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[WIP] Class Crate: Ninja
#1
Since a syndie ninja has always been on the table, I thought I'd take a crack at the class, if not just a few pieces of gear:

GOAL:
A reliable but less stealthy attack class that can retreat easily at the first sign of danger.
    - In all likelihood they will probably end up in front of nukies, so I'm considering adding friendly bullet-dodging abilities
The end goal would be a class that's more comfortable causing chaos in the main hallways, compared to the existing classes.

STRENGTHS:
Brings chaos to the backlines of the station's response, lubing their halls with blood
Incredibly strong 1v1 potential
Can quickly disable 1-2 combatants
Can easily disengage
Cannot reasonably be disarmed, so will not grant the station gear on death
Functionally infinite ammo
Targets can crawl to medbay, bleeding the whole way

WEAKNESSES:
Cannot carry two-handed armaments.
Predominantly melee
No strong defensive options besides a few smokes and the mess.
Has to burn through limited resources to assault crowds.
Targets can crawl to medbay, bleeding the whole way


Syndicate Ninja Outfit

[Image: DOFNlDC.png][Image: GnFyzv8.png]

Placeholder sprites.

Finally, space-ninjas! In space! Nobody can hear you scream so they're not spending a whole lot on being quiet.

The suit unlocks your -inner ninja- providing the following benefits:
  • Slip through doors! You can slip through airlocks that are opening or closing, meaning they don't impede your movement if you have access.
  • Move faster! Because ninjas are, like, fast.
  • Lets you wield the syndicate techno-shuriken!
  • The syndicate wakizashi is permanently affixed to its' right arm, making it undroppable and unremovable. Nobody can turn your arms against you!
              - However, this does mean it's not possible to play as an RPG-toting speed demon...

Syndicate Wakizashi

[Image: IVG9Fdw.png]

Codersprited, may be replaced.

A short, incredibly lightweight sword that's hooked into the arm of the syndicate suit. It's sharp, lightly serrated at the tip and generously coated in anticoagulants. What it lacks for in raw stamina damage, it more than makes up for with a reasonably hefty BRUTE hit and blood loss...
  • It's completely undroppable and unremovable. You'll never have it used against you.
  • The swipe on this has no movement slow, cut peoples' throats as you drive by!
  • Anyone hit by this weapon:
                - Sprays a *LOT* of blood, pay science back for lubing your bombsite by bloodying their halls!             
                - Is immediately injected with Heparin to encourage bleedout as you run back into the shadows...
  • <<WIP>> Has a fancy in-hand action that is TBD. Tests with a whirlwind attack on a big cooldown have been promising.

Tech-Shuriken pouch

[Image: LwuqObM.png][Image: 4mYUFUV.png][Image: IfAxAxW.png]<< Pouch is placeholder!

Carries a couple of handfuls of tech-shuriken, recharging slowly over time. Clicking it while it's in your pocket will put three shuriken in your hand! They also instantly short circuit and disappear when they're dropped, so be careful!

The shuriken have two modes:
  • HARM: Stuns the target for a couple of seconds and deals a good chunk of BURN damage.
  • BLINK: Teleports the thrower to wherever it hits. The thrower takes a reasonable stamina penalty, and those hit will only be stunned very briefly.

They can also be thrown one at a time, or all at once:
  • The shuriken's special attack throws a single shuriken at the clicked location.
  • Throwing the stack instead splits all the shuriken in flight, covering a wider area and hitting up to three people! Throwing with Teleport on will throw HARM shuriken either side of the teleporter.

A regular pouch!

[Image: LwuqObM.png]

Contains a few useful items:
  • Smoke Grenade x3
  • Advanced Traitor Thermals
          - Perfect for seeing through smoke and getting the drop on people on the other side of a closed airlock.
  • No-slip boots
          - For all the blood... So much blood...



PREVIEW
here's a quick preview of what it's loookin like, though bear in mind shuriken throwing is a bit broke in the vid
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#2
Overall a very good class idea. Reminds me of my old CQB specialist class, which is a good thing because that was one of my favorite ideas.
Still would prefer bladed gloves over an undroppable sword though. Same effects, but lets them use 2 handed weapons.
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#3
I had a fun roundthe other day as knight class and managed to slip on some blood and drop my sword and was instantly murdered with it - This to say I see the appeal of the crew not being able to use it. With that said - Im also Bad™ and Not Robust® so I dont want to say to much that weapons like the sword should be undroppable, because frankly thats a great part of being a crew member fighting syndies.

I like Mademoiselle Birbs idea for having gloves or maybe another type of weapon, or alternatively what if there was something similar to the Wizard Cthulhu staff recall ability if you have the right gloves on - When you activate the ability when not stunned or downed it will either teleport to your hand OR have it literally fly out of the hand or backpack of whoever has it in line of sight of you, cutting them and anyone else as it flies back into your hand? That way if you are downed and stunned it can be used against you, but if you are up you can quickly turn the tables.

Very fun class idea overall and the shurikens seem well thought out!
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