My first Idea(tm) for now is light effects. Such as a few maps are in darkness. What I mean by this means implenting a few things:
- Line of Sight
- Bullet innacuraccy/damage reduction out of LoS
- LoS Extending (Lights)
- Weapon environmental revamp
What I basically mean, is that in dark maps (like iricia), your line of sight is a 220 degrees radius circle around you that extends to about 12 tiles. While an enemy is in this sight, the gun damage wont be reduced. There will be a area about 30 degrees of the radius directly infront of you called true sight (point blanc), weapon damage here will be increased by 30%.
Some weapons and rifles (such as bluerifle, red rifle,etc) will have a scope on them which increases your line of sight for a while but generates threat (enemies can see the scope lines outside of their LoS) possibly controlled with the D key.
Weapons need to have control over them. For instance, SMG and apripper are all over the place. Pistols are generally half/accurate weapons wheras SMG is fairly straight.
Implenting the light effect in a match will work like this. The beginning of the match, the place is pitch dark. LoS is reduced to 8 tiles. 3 minutes pass, dawn starts to break. LoS is increased to 14 tiles, along with the effect becoming orange lightish to symbolise dawn. another 5 minutes in, the light effect turns to day and the LoS is at its max, 18 tiles. You also have 1/4 of your current LoS behind you, so surprise attacks/ambushes on the enemy are now possible.
With my weapon and class ideas, this can be extended.
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Class ideas
Sentinel
Type: Support
Info: A electronics based class with little weapons but is designed to cause havoc to the enemies, making your team stronger. A sentinel recieves 1/4 of the exp of the team overall kills. This is spread out amongst the sentinels, as they are a support class.
Weapons:
radarjammer:
Drops a radar jammer on the floor that disables any enemies radar from working within three levels. Lasts 8 minutes, has 120hp. 2 ammo fixed
flashgrenade:
When thrown at an enemy, disorients them for 2 seconds and reduces their LoS to 3(1.5 behind) for 10 seconds. Can be thrown once every 12 seconds, 3 ammo fixed.
detmine:
A mine that can be detonated by pressing the binded key again. Does 80dmg, mine automatically detonates when unbinded or when untriggered for 5 minutes. 8 ammo fixed. Uses 0 energy
tazergun:
Launches two electric filled wires that cause 20 damage and incapacitate the enemy for 7 seconds, and reduces their LoS to 0. While in this state, any damage caused will negate the effect. 4 second cooldown. Cannot be used on an already incapacitated enemy. 20 ammo fixed, always hits target if within LoS. Uses 40 energy.
lasergate:
Drops a laser wall that allies can walk through but enemies can not. Bullets are absorbed by the wall for 800 damage, then bullets pass through the wall. The wall extends to the nearest choke point (if you dropped it at iricia base 1 storm side, it'd block the storm from getting there exept from the ladder). Lasts 1 minute, can be destroyed by disarm (see below). 3 ammo fixed. Uses 10 energy
disarm:
Within melee range, you disarm any sentinel electroics and mines. You also gain ammo depending on what you disarmed. Can only be used on enemy objects. Earns you 3exp. Uses 20 energy
blizzgen:
Generates a holographic blizzard which is 4x4 levels wide, lasts for 3 minutes and reduces enemy and ally LoS to 3. Only one of these can be placed per match by an allied sentinel. Can be disarmed. Lasts 4 minutes.
raingen:
Generates real rain 6x6 levels wide, reducing enemy and ally LoS by 3, and causing some electrical objects to malfunction and explode randomly (bikes included) Can be disarmed. Lasts 3 minutes.
Class: Spy
Style: Stealthy, does best damage in the first three minutes
Abilities: During darkness and dawn, the spy has an increased LoS by 7 and moves 30% faster. He is always invisible to radar, but takes double damage from hits.
Weapons:
incinerator:
causes 10 damage per second for 10 seconds in your LoS area. can only be used when coming out of stealth, uses 100 energy.
stealth:
Allows you to completely disappear, using 10 energy but stunting regen for 3 seconds while into stealth. Stealth disappears after a minute. All attacks made/recieved will break it, and do 20% more damage.
tripwire:
Extends across 1x8 tiles, any enemy that crosses it trips over and is incapacitated for 3 seconds. Behind LoS is reduced to 0 while tripped over.
roll:
moves you 4 tiles forward in the direction you're facing quickly, good for escaping. Uses 10 energy, stunted regen for 4 seconds.
silenced appripper
silenced smg
silenced appierces
There we go, comments?