06-12-2017, 04:35 AM
(This post was last modified: 06-12-2017, 04:37 AM by Sundance. Edited 1 time in total.)
ferriswheel1 Wrote:Mancer ideasThese are some solid suggestions. I like the idea of intrinsic ship bonuses that the Mancer could provide. If we're going down the route of the mothership having the same properties as the cruiser with the Pilot, Shields and Guns, perhaps the Mancer could add a bonus to whatever he's in?
Pilot = Faster ship
Shields = Higher output
Guns = Faster recharge.
Of course the Sire would also get this ability, because he's the motherfucking boss.
I'm hesistant on the idea of the biogun, there's some balancing issues that I notice. Like the Martian brew spray. Even running into a crowd and spamming that means that your spray buffs the fuck outta you, while horribly radiating others. So there's literally no consequence to splashback, which is bad because the flamethrower is a weapon that needs to handled juuust right. Perhaps instead of a unique biogun, it starts with the base Foul Flamer (name of the file in my folder), which can accept chems which the mancer spawns with a selection of 2-3 (and can buy more). Essentially this is a biochemist angle, meaning he can experiment with different chems.
They need to be a little less effective than your current suggestions however. The current iteration is a sorium flamethrower, which while sounds effective, really is not as it is just as likely to damage your troops if used incorrectly.
I'd probably go with upping the armor level of mancer to light to give it a little more fight.
Ferriswheel1 Wrote:Mothership ideasThe bioacid cannon is almost word for word what I had in mind for the main gun. Although I think the wall melting thing should be on a seperate cooldown, otherwise the entire station will be depressurised.
I like the idea of the nematocyst turret, that is a good idea.
Another ability is an "IMP" dispenser, which ejects a small 1x1 pod for a martian to board. Ideally the martian would be in the pod upon ejecting.
It does need more offensive abilties, suggestions welcome. One non-offensive is the regenerate ability, which shuts both down the pilot and shields leaving it stranded but will begin to heal the damage on the pod.
Here's the thing with the teleporter. That was actually suggested in the Molly's OP but when I kind of hijacked the idea, I scrapped the teleporter entirely because:
1. It's overpowered. Imagine chilling in your room, doing robotics or chemistry and all of a sudden 3 martians appear in your room. With the current stuff on paper, that would be almost instant doom.
2. It unbalances everything. The idea is that when martians do a "raid", they have limited resources away from the ship. You can't heal yourself (unless you have the limited stims that the mancers have) your guns require recharge at the ship, AND your entire objective revolves around getting players to the ship.
3. Following on from point 2, it goes against the grain of the mode. The idea of the mode is team-based, but also space based. You are tied specifically to the ship. Stray from the ship, you'll find yourself in deep waters, pun intended. Having the martians crack open a wall, bust in and raid humans/items will require the ship to remain somewhat stationary. This invites conflict, as players can not only attack the martians from face to face, but can use pods to attack the mothership. Using a teleporter negates all of this interesting conflict.