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Terrans Silly Misc. Suggestions - Terran - 11-18-2014
Title: The Drop Shot Objective: Get a head-shot with a Rifle or Deagle while falling. Victory Description: You're a sniper! Difficulty: Easy Title: Let Bullets Rain Objective: Get 6 H.U.G.E kills in one round. (No RDM) Victory Description: You've mastered lead! Difficulty: Medium Title: The One-Two Objective: Shoot a Traitor with a weapon, and finish them off with a Detectives Magnum! Victory Description: A sharpshooter in the making. Difficulty: Easy Title: The Clean-Up Crew Objective: Finish off two near-death opponents in one round. Victory Description: They're hiring you! Difficulty: Easy
Title: Shot, Dropped and Dead Objective: Kill someone with a Deagle or Rifle after they shoot you. (No RDM!) Victory Description: Dead as a doornail. Difficulty: Easy Title: Pyromaniac Objective: Burn 3 people to death in one round! Victory Description: First; Innocents. Then; za warudo! Difficulty: Medium Title: Big Boss Objective: Kill at least 6 Innocents in a round without your Traitor buddies getting a kill! Victory Description: They respect you, now. Difficulty: Medium Title: Unshakeable Objective: Take damage from an Explosion, Fire and a player's bullets in one round...And survive! Victory Description: Guns? Bombs? Bring them on! Difficulty: Medium
Title: Hey, That's Cheating! Objective: Shoot a prop with a Shotgun and kill a player with it! (No RDM) Victory Description: What, this is a thing!? Difficulty: Easy Title: Human Meteorite Objective: Do 700 or higher falling damage to a player! (No RDM!) Victory Description: Almost as effective as a gun! Difficulty: Easy Title: Traitor Terminator Objective: Kill 4 Traitors as a Detective in a single round! Victory Description: Now we are safe at last! Difficulty: Hard Title: Ultimate Spy Objective: Eliminate 10 Innocents/Detectives in one round! Victory Description: CIA is promoting you! Difficulty: Hard
Title: Bomb Defusal Objective: Disarm a C4 successfully! Victory Description: Many lives have been saved. Difficulty: Easy Title: Silent Death Objective: Score 15 total kills with a Silenced Pistol! Victory Description: They never knew what hit them. Difficulty: Easy Title: Scientific Prowess Objective: Launch someone away with a Newton Launcher, killing them! (No RDM!) Victory Description: He's a crazy one! Difficulty: Easy Title: Awp-erific Objective: Get 4 AWP kills in one round! Victory Description: Didn't miss a bullet! Difficulty: Easy
Title: Jihadist Objective: Claim 5 Innocent or Detective lives with one Jihad explosion! Victory Description: A true martyr. Difficulty: Easy Title: Placed, Armed, Blown Objective: Get at least one kill with three separate remote bombs, in one round! Victory Description: Didn't trip with the detonator! Difficulty: Easy Title: Polter-what? Objective: Poltergeist a prop and kill a player with it! (No RDM) Victory Description: I guess...Its haunted? Difficulty: Easy Title: Great Umptations Objective: Kill two Traitors with a UMP Prototype in one round! Victory Description: Spend the credit; drop the bodies! Difficulty: Medium
Title: Spray and Pray Objective: Get two Mac10 kills and two Glock kills in one round! Victory Description: No cheesing required. Difficulty: Easy Title: The Buckshot Eliminator Objective: Kill 30 Shotgun Users with any weapon but a shotgun. Victory Description: You're Excel(lent) Difficulty: Hard Title: The Greatest Plan Objective: As a Traitor, first kill an Innocent with a Newton Launcher. (Making them fall counts!) Then kill another player with a Flare Gun (Only the killing blow needs to be done). Finally, blow an innocent up with a jihad. Victory Description: Could have escaped from prison. Difficulty: Hard Title: Secret Weapon Objective: By any means necessary, achieve perfection! Get 100 non-rdm kills with secondary weapons only. Victory Description: I keep it in my pocket. Difficulty: Hard
Title: Blast Proof Objective: Survive 2,000 damage from explosions in total! Victory Description: You're a movie star! Difficulty: Hard Title: Sky Flier Objective: Play 30 rounds using a Gravity Crystal. Victory Description: Up, up and away! Difficulty: Hard Title: The Supplier Objective: Generate 20 full 9mm magazines using a Dimension Crystal and drop them in the round. Victory Description: He does it for free! Difficulty: Hard Title: Objective: Victory Description: Difficulty: Gun Name: Hades Gun Model: UMP .45 Magazine Capacity: 20/100 Munitions Type: SMG (.45) Effect: Blitzkrieg Blitzkrieg: The Hades has a 1 in 9 chance that, on hitting another player, the wielder of Hades will recover (2% to 6%) HP, while draining (6% to 15%) HP from the opponent. In addition to this, the wielder of Hades will recieve +10% movement speed for a short time (6 to 10 seconds). Stats: Recoil: -18% Damage: +15% Accuracy: +20% Mobility: -8% Firerate: +15% Clip: -5 Gun Name: Conjurer Gun Model: Glock 18 Magazine Capacity: 15 (Default) Munitions Type: 9mm Effect: Confusion Disarray Confusion Disarray: The player hit with the Conjuror has a (1 in 9) their movement controls temporarily reverse. Stats: Recoil: +15% Damage: +32% Accuracy: +8% Mobility: +5% Firerate: -15% Clip: -5 Gun Name: The Viper Gun Model: Silenced Pistol Magazine Capacity: 10 Munitions Type: 9mm Effect: The Viper has a 1 in 4 chance to hit the target with Suffering. However, this suffering is unique. Rather than HP damage, it does damage to the players' max HP. The suffix lasts for (16 to 25) seconds, and removes (2) HP every (1 to 2) seconds. The HP lost is NOT recoverable or able to be healed from. As per the normal Silenced Pistol, people do not utter a "Death Cry" upon death. Stats: Recoil: +40% Damage: -75% Accuracy: +50% Firerate: -20% Clip: -50% Also, my "Rarity" level is kinda wonky, but very common would be about Competant tier, while Uncommon Glock-a-doodle-doo level. Rare would be like Nighthawks or Umpty Dumpty's, Very Rare like a Bellum, and Extremely Rare...Well, Extremely Rare. BEFORE YOU READ: Yes, this would mean that you would have NO Magneto Stick while using an Orb! (However, this is HIGHLY subject to change. Maybe a new slot could be used?) ============================================ Name: (The name/tier of the Orb goes here.) Healing Rate: (This is how fast it heals per tick/second.) Healing Cap: (This is the maximum limit of life that you can be healed to.) Healing Limit: (This is how much healing the orb can do before being "Drained".) Additional Benefits/Description: (Any added "Bonuses" that the gem gives while holding it, may also have a slight description of any unique properties.) Rarity: (How rare it is to find, roughly.) ============================================ ============================================ Name: Cracked Orb of Healing Healing Rate: 1 HP/2 Seconds. Healing Cap: 40 HP. (You cannot heal past 40HP. So, if you're at 22HP, you can heal to 40HP. But, if you're at 41HP, you cannot heal any higher.) Healing Limit: 40 HP. (An example would be you're at 35 HP. You heal to your cap of 40. You now have 35/40 of your healing limit remaining.) Additional Benefits/Description: None. Rarity: Very Common ============================================ Name: Chipped Orb of Healing Healing Rate: 1 HP/1 Second. Healing Cap: 50 HP. Healing Limit: 60 HP. Additional Benefits/Description: None. Rarity: Common. ============================================ Name: Dull Orb of Healing Healing Rate: 1 HP/4 Seconds Healing Cap: 70 HP Healing Limit: Infinite Additional Benefits/Description: There is no healing limit, although this orb heals very slow. Rarity: Common ============================================ Name: Rapid Orb of Healing Healing Rate: 3 HP/ 1 Second Healing Cap: 50 HP Healing Limit: 40 HP Additional Benefits/Description: A fast rate of healing with a harsh limit. Rarity: Uncommon ============================================ Name: Dense Orb of Healing Healing Rate: 2 HP/2 Seconds Healing Cap: 80 HP Healing Limit: 100 HP Additional Benefits/Description: -20% movement speed when holding this orb. Rarity: Uncommon ============================================ Name: Lightweight Orb of Healing Healing Rate: 1 HP/1 Second Healing Cap: 100 HP Healing Limit: 100 HP Additional Benefits/Description: +20% Movement Speed when holding this Orb. Rarity: Uncommon ============================================ Name: Exquisite Orb of Healing. Healing Rate: 4 HP/ 2 Seconds. Healing Cap: 70 HP Healing Limit: 120 HP Additional Benefits/Description: None. Rarity: Rare. ============================================ Name: Flawless Orb of Healing. Healing Rate: 4 HP/1 Second. Healing Cap: 100 HP. Healing Limit: 150 HP. Additional Benefits/Description: None. Rarity: Very Rare. ============================================ Name: Reversing Orb of Healing Healing Rate: None. Healing Cap: 100 HP. Healing Limit: 200 HP healed. Additional Benefits/Description: When holding this orb, any damage you take drains the Healing Limit and turns that damage to life. This life can go over your "Maximum" cap of 100 HP, but drains at about 1 HP per second until back at 100 HP. Rarity: Extremely Rare ============================================ ============================================ (Many of these may be SHAMELESSLY RIPPED from NTG.) Name: Cloud in a Crystal Stat Required for charging: 50% Mobility Effect: After jumping, the user can jump once more in the air. This causes a small "Toot" of clouds to appear below the user. Drain Rate: 5% per round used. Color: 131, 131, 131. Credit line: The guy who coded these buggers. Also maybe sometimes Terran. ============================================ Name: Rocket in a Crystal Stat Required for charging: 60% Mobility Effect: When jumping, you can hold the Jump key to zoom up for about four seconds, then fall to the ground. Fall damage is reduced by 90%. Drain Rate: 5% per round used. Color: 203, 152, 33. Credit line: The guy who coded these buggers. Also maybe sometimes Terran. ============================================ Name: Shock Absorb Crystal Stat Required for charging: 50% Recoil Effect: Lowers Recoil by roughly 20%. Drain Rate: 3% of the charge every round. Color: 86, 201, 189 Credit line: The guy who coded these buggers. Also maybe sometimes Terran. ============================================= Name: Rebounding Crystal Stat Required for charging: 30% Damage Effect: Lowers falling damage by 50% Drain Rate: 4% per round used. Color: 45, 218, 33 Credit line: The guy who coded these buggers. Also maybe sometimes Terran. =============================================== Name: Blaze Crystal Stat Required for charging: 30% Damage Effect: Reduces damage taken from Fire and Explosions by 50%. Drain Rate: 5% per round used. Color: 239, 23, 23 Credit line: The guy who coded these buggers. Also maybe sometimes Terran. ============================================ Name: Dimension Crystal Stat Required for charging: 50% Clip Effect: Every few seconds, 1% of ammo is restored in back-up magazine. Drain Rate: 2% per round. Color: 130, 133, 225 Credit line: The guy who coded these buggers. Also maybe sometimes Terran. ============================================ Name: Warp Crystal Stat Required for charging: 70% Mobility Effect: Upon taking hefty damage and are near death, this crystal will randomly turn you 100% invisible and invincible. You lose the ability to move/shoot. After this wears off, you teleport back to the "real" world. Drain Rate: 10% per turn used. Color RGB: 165, 21, 218 Credit line: The guy who coded these buggers. Also maybe sometimes Terran. ============================================ Name: Mirror Crystal Stat Required for charging: 70% Clip Effect: When playing with this crystal equipped, you have a projection of your character either about a foot left of you, or a foot to the right, at random. These projections shimmer slightly, but are hard to notice who's the "Real" one. Drain Rate: 10% per turn used. Color: 218, 211, 21 Credit line: The guy who coded these buggers. Also maybe sometimes Terran. ============================================ Name: Soul Crystal Stat Required for charging: "Traits". Each "Trait" will add +20% to the charge. Effect: Your Maximum HP is boosted by 50 extra points. (This would be good to save up for "Special" rounds, also very expensive to charge?) Drain Rate: 10% per turn used. Color: 232, 46, 46. Credit line: The guy who coded these buggers. Also maybe sometimes Terran. ============================================ Name: Harmonic Crystal Stat Required for charging: Fire-rate, 50%. Effect: When you shoot someone, they're temporarily under an effect similar to a "Jammer". This lasts around 2 or 3 seconds and can stack. They will be notified of this. Drain Rate: 5% per round used. Color: 138, 70, 131 Credit line: The guy who coded these buggers. Also maybe sometimes Terran. ============================================ Note: For Simplicity's Sake, recoil with "-" is a negative stat, recoil w/o a minus sign is positive. Melee Weapons: Name: Glass Dagger Rarity: Legendary SWEP: http://steamcommunity.com/sharedfiles/filedetails/?id=118802819&searchtext=dagger+SWEP (One of the two Glass/Green dagger models) 1 in 8 chance to swing twice in one hit. 1 in 8 chance to force the target to look at their feet. Damage: -10% Firerate: +10% Mobility: +20% Range: -10% Name: Iron Axe Rarity: Unlikely Swep: http://steamcommunity.com/sharedfiles/filedetails/?id=119472883&searchtext=Axe+SWEP (Use the Iron one) 1 in 9 chance to damage user instead. Damage: +30% Firerate: +10% Mobility: 0% Range: 0% ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ All Angelic guns would be pure white when held. Heavenly/Hellish Weapons Name: Angelic Rarity: Rare Stats: Accuracy: +15% Damage: -15% Firerate: +10% Recoil: +10% Mobility: +5% Clip: -5% Suffix: Always comes with "Angelic Presence" suffix. This suffix heals the holder of the gun by 1HP every 6 seconds in-game. The gun MUST be held for the full 6 seconds to receive the bonus. Credit to Juicyboxer for the name, and SilencePie for the idea...kinda. Name: Demon Blood Rarity: Rare Stats: Accuracy: -16% Damage: +16% Firerate: +16% Mobility: N/A Recoil: -16% Clip: -16% Suffix: If the holder of a Demon Blood weapon is damaged by another player, then a "Blood Counter" is added to that player. For (14-25) seconds, if the holder of a Demon Blood gun damages that player, they do +20% damage. Only one person can be affected at a time, and upon death of either players, the effect dissipates immediately. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Eldritch Weapons These may have been shamelessly ripped from Eternal Darkness Name: Chattur'gha Rarity: Legendary Stats: Accuracy: -25% Damage: +25% Firerate: -25% Mobility: -10% Recoil: +25 % Clip: +10% Description: A gun forged by an Ancient of Power. You can feel strength and health emanating from it, along with the screams of the damned and suffering. Suffix: Blood Ritual - When holding this gun, you gradually gain movement speed as long as you're continuously moving. Stopping will reset the effect. You gain +1% speed every 3 seconds. Additionally, you deal +15% damage to people using a Xel'lotath weapon, but receive +15% damage from Ulyaoth weapons. Name: Ulyaoth Rarity: Legendary Stats: Accuracy: +25% Damage: -19% Firerate: +15% Mobility: +10% Recoil: -25% Clip: -25% Description: A gun forged by an Ancient of Magick. You can feel resonating energy and vibrant power flowing from it, but also an icy pain and a chill to your very soul. Suffix: Soul Magic - Every time you fire this weapon, your next bullet does +1% to +5% more damage. (Dependent on the gun type.) This effect resets upon reloading. Additionally, you deal +15% damage to people using a Chattur'gha weapon, but receive +15% damage from Xel'lotath weapons. Name: Xel'lotath Rarity: Legendary Stats: Accuracy: -10% Damage: -25% Firerate: +25% Mobility: -10% Recoil: +25% Clip: +10% Description: A gun forged by an Ancient of Madness. A malignant aura permeates the air around it, providing wisdom and intellect. However, you can additionally feel your mind slipping and insanity taking control... Suffix: Madness' Descent: Xel'lotath weapons have a 1 in (4 to 12) chance to triple the damage your bullet deals, but also lower your Maximum HP by 2% and your Current by 20%. This cannot kill you or reduce your HP below 1%. Additionally, you deal +15% damage to people using an Ulyaoth weapon, but receive +15% damage from Chattur'gha weapons. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Name: Dusk Mac10 Model: Mac10 Stats: Damage: +20% Accuracy: +20% Firerate: -20% Stability: +20% Mobility: -5% Clip: N/A Special: When your flashlight is ON, becomes the Dawn Mac10. Suffix: Your shots have a (5-9) chance to dim their vision and slow their movement speed. Name: Dawn Mac10 Model: Mac10 Stats: Damage: -20% Accuracy: -20% Firerate: +20% Stability: +20% Mobility: +20% Clip: N/A Special: When your flashlight is OFF, becomes the Dusk Mac10. Suffix: Your shots have a (9-14) chance to blind the opponent with light, and slow their aiming speed. Shamelessly stolen from Oblivion! ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Name: Cloned (Gun). [E.G: Cloned AK, Cloned Rifle, etc.] Rarity: Legendary Special Feature: Will adjust its stats to replicate whatever melee you currently have equipped. (If you pick one up off of the ground, then the gun copies those stats.) Range is replaced with Accuracy, otherwise everything stays the same. Clip will -always- be default, and any traits/suffixes will transfer, too. So, if you start with a Ninjato, your Cloned Guns stats would be: Damage: +15% Firerate: +20% Mobility: +15% Accuracy: +5% Then, later on, if you drop it for, say, a Legbiter, its stats would be: Damage: +25% Firerate: -12% Mobility: +5% Accuracy: +25% I just thought that it might be neat. Tiered Weapons: ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Advanced Clip: +3 to +8 Mobility: 2% to 3.5% Recoil: 2.5% to 5% Accuracy: 1% to 3% Damage: 6% to 8% Firerate: -3% ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Bulky Clip: +10 Mobility: -10% Recoil: 2.5% to 3.5% Accuracy: N/A Damage: -1% to 2% Firerate: N/A ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Cumbersome Clip: +1 Mobility: -5% Recoil: -2% to -4% Accuracy: -1% to 1% Damage: 4% to 6% Firerate: 2% to 3% ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Compact Clip: -18 (Shotguns/Rifles/Deagles: -6) Mobility: 15% Recoil: 15% to 20% Accuracy: N/A Damage: 22% to 35% Firerate: N/A ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Futuristic Clip: +2 Mobility: 5% Recoil: 5% Accuracy: 5% Damage: 5% Firerate: 5% ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Lightweight Clip: N/A Mobility: 20% Recoil: N/A Accuracy: 1% to 5% Damage: 2% to 4% Firerate: N/A Unique Weapons: Punisher Type: Rifle Clip: 1 to 3 Mobility: 2% to 6% Recoil: -15% to -25% Accuracy: -8% to -16% Damage: 22% to 33% Firerate: N/A Description: "A weapon that not many can use, covered in nicks and dents." ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Nighthawk Model: Deagle Clip: -4 Mobility: 5% to 8% Recoil: 15% to 20% Accuracy: 10% to 15% Damage: 25% to 35% Firerate: -16% to -25% Description: "Renowned for its accuracy and ease of use, a favorite of security." ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Name: Hitodama Model: M16 Clip: N/A Mobility: 2% to 5% Recoil: 5% to 8% Accuracy: 5% to 8% Damage: -7% to -14% Firerate: 5% to 12% Suffix: Always comes with "Phoenix". Notes: "Sometimes when a man dies, he leaves a ghost of flame." ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Name: Kandata String Model: AK-47 Clip: 6 Mobility: -4% to -8% Recoil: -2% to 5% Accuracy: 15% to 25% Damage: 8% to 16% Firerate: 4% to 8% Suffix: "God's String". Has a 1 in 10 to 14 chance to replace a bullet with a fast-moving rope (E.G: From a Rope Launcher). It sticks to any surface, including players. Deals around 15 damage if the rope hits a player. Ropes despawn after ~30 or so seconds, becoming more and more "Faded' the closer they are to despawning. Description: "They say that only God can break these strings." ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Name: Ōmagatoki Model: Pistol Clip: N/A Mobility: -5% Recoil: +15% Accuracy: +15% Damage: -10% Firerate: +25% Suffix: "Dusk". Has a 1 in 8 chance to darken the target's screen, lowering light level tremendously. This effect lasts around 20 seconds. Description: "The time of meeting yōkai, yūrei, and dark creatures is upon us." ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Name: Raijin Model: Mac10 Clip: +5 Mobility: +10% Recoil: +10% Accuracy: -10% Damage: +15% Firerate: +10% Suffix: "Thunder God". 1 in 14 chance for a large bolt of lightning to strike where the bullet lands, dealing 25-75 damage depending on how close the target is and causing their screen to jerk in a random direction. Description: "Mortals cannot combat him, straw hat not included." ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Name: Bolt Type: Pistol Clip: -5 Mobility: +5% Recoil: +25% Accuracy: +25% Damage: N/A Firerate: N/A Suffix: "Apple of my Eye". Upon getting a head-shot with this weapon, the person shot is instantly killed and you lose all ammunition currently in the magazine. Description: "Named after one William Tell, known to be able to shoot an apple off the head of a child." ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Name: Behemoth Type: HUGE-249 Clip: +849 Mobility: -20% Recoil: N/A Accuracy: N/A Damage: +5% Firerate: +20% Description: "Now featuring a double-loaded triple-chambered quadruple magazine!" [/b] The Coin Launcher Uses Coins from your inventory to do very high damage. Stats would be mid-high range. Probably a Mac10. Stimpack Heals 3 to 5 HP per second for 8 to 12 seconds. Boosts movement speed by 25% for the duration. One use. Equipment. Power Charge Instantly adds +100HP to user, but poisons them for 5 damage/2 seconds until 1HP. Will not kill the user. Upon reaching 1HP, the effect stops. One use. Equipment.
Traits *Has a 1 in # chance to force opponent's aim to point at their feet. (Gravity) *Has a 1 in # chance to cause final bullet to do double damage. Not found on Deagles, Rifles or Shotguns. (Desperado) *1 in # chance for your gun to automatically reload after emptying. 50% faster reload speed. (Coke Fingers) *1 in # chance that if your shot hits an opponent, all sound for them is muted for 5-10 seconds. Does not stack. (Pulse) *1 in # chance to shoot a subsonic bullet that blasts the person hit away like a discombob. (Whirlwind) *1 in # chance to leech 5% of opponent's ammo into your reserves. (Leech) *1 in # chance to teleport you a few feet away from your current position to another upon taking non-fatal damage. You won't be teleported anywhere dangerous. (Ghost Trick) *1 in # chance that instead of taking damage from a bullet, you lose an amount of ammunition depending on how much damage you would take. If the ammo you have isn't high enough to fully block the damage, it only blocks as much as it can. This uses ammunition in reserve, too. (Last Resort) 1 in # chance to give your opponent 25% of your weight. This means you'll jump higher and fall slower, while they'll jump lower and fall faster, while taking more fall damage. Lasts 10-20 seconds. (Anvil) Gently applies a "Pressure" to the player. If they walk forwards,they'll move slowly as if met with a resistance. If they stop, they'll be pushed backwards steadily. This effect lasts (7-15?) seconds. (Wind) *The more damage the User takes, the faster they move. 10% less HP = 3% faster Movement. (Windrunner) *This gun spawns with the max amount of ammunition in spare. (Stocked) *When reloading this gun, you take 40-70% less damage. (Barrier) *This gun tracks your # of kills. Every kill you get heals you for 1% HP, doubling each time you kill someone again. 1%. 2%. 4%. 8%. 16%. 32%. 64%. Capped at 64%. Resets after round ends. (Vampire) *This weapon can be used as a melee attack by right clicking (Iron-sights/scopes are disabled). Deals the same damage as it would if you shot someone in the chest. (Sharp) *You take 40% less damage from the back when holding this weapon, but 20% extra from the sides. Knives have a 1 in 2 chance to fail to kill you. (Schildwall) *Every time you reload, your gun stats scramble, e.g: if it was at minimum damage and maximum mobility, both could even out to average, or both could become the lowest. All stats, positive or negative, are scrambled. (Gambler)
See, the Crowbar is my favorite melee weapon. I love it! Its fast and useful and awesome, even if it does low damage. Now, I was thinking that everyone should get a default crowbar melee weapon, but there's a twist: The more EXP you get, the more you can change the stats on the crowbar. You'd have the basic Damage, Firerate, Range and Mobility. They'd be capped at 25% each. Ever level you get, you get 1% to add to any of those 4 areas. Say you're level 20, you can have 15% damage and 5% mobility. This would, obviously, work until level 100 (99?) when you'd basically have 25% in each, but just hitting level 25 is an amazing feat. These crowbars would be UNTRADEABLE. You could adjust the stats any time it wasn't equipped/you were dead. E.G I'm level 33, so I'd have +10% fire-rate, +10% mobility and +13% damage. What do you think? This is something I've always wanted. I posted ideas for it (Evolving Gun) on NTG a long time ago.
It'd be really neat to have unique types of grenades, right? If you had a type of Grenade equipped, it means that if you pick up a grenade on the map then you'd get one of the type you equipped. E.G: Colored smoke grenades. You could equip a Green Smoke, so if you picked up a generic smoke, it'd turn into your Green Smoke. Different types could include: Various smoke grenade colors Fireworks from discombobs Multi-colored flames Or, maybe even more advanced, like special effects. Napalm Grenades, which are like Incen but continue to damage someone after they walk out of the fire. Gas Grenades, which are like smoke grenades but blur people's vision when they're in it, and a short time afterwards. Gravity Grenades, which are like Discombobs but suck people in, and then fling them up/away (Not high enough up to do over 40 damage or so). Hell, maybe even upgraded grenades. +20% smoke size. +50% length of smoke/fire. 1 in 6 chance for a discombob to cause the Force effect if it hits someone. 1 in 6 chance for a discombob to have a flashbang effect. Or something like "Spawns an incen/smoke/discombob every 30 seconds for you" Eh?
Balloon Drop Party: It should be Lobby Server only, but some kind of balloon drop (Or the basic balls from Sandbox) should drop randomly around the map en masse, and randomly inside some of them will be items from two different pools: One of player-donated items, one of maybe special giveaway stuff that'll spawn, like crates or fragments. It'd be a fun little lobby mini-game. To prevent spamming, you'd only be able to open one balloon/ball every, say, 3 seconds or so. Fragment/Quest Stats: It'd be nice if you could view how many fragments you've earned, regardless of them being spent or not. Also, maybe a statistic to show the % of total quests that have been available that you've successfully completed? Ticking Clock Minigame: All players spawn with only a crowbar. Upon the round starting, players will lose 1 HP every two seconds. If they reach 0, then they're out for good. However, if a player damages another player with their crowbar, they gain 20 health, and the other player loses 20. However, each hit in succession to the same player restores 5 less HP. 20 first hit, 15 second, 10 third, 5 fourth, 1 after that. Simple and seems kinda fun to break up the monotony. Rewards should be less than Orbital rounds. Top 5 longest surviving will have a 1 in 3 chance for a gift package, and the winner will get a random roll. RE: Terrans Silly Misc. Suggestions - DONGERWEED29266602592O3852309764 - 11-18-2014 I think the coin launcher should shoot in tens of coins, and maybe be a single shot weapon of some sort. RE: Terrans Silly Misc. Suggestions - Terran - 11-18-2014 Maybe the Shotgun version would? RE: Terrans Silly Misc. Suggestions - DONGERWEED29266602592O3852309764 - 11-18-2014 I didn't mean a shotgun , I meant it consumes coins by tens each shot. So while it is a distinct advantage of a weapon, you'd best have enough coin to finish your enemy. RE: Terrans Silly Misc. Suggestions - Terran - 11-19-2014 Well, Coins aren't that common. There's a pretty low chance to get 1-500 at the end of a round. By pretty low I mean I see one coin batch drop every few rounds in a server of 10 or so people. RE: Terrans Silly Misc. Suggestions - Kili Bun - 11-19-2014 yeah, I only had 462 drop for me the first hour I started Also love the stimpac idea, the powercharge seems really bad for the poison, maybe something more like after 10 seconds it hits them with a poison headcrab poison that puts them at 1 hp but they slowly recharge to what they were normally at before the charge pack? RE: Terrans Silly Misc. Suggestions - Rangerdanger - 11-19-2014 I got a suggestion..... Give me Miranda back :L RE: Terrans Silly Misc. Suggestions - Dreadark - 11-19-2014 (11-19-2014, 05:16 AM)Rangerdanger0 Wrote: I got a suggestion..... Cancer RE: Terrans Silly Misc. Suggestions - Baggins - 11-19-2014 I would love the stimpack. The others seems pretty useful too. You have my +1 RE: Terrans Silly Misc. Suggestions - Dreadark - 11-19-2014 I like all these ideas but I think the coin launcher should be 1 bullet is 10 coins unless coins are different from points. |