11-24-2017, 06:26 AM
(This post was last modified: 11-24-2017, 06:53 AM by Sundance. Edited 1 time in total.
Edit Reason: forgot 1 thing
)
www.wiki.ss13.com/Werewolf
Introduction
Awoo n stuff. Werewolves have been in code for a very long time and I feel they should make a resurgence.
The issue with werewolf is that it seems too similar to wrestler, only it has less of the ability to deal with multiple targets and is far more obvious. Even with it's significant enchanced abilities, it's appearence makes it a huge target and lacks being able to quickly remove itself from the situation. Still it's an interesting antagonist that already has work on it, and with a few select abilities could be put into mixed mode as a unpleasant surprise.
That time of the Month again.
Something to distinguish the werewolf from your average antagonist is to view it in the traditional sense that it is a curse. It's a dangerous, but somewhat sympthetic antagonist.
1. The player doesn't immedietely know they're a werewolf at roundstart.
Instead, they will transform into a werewolf randomly between the 10-20 minute mark. You could be casually be watering your plants or serving drinks and you'd get a red message stating "You feel feral", etc, and after 5-10 seconds you transform. You get a message stating that you are now an antagonist and have the objective to maul the shit out of people. Tough luck if you were planning on being civil, but there may be a way out of the madness...
2. You can forgo your werewolf round, at the cost of turning someone else into a werewolf.
I totally understand that the above might sour one's round if they want to be normal, so after transforming you have ability to do the above. The ability is not apparent to the victim (similar to the vampire's grave touch), and they do not transform immedietely. This allows you to bite someone, retreat and transform back when it's time.
Objectives:
The werewolfs objectives are fairly straightfoward. Maul X amount of people. However there is two curveballs that may occur alongside this objective:
1. Maul x amount of people OR maul 1 vampire:
Werewolves hate vamps with such vitriol they don't even know why. Could be because they're dead and they want the bones inside them. Werewolves can choose to murder the shit out of a vampire and this would bypass their need to maul a number of people.
2. Escape alive as a werewolf OR pass on your disease
This one or the other scenario. Coupled with the above, you'd need to maul a few peeps before doing so otherwise you'll fail the first objective if you only do the second.
Abilities, both passive & active
Werewolves are already a powerhouse in terms of passive abilities (see the link above), infact it's probably toe to toe with the ling in terms of these. I don't feel the need to change any of that. However a few extra active abilities would be nice.
Maul: Already there. Nothing needs to change, but perhaps it needs a cooldown in light of other abilities.
Transform: Unlocked after the first transformation (that is, turning to a werewolf and reverting back again). Long cooldown.
Spread disease: As described above. Use this ability to forgo your werewolf round or complete the required objective by inflicting it on another.
Pounce: This is almost exactly the same as the genetic jumpy ability, however it inflicts damage upon contact. A good offensive but also defensive.
Gnash: Similar to the wreslers throw ability, however it does not need a grab to do it, instead doing it with your mouth. The gnash is two part, clicking on the target with gnash bites them, essentially cuffing them as they cannot move. Then clicking on the screen afterward allows you to throw them in the intended direction. However it's totally possible to pin them down with gnash and wait for a good time to fling them, waiting for your other abilities to charge.
Tainted saliva: This is a defensive/offensive ability. It transfers poison in the werewolves bloodstream and puts it in its saliva. The next aggresive move will transfer all the poison to the inflicted person. It has a very long cooldown which means the werewolf may need to be picky when to use this ability.
Howl: This is a defensive ability. It's very similar to macho man's defensive stance, which does the following:
- It extinguishes all fire.
- They will actively dodge, even if not in disarm intent.
- It increases the dodge rate significantly.
- You are unable however to maul during this period.
Use this if you are cornered and/or on fire, but not if you're on the offensive.
Thoughts? Opinions?
I'd be happy to provide sprites for the above ability buttons. Before expressing your opinion, please note that I am trying to make werewolf both an interesting standalone (the fact it's unknown at roundstart, hatred for vamps) antagonist, but also easy to impliment, with abilites similar to other antagonists, particularly concerning defensive due to the massive target on its back.
Introduction
Awoo n stuff. Werewolves have been in code for a very long time and I feel they should make a resurgence.
The issue with werewolf is that it seems too similar to wrestler, only it has less of the ability to deal with multiple targets and is far more obvious. Even with it's significant enchanced abilities, it's appearence makes it a huge target and lacks being able to quickly remove itself from the situation. Still it's an interesting antagonist that already has work on it, and with a few select abilities could be put into mixed mode as a unpleasant surprise.
That time of the Month again.
Something to distinguish the werewolf from your average antagonist is to view it in the traditional sense that it is a curse. It's a dangerous, but somewhat sympthetic antagonist.
1. The player doesn't immedietely know they're a werewolf at roundstart.
Instead, they will transform into a werewolf randomly between the 10-20 minute mark. You could be casually be watering your plants or serving drinks and you'd get a red message stating "You feel feral", etc, and after 5-10 seconds you transform. You get a message stating that you are now an antagonist and have the objective to maul the shit out of people. Tough luck if you were planning on being civil, but there may be a way out of the madness...
2. You can forgo your werewolf round, at the cost of turning someone else into a werewolf.
I totally understand that the above might sour one's round if they want to be normal, so after transforming you have ability to do the above. The ability is not apparent to the victim (similar to the vampire's grave touch), and they do not transform immedietely. This allows you to bite someone, retreat and transform back when it's time.
Objectives:
The werewolfs objectives are fairly straightfoward. Maul X amount of people. However there is two curveballs that may occur alongside this objective:
1. Maul x amount of people OR maul 1 vampire:
Werewolves hate vamps with such vitriol they don't even know why. Could be because they're dead and they want the bones inside them. Werewolves can choose to murder the shit out of a vampire and this would bypass their need to maul a number of people.
2. Escape alive as a werewolf OR pass on your disease
This one or the other scenario. Coupled with the above, you'd need to maul a few peeps before doing so otherwise you'll fail the first objective if you only do the second.
Abilities, both passive & active
Werewolves are already a powerhouse in terms of passive abilities (see the link above), infact it's probably toe to toe with the ling in terms of these. I don't feel the need to change any of that. However a few extra active abilities would be nice.
Maul: Already there. Nothing needs to change, but perhaps it needs a cooldown in light of other abilities.
Transform: Unlocked after the first transformation (that is, turning to a werewolf and reverting back again). Long cooldown.
Spread disease: As described above. Use this ability to forgo your werewolf round or complete the required objective by inflicting it on another.
Pounce: This is almost exactly the same as the genetic jumpy ability, however it inflicts damage upon contact. A good offensive but also defensive.
Gnash: Similar to the wreslers throw ability, however it does not need a grab to do it, instead doing it with your mouth. The gnash is two part, clicking on the target with gnash bites them, essentially cuffing them as they cannot move. Then clicking on the screen afterward allows you to throw them in the intended direction. However it's totally possible to pin them down with gnash and wait for a good time to fling them, waiting for your other abilities to charge.
Tainted saliva: This is a defensive/offensive ability. It transfers poison in the werewolves bloodstream and puts it in its saliva. The next aggresive move will transfer all the poison to the inflicted person. It has a very long cooldown which means the werewolf may need to be picky when to use this ability.
Howl: This is a defensive ability. It's very similar to macho man's defensive stance, which does the following:
- It extinguishes all fire.
- They will actively dodge, even if not in disarm intent.
- It increases the dodge rate significantly.
- You are unable however to maul during this period.
Use this if you are cornered and/or on fire, but not if you're on the offensive.
Thoughts? Opinions?
I'd be happy to provide sprites for the above ability buttons. Before expressing your opinion, please note that I am trying to make werewolf both an interesting standalone (the fact it's unknown at roundstart, hatred for vamps) antagonist, but also easy to impliment, with abilites similar to other antagonists, particularly concerning defensive due to the massive target on its back.