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New Type Of Class: The Engineer


dnascot
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The current classes are: gunner, cader, medic, meleer (useless unless your fking carrot),and aegis support (hg unique). There are also mixtures as well.Of course, by "class" i mean a amass of traits and belonging that places a player in a specific niche.Here is an issue on the server.Cade diversity is possible and simultaneously, but there is an issue: allocating human gunners to cades. So I thought introducing an engineer to the type of class would be a cool, and fun idea. There would be sub classes to this engineer: teleporter, amplifier, and elemental protector.

The teleporter is born from obtaining a teleport machine in the worth menu. The teleporter engineer connects 2 cades together. Also, there is a cooldown to use a teleport per person. Another negative to the teleporter engineer would be a required repair of the machine after numerous uses. Multiple teleporter engineer means multiple cades and lower lagg time between cades. Teleporter engineers gain points from people using the teleporter and repair.

The amplifier is born from obtaining an amplifier from the worth menu. The amplifier could provide slight human buffs like damage, health regen, and cade repai regen. Like the teleporter engineer, after a period of use, the amplifier machine will need a repair for reuse. Amplifier gains points from buffing a number of people over a period of time and repairs.

The last class, the elemental protector is born from obtaining the defense machine in the worth menu. The defense machine is like a turret, but does way less damage. The machine provides sensor fire, ice, lighting, or knockback depending on the settings the elemental protector sets on the machine. Like the previous 2 classes, the defense machine requires repair after a set number of uses ( make this class repair the mahine more than the other 2. The elemental protector gets points from damage yo zombies and repairs.

There are some issues: 1) similarity with other server's ideas and 2) human over advantage 3) solocading

1) teleporter: like the idea of nox, but instead of forced cading areas, allows prefered cading spots. Also, multiple teleporters are introduced for a purpose.

1b) cade repair regen: like the idea of fwkzt previous machine implemented. Idk about his actually.

2) zombie inferiorty: buff zombies ( buff chem zombies and poison zombies. Introduce new zombies/crow that can make the previous introduced engineer machine require repair; therefore increasing lagg time.

3) solocading: shift (4 people), votekick, rule if cader doesn't want teleporter, punish teleporter. ( moderator enforced)

My goal is to bring diversity into the server, and I find this will suit it quite well.On a side note, this increases cading competition. Better position and cading technique means better profit. The teleporter increases humans per cade, other 2 sub classes increase team mentality of survival= increase profit for cader. The last cade standing= profit for that last standing cader. This increases caders and cader skills. This could also be placed into the level system. Increase lv means diverse gameplay, not better traits or point whoring. I know this seems like it's hard to even make happen, but it's worth the suggestion. Also, let's make the mechanic wrench actually useful :D

Edited by dnascot
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Interesting idea, but out of curiosity, what does the Fire, Ice and Thunder on the elemental protector do? do they have special effect like the knockback one, or do they damage specific type of zombie. Also that is a turret right? or is it some kind of forcefield?

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Interesting idea, but out of curiosity, what does the Fire, Ice and Thunder on the elemental protector do? do they have special effect like the knockback one, or do they damage specific type of zombie. Also that is a turret right? or is it some kind of forcefield?

Fire= extr damage over time, lightning =chain, ice= slows zombies. unlike the turret it creates a sort of shock wave.

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