12-12-2017, 06:15 AM
(This post was last modified: 12-12-2017, 06:28 AM by Frank_Stein. Edited 1 time in total.)
Modifying something I said earlier:
Start werewolves off fully powered but with a timer on how long their transformation lasts. Each kill in wolf form extends that timer permanently.
Damage on the Werewolf takes time off their current transformation timer but doesn't change it overall
Certain abilities do the same
Abilities should center around quick takedowns, group stuns, and rapid escape abilities for putting distance between yourself and hostile crew for when you're getting low on time and about to turn human again
And here's my crazier idea: Werewolf starts off as a kind of ghost. Picks a person to possess, transforming them and giving werewolf control. While Werewolf they can mark other players, and while a Ghostwolf they can pick which marked players they possess.
Being marked is a kind of pathogen, and you can be cured or get immunized from being marked though pathology. Get all the hosts to prevent the Ghostwolf from possessing people, thus defeating it
Start werewolves off fully powered but with a timer on how long their transformation lasts. Each kill in wolf form extends that timer permanently.
Damage on the Werewolf takes time off their current transformation timer but doesn't change it overall
Certain abilities do the same
Abilities should center around quick takedowns, group stuns, and rapid escape abilities for putting distance between yourself and hostile crew for when you're getting low on time and about to turn human again
And here's my crazier idea: Werewolf starts off as a kind of ghost. Picks a person to possess, transforming them and giving werewolf control. While Werewolf they can mark other players, and while a Ghostwolf they can pick which marked players they possess.
Being marked is a kind of pathogen, and you can be cured or get immunized from being marked though pathology. Get all the hosts to prevent the Ghostwolf from possessing people, thus defeating it