Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Tweaked Modes; Vigilante and Apprentice
#4
These are pretty cool, but I have to wonder if people would really resist the Vigilante if his gear was unique to him. I like the idea, but if he's out to kill traitors, and only he can get a Spacker normally, would people really attack/freak out about him if they saw him blasting away at the RD or something with his Spacker? Sec might consider him an asset if he waltzed in and spawned something that proved his role. Hell, they might hand him all access and a taser. I guess his assignment to capture the HoS/Captain would put a damper on that a little, but I think he'd really have to have more serious bad objectives to encourage him to not get caught. Then again, if he's all about being loud and dangerous, that's not that easy of an option, so....ugh. It's cool but I don't think it would really work in practice.

The apprentice one is pretty funny though, I like to see Wizards working together. The tight limit on spells and lack of the Wizard's basics would reduce the hell out of their survivability though. Can't really see Blink, Phase Shift, or Teleport working well in a team setting, since they'd take half your slots and only affect you. Maybe they would deserve a few special spells that assist them in working together, like a spell that phase shifts all the apprentices within a certain distance, or a spell that heals all the nearby apprentices for a bunch of damage and makes them tougher for a while.


Messages In This Thread

Forum Jump:


Users browsing this thread: 1 Guest(s)