnt block objective.
    whatcha think?
    Started from bottom. Now we here. <IBIS>


    Quote Originally Posted by ZERO View Post
    Trying to hack in IBIS is like trying to kill someone in a police station, not the best idea...

  4. #4

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    Quote Originally Posted by CYBER View Post
    edit: 1 thing i dont like is the invisible ward. it seems too op and rendering other ward from other races relatively weak. What i would suggest is that the wards dont do damage or set you on fire.
    all they would do is Just slow the people in it by 40-60% without any damage. This way people can get out of it if they need or push through it, giving them a chance to survive the invisbility of it, but also giving u a chance to crowd control a choke point and kill people slowed down.
    Heck, these wards might be allowed to be near bombsites and shit , with different color, since they dnt block objective.
    whatcha think?
    That sounds better on reflection actually, since it's invisible it doing damage would be pretty OP. At the time I was justifying it by making the ward very small, like smaller than width of a regular doorway on cs_office. But that doesn't really mean much since the entire point is for the ward to be placed at choke points, so it's going to be tripped anyway regardless of it's size.

    Another race for ya, the skills are kinda complicated but I really like the concepts behind them. It's a long read too. The '=' points give general details, '----' specifics.

    __________________________________________________ ___________________________________


    Blood Priest (5skills/6levels):

    Dark Prayer: Perform a ritual to increase the vigour of your veins.
    =Gain 25-50HP at round start.
    ----The only simple skill lol

    Insect Swarm: Release a swarm of ravenous insects at your enemy.
    =Chance on hitting an enemy to release insects at the target for a short time.
    ----10-25% chance.
    ----2-4 second duration, timer begins at release.
    ----Only one set of insects may affect a target at any one time, even if the skill activates more than once within the 2-4 seconds.
    ----The insects act like a projectile, the farther away the target, the longer it takes insects to reach them, wasting time (they travel quickly though).
    ----Imagine dust2. Someone standing in the side pit, someone standing against the far wall of A bombsite. That distance would take maybe 2 seconds to travel.
    =The insects swarm around the target, partially covering their vision.
    ----Something like this, though not as bad. Should be a bit disruptive, not make it impossible for the enemy to return fire: http://www.youtube.com/watch?v=C9aiz3TAQGk
    =The insects continuously leech small amounts of damage for the duration of the effect.
    ----5HP leeched for every half a second a target is affected.
    =If target dies while this effect is active, insects jump to nearby ally of target, although timer is not reset.
    ----Again, insects take time to travel between targets.
    ----Again, potential targets cannot be affected by two sets of insects at once.
    ----If target dies and no available enemies nearby, effect ends.

    Corpse Detonation: Extreme manipulation of the fallen's blood has explosive results.
    =When you kill an enemy, chance for target's body to explode.
    ----25-50% chance.
    =If caught within a small area of the explosion, enemies are damaged and you are healed.
    ----Area of explosion same size as a frag grenade.
    ----5-20HP of damage to enemies.
    ----10-40HP of healing to yourself.
    EDIT: Bad wording, you only get healed if you are within range of the explosion, and enemies only take damage if they are in range.

    [ABILITY] Entropic Aura: Create an area stricken with lethargy which slows the blood flow.
    =Places a ward.
    ----1/2/3 wards at level 1/3/5 in this skill.
    =Enemies inside the ward are slowed dramatically.
    ----30-80% speed reduction.
    =If an enemy dies while inside the ward, corpse detonation is guaranteed to activate (if you have points in that skill)
    ----Assuming you still got the last hit, as with the original corpse detonation.
    =The effects of two wards placed on top of each other do not stack.

    [ULTIMATE] Blood Shield: Shield yourself using your own life force.
    =Creates a shield for yourself for a short time.
    ----2-4 seconds.
    =Incoming damage is partially absorbed and partially reflected for the duration.
    ----For example, 60% of incoming damage could be taken normally, while 20% is reflected back and the other 20% is ignored.
    ----Always 50/50 distribution between absorption and reflection.
    =Specific percentages of the shield change in proportion to your current HP.
    ----The lower your HP, the weaker the shield is.
    ----The shield's power is determined when it is activated, it does not become weaker as you take damage during the effect.
    ----For each HP under 100, the damage that is taken normally increases by 0.5% (and so the damage reflected and absorbed decreases by 0.25% each)
    ----Minimum damage taken is 20% (when you're 100HP or above).
    =Long cooldown.
    ----40-25 seconds.

    ____________________

    The ultimate needs some more explanation. Say I'm at 100HP or greater, and I activate blood shield. I now take only 20% of any incoming damage, while 40% is reflected back to the enemy, and 40% is ignored completely.
    Lets say I'm now at 50HP when I activate blood shield again. This time I take 45% of incoming damage normally (the 20% minimum + 50*0.5%), and 27.5% is each reflected and ignored completely (maximum 40% - 50*0.25%)
    At 10HP, I take 65% of damage normally, while 17.5% is reflected/ignored.

    It seems like it could be needlessly complicated, but I wanted some way of reflecting some damage and reducing damage for yourself, and this seemed like the best/most balanced. An alternative, like having the shield simply reflecting a varying percentage of damage and letting the rest through, would either be incredibly under or overpowered. Simply having it as a shield, reducing damage, makes it weak compared to, for example, shadow hunters ulti. Having the shield absorb or reflect ALL damage would again be pretty OP

    _____________________


    The race as written could easily be overpowered, and so the numbers would need a lot of testing/tweaking, but I like the concepts of the skills and their relevence to each other. The dynamics of the HP-based ultimate compared to the neccessity to be as close as possible to the enemy would make for a really cool test of skill for the user. Insects and corpse detonation become stronger the closer you are to the enemy, due to reduced travel time and activation chance(from ward)/healing potential respectively, and yet you want as much HP as possible for your ultimate.

    It allows the user to employ two potential strategies, play more defensively in the expectation of coming out of a fight with higher HP for later, or go charging in with increased power, expecting to leech the HP back.

    Should also be a good challenge for ZERO to code if the race is implemented ^_^


    EDIT: Didn't think of this at the time, but if insects activated they would follow and continue to swarm enemies for the duration. This could mean, for example, they follow a Vagabond as he teleports away. This wasn't really the intention, so I don't know if it working this way would be good.

    Insects is a very complicated skill. Sorry about that, although in one sense this is a good thing because any number of it's characteristics could be tweaked if needed. Their speed, their leech strength, their graphics, their duration, or their activation chance etc.
    Last edited by BlindGam3r; 07-03-2012 at 05:58 PM.
    You want me to put something here that speaks about my personality, don't you?

  5. #5

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    Sol (5skills,8levels):


    Solar Flare: Release a burst of energy at attackers.
    =Upon taking damage, chance for attackers to be blinded.
    15-35% chance
    ='Strength' of blind increases the more damage you take, and can stack.
    Essentially acts the same as a flashbang in this sense, the more damage you take on the shot that activates it,
    the stronger the blinding effect (as if the flashbang landed closer), and activating the effect multiple times
    stacks the blinding effect.
    So say I'm hit with two shots from a TMP, each dealing 15 damage, and the effect activates twice. The attacker
    would be just as blind as if he shot me once with an M4, dealing 30 damage. The blinds from the TMP would be slightly
    staggered because of the delay between shots but whatever.


    Eclipse: Deny opponents the vital energy of the sun.
    =Chance on hit to weaken target, reducing his damage output.
    10-25% chance.
    Lasts 2 seconds.
    Reduces opponent's physical damage output by 20-40%.
    Successive activations only renew the two second timer.
    Some method of warning the recipient of the effect would be good, a sound effect I suppose.


    Spectral Strike: Focus your energy onto a single point.
    =Chance on hit to burn enemy for a short time.
    10-25% chance.
    Target takes 3-10 damage at activation, and an extra 5 damage over time during flames effect.
    Flames last 1 second, visuals are same as flames from other races (from target's POV in particular I mean).


    Radiance: The energy of stars can fuel even the most insatiable of combatants.
    =Healing wave for you and nearby allies.
    Range of a ward.
    5-12HP every 10 seconds.
    =Healing effect also grants increased movement speed for a short time.
    Upon receiving healing, gain 10-20% speed for 10 seconds (so speed gain is effectively constant for as long as you are healing).
    Speed gain can apply to both you and allies.
    Only applies when healing occurs, if at max health, no extra speed.
    Only applies to the person healed, if you heal only an ally, you gain no speed yourself.


    [ULTIMATE]Supernova: The death of a star results in the expulsion of untold amounts of energy.
    =Explode on death.
    100% chance, ignores any ultimate immunities nearby, though enemies with immunity are unaffected.
    So say two enemies are nearby, one has lace one doesn't. Explosion occurs despite the nearby immunity, though the one
    with immunity takes no damage and is not blinded.
    =Damages nearby enemies.
    Damages only enemies with line of sight (not through walls).
    80-150 damage.
    20-30 ft radius. (undead's is 12-18ft for reference)
    =Explosion also blinds enemies.
    Acts as though flashbang goes off immediately at location of death. Though twice as strong.
    Enemies out of range of damage may still be in range of blinding effect.
    Line of sight required as usual.
    Allies unaffected.
    Last edited by BlindGam3r; 07-09-2012 at 05:00 AM.
    You want me to put something here that speaks about my personality, don't you?

  6. #6

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    The ideas behind this race are pretty obvious I hope ^_^
    I was debating which skill should be the ultimate and which should be the ability for a while, but I think this way round is best. The debate is mostly about which should be blockable by ultimate immunities

    Stalker (4skills/8levels):


    Fleetfoot
    =Gain increased movement speed.
    10-30%
    =Reduce your gravity.
    10-30%


    Hidden Treachery:
    =Attacking enemies from behind deals extra damage.
    Using same mechanic as backstabs for knifing.
    8-15 extra damage per hit.
    =Also, chance to stun enemy when attacking from behind.
    10-20% chance to stun(bash) enemies for 1 second.


    [ABILITY] Shadows:
    =Activate to become cloaked.
    Completely Invisible.
    Footsteps make no sound.
    All weapons removed(like strider while flying, but your knife goes too).
    Weapons returned upon the effect ending.
    =Lasts for a short time.
    Max 4-7.5 seconds.
    Can be deactivated before max time by pressing ability again.
    10 second cooldown, cooldown timer begins once previous cloaking ends.
    =When the effect ends, you are weakened for a short time.
    When cloaking is finished, your physical damage is reduced by 40-20% for 2 seconds
    Note only physical damage reduced, damage dealt by Hidden Treachery is unaffected.


    [ULTIMATE] Stalk:
    =Short range teleport, in style of human.
    25-50ft (human's range is 60-108ft for reference)
    10 second cooldown.
    =If used while cloaked, cooldown is reduced.
    To 0.5 seconds.
    Last edited by BlindGam3r; 07-12-2012 at 09:43 AM.
    You want me to put something here that speaks about my personality, don't you?

  7. Default

    Posting a thought to maybe help expand the forum community a bit more. Is there a way that we can create a race that's restricted to people who are registered on the forums with matching steam IDs? If not disregard this thought as the ramblings of a madman but I thought it would be a good way to give new players an incentive to being a part of the community. What the race and its' abilities should be I don't know as so far this is just the musings of a madman.

    At least think about it before dismissing it as a stupid idea intended for the sole purpose of giving newbies handouts. This is not intended.

    Tastes like your moms kisses.

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