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• 6/30/2015

New Classes Ideas

(What has been suggested so far)

Heavy:

Idea 1.) Only ones that can use automatic weapons and have a slightly higher dart limit.

Idea 2.) Forced to always walk and can't "stealth".

Idea 3.) Must always have 5 weapons on them at all times.

Assassin/Scout/Thief:

Idea 1.) Their "stealth" can be just taking all of someone's tabs and have a five second head start after taking.

Idea 2.) Can "stealth" without a weapon.

Idea 3.)

Noble:

Idea 1.) Gain a number of tabs every main session (# of tabs is unknown but but this writer suggest 7)

Idea 2.) Can not stealth kill

Trapper:

Idea 1.) "If they kill someone, the dead one is immediately tied up and walks to The Hunter. The dead one is still considered dying, and will die fully in five minutes (they can walk away and respawn). While in thous five minutes, the dead one can not run away and can only talk to the Trapper who killed him. "

Engineer:  

Can tie a cloth (we can pick an arbitrary color later) around a piece of equipment to improve it.  Shields gain the ability to resist mega darts and those chems that turbo-penetrate (can't remember which color right now... oops).  Armor adds one HP to chest armor.  Maximum of one improvement per person.  Engineers can only upgrade one piece of equipment per session, and the upgrade lasts the whole session, regardless of whether the Engineer or improved player is slain.


As for cons: cannot use Chems.  Zero.  Find a medic.

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1
• 6/20/2015

The heavy is a nice idea.  I would say that the "5 weapons at all times" limit is unnecessary, as the "can't run" is an adequate restriction for the power boost.

Noble could be good, but tabs have to have a definitive in game purpose before losing the ability to stealth kill.

Trapper currently sounds like the most potent 'in game' advantage that is conveyed in these early ideas.

1
• 6/29/2015

Engineer:  Can tie a cloth (we can pick an arbitrary color later) around a piece of equipment to improve it.  Shields gain the ability to resist mega darts and those chems that turbo-penetrate (can't remember which color right now... oops).  Armor adds one HP to chest armor.  Maximum of one improvement per person.  Engineers can only upgrade one piece of equipment per session, and the upgrade lasts the whole session, regardless of whether the Engineer or improved player is slain.

As for cons: cannot use Chems.  Zero.  Find a medic.

0
• 6/30/2015

Spyrer: A technologically advanced combatant from the Spires that not only survived the Fall, but flourished afterwards.

Spyrers are considered to be under ALL active chems at all times (note: this means Rocket and Pierce.  Stimpacks will have to be used as discussed later).   Spyrers equipment (armor and shield) are both counted as being improved by engineers (colored cloths should still be used to denote this).  Because of Spyrers advanced technology and armor, Rocket will not KO a spyrer after 5 minutes.  Players who are playing a spyrer should have as much armor coverage as possible (full limb and 3 pts chest is recommended).  Spyrers can use Stimpacks once every 15 seconds, so long as they are not in combat.  Spyrers are assumed to have these stims built into his or her armor, so physically possessing them is not necessary.

This class is deliberately very overpowered.  The upgrades mean that the Spyrer will likely have 6 points chest armor (3 from armor, 1 from engineer upgrade, 2 from rocket), with a shield that cannot be breached by Pierce or mega darts, and weapons that are permanently pierce.  This is NOT a player class, but instead is an INCREDIBLY dangerous NPC, for when a scenario necessitates it.

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