I was looking at the "Barrier" class that lllp3lll had written about and got to thinking: this is a good idea for a class, but Uber would never let a single class concept fly. Everything MUST be balanced! So there should be a second class with as much thought put into it and that fits another role that has yet to be truly fulfilled. After pondering, I realized that a possible major gap in MNC's class system would be in an obvious leader/commander role, so I Introduce: THE CAPTAIN Physical Description (Since I don't have a way to scan things immediately): A grizzled old man of Indian (as in the sub-continent) decent. He has extensive muttonchops, going into a mustache to create a classic civil war bit of facial hair. The hair on his face is darker, but get's grayer as it rises. He has an old wound on one side of his face that's resulted in scarring and has one eye been replaced with a cybernetic substitute. Over this eye he has a holographic projection lens that requires consistent cleaning and resembles in this endeavor - a monocle. A Tall character, perhaps a bit taller than the the assault, but built like a gunslinger, thin an wiry but with the hint of bulk in the forearms has strong legs. His arm opposite his eye is missing, and is also replaced with a cybernetic version. It's obvious at a glance that this man has seen action. His uniform is odd, it seems to resemble the assault's but from perhaps a very early prototype of it. It has weak shoulder pads and a chestplate with several symetrical "buttons" on the front, six in total. This piece comes down to an armored skirting that is much longer in the back than the front, , and the entire affair looks vaguely militaristic, but still has a flair to it of a champion athlete past his prime. His knees obviously have cybernetic enhancements and one of his feet is entirely robotic and almost a peg leg. A visual Aid. Think Captain Nemo + Nick Fury + a Mech PERSONAL Before Monday Night Combat was fought with the relative safety of clones, it was fought with the relative safety of unknown men and women looking to make a buck. Athletes willing to enter a league with few rules and where death was around every turn. Well, the Captain, or at least the person the template was taken off of, was a veteran of many of the battles of this even rougher league, and he had the battle scars to prove it. He survived due to stern discipline and led his team to many victories and retired a champion. His demanor is thus a reflection of this disipline combined with the eminent grace of the upper class society he won his way into. In fact, he's often more polite to his enemies than he is to his allies! But as it's been noticed that the closest thing to a leader the current teams in the MNC league have is the Sniper, whom no one listens too, his clone has been brought out of retirement, ready to keep his men in line and lead them to victory yet again! He may be old, but his experience, and perhaps a little bit of madness in his leadership abilities could bring his team to victory. Notable DNA: General Patton, Past MNC League Champions, Abraham Lincoln, and Ghandhi (but not to much, or he wouldn't fight). Likes: getting up at the crack of "damn early in the morning", meeting obligations, tea, the military channel, and the occasional mad gambit just to know his heart is still beating. Dislikes: cheaters, sniveling sycophants, people who don't pull their own weight, the attitude of the Gunner - Life is no Luau! BASE STATS Movement Speed - Assault Speed Jump Height - Support Height Life - Assault Level WEAPONS Weapons RPG-Peater - An RPG that fires forward and has a revolving cylinder of rounds. At default clip size, it's three rounds. Damage is heavy and has splash damage. Sort of like damage from any one mortar round from a gunner at level 2 or 3 (would need tuning). Rocket jumping is a possibility here, but it's quite dangerous. Alternate Fire - Grapple strike with repeater tube. Dual Blunderbusses - Carrying a heavy sawed off shotgun/blunderbuss in each hand, the Captain is capable of firing from the left and right hand independently and reloading constantly along the way. They may be single shot, but alternating fire can keep a reload going for near continuous fire, or they can be triggered at the same time for very heavy damage. Alternate Fire Left Handed Gun. 2nd Possiblity for weapon: Electro Whip - Extends from the Captain's robotic arm, this medium to short range weapon has 3 basic attacks: The Basic is a straight ahead attack that does less damage than the Assassin's sword but at greater range (roughly the same at a Tank's flame gun), the reload will spin the whip in a circle hitting around The Captain for less damage but knocking people back a bit. Alternate Fire Melee Grapple (with some range) Weapons and the Role of the Character in Combat Ranges: Since weapon choice determines the primary combat role of a character, I'm not sure what the Captain should be other than pure Mid-Range. Most other alternatives are covered. A Combo of the two gun types would definitely give both long and short range options and make the character a high burst damage death dealer with the possibility of death for when you reload. But I like the idea of the damn whip. I just think it's need and could fit into the aesthetic of the game well, and the character. Perhaps it should go into another character? UPGRADEABLE SKILLS Blue Skill - Holo-Dodge/Psych Out Using a basic holographic projector and his own combat prowess, the Captain dives out of the way a short distance in the direction you point. However, a mirrored hologram appears going in the opposite direction until you move afterward (standing still keeps the image perfect, but moving around will kill it quickly). This allows for both an evasive roll and to confuse opponents of your whereabouts after it's ended. Upgrading the skill reduced cooldown of ability and increases hologram count to 3, then 5 (which go in cardinal directions then form a star respectively). Yellow Skill - Captain's Tag The Captain kneels and activates his bionic vision on his replacement eye, going into first person mode. You then target an opponent or bot and then mark them with the Captain's Tag. The marked opponent, turret, or bot receives extra damage from all other team members, and appears on all teammate's screens but is highly resistant to damage from the Captain himself. Additionally the team member that kills or destroys the mark receives bonus juice. The mark has a duration, and can be cleared if the captain dies. Level 1 - Tag lasts 15 Seconds - Enemy has 60% Damage Reduction from Captain, -20% DR from other teammates, +5% Juice on kill. Level 2 - Tag Lasts 30 Seconds - Enemy has 40% DR from Captain, -40% DR from others, +10% Juice on Kill Level 3 - Tag lasts 45 Seconds - Enemy has 20% DR from Captain, -60% DR from other characters, +15% Juice on kill. Red Skill - Rally Flare The captain throws a magnetic dart-flare into the ground which tracks data and emits an electronic pulse to those within its range. This pulse hampers members of the opposing team, and increases regen speed of allied abilites while within the radius of the flare. The bonuses and detriments stack as the weapon is upgraded. These are tossed similarly to how a Support drops artillery, or an Assault throws mines. Level 1 - Radius of Level 2 Assault Remote mine, flare takes 30 seconds to burn away can only throw one till ability regenerates. Debuff is a 50% reduction in in ability regen, and buff is 10% increase in Ability regen speed. Level 2 - Radius is same as Remote Mine level 2, flare takes 40 seconds to burn down, can throw two at full ability bar. Debuff is 75% reduction in ability regen and 25% reduction in Health regen. Buff is 20% increase in Ability regen speed. Level 3 - Radius is double of original, takes 50 seconds to burn down, can throw three out at full bar. Debuff is 100% reduction in ability regen, 50% Reduction in HP Regen, and 10% Reduction in Movement Speed, Buff is 30% increase in Ability regen speed. Special Notes on overlapping Flares As this is the class' prime debuff ability and method for encouraging the location of combat it's probably the most encouraged skill to use and upgrade for the Captain. I'm not sure how powerful it should be and what exactly it should effect as a result, but if the ability became very powerful then these are areas that may want to be negated by the opposing team quickly, since they can last some time. One quick way to do that would be fora an opposing Captain to throw his Rally Flare into the radius of the other. Then the two flare-pins magnetically attract to each other and fly toward one another exploding. Also of note, you can stick an enemy with a pin, making them a team whipping boy since they emit an aura of failure now. Passive Skill - Rank Captain has a minor aura around him that improves allied Pros near him, increasing passive abilities and in radius as it ranks up. He also improves his weapons at level 3. Level 1 - Plus 5% Armor/ +10% HP Regen Speed for all around the captain (not the Captain himself). Level 2 - Plus 10% Armor/+20% HP Regen Speed for all around captain, radius increases. Level 3 - Plus 15% Armor/ +30% HP Regen Speed for all round Captain, Radius increases. Also, Electro slow effect added to Primary Rocket blast weapon as EMP, and/or Electro-Whip. Special Note - As with the Rally Flare, auras can be negated by opposing captains, though this would probably be rare since that would like mean the two are fighting each other. More importantly though would probably be for multiple Captains on the same team, the aura would not overlap with each other, so it would encourage these characters to work with other players separately.
It's a decent class idea, but I can say right now that not many people would like the prospect of an actual "captain" class. The prospect of a team having a captain, based on skill level, maybe, but the option for any idiot to just pick a class and be leader will cause some issues. Might I suggest renaming the class to Scout/Veteran/Enabler?
Of course this is an excellent point. Especially in a pick-up game full of strangers. One simple way to negate the stigma might be to write it into the character description, and show this in a video or something), that even though this clone was brought out of retirement to fulfill the leadership role, none of the other clones actually listen to him. I only went with the name because in a sport, you well, have a team captain usually. The other alternate actually was "Coach", which still keeps the sporting aspect in there and works with the concept as well. "Veteran" is also good along the same aspects, but with both of these names I feel they fail the MNC litmus test of naming conventions: it better be DAMN obvious what you're going to be doing with this character. A Captain or Leader = leadership and working for your team be setting an example. You can't exactly be accused of veteran-ning. But Coach and/or Scout work well here, I'd say those both work well as alternates.
I really like almost all of this, but I think the Rally Flare would be a bit too much. Too much skill blocking seems very scary to me.
He almost sounded over-powered to me. Cool concept, but all his health regeneration bonuses for the team seems to me that a team with two good captains could suddenly help heal a team better than two supports could. The hologram idea to me seems like it could create some lag if there were multiple captains all spawning 5 holograms. Also, the time lasting on the rally flare is a bit extreme in my opinion. 30, 40, 50 seconds. Perhaps if it was 10, 15, 20 that'd be a bit more balanced. Seeming as he can definitely throw down three once upgraded to level three and then he'll have regenerated enough for another one over 30 seconds. And I think that slow cooldowns are probably less fun than less powerful skills are. Over all, I think it's a cool looking character, just needs some fine-tuning.
-I have to say I like it overall. Though to make it better to balance, I wouldn't allow the flares to actually add to each if overlapped. Also the bonus regen people get in the flares, they should be more like Lv1. 5%, LV2. 10%, LV3. 20%. -The primary gun should be something more along the lines of a machinegun/rapid fire weapon. But I would also say make it less as powerful as the Assault's machinegun. -The whip/thing I really would love in this game. In another forum the guy said the leash/whip could allow people to grapple up to a high location. That in itself would be awesome to implement into the game =) IMO -The passive shouldn't have anything to deal with heal regen. Why? That's the Supports job and I don't want anything to discourage people from healing. By this I mean I rather have someone choose the support for healing, not the Captain. I'm iffy on the armor AOE, but I would prefer if you simply improved the Captain's armor or health. I think LV3. should improve the whip in someway. -The Captain's Tag. I think when tagged it should be visible to EVERYONE. Why? Because imagine if you are on the other team and your LV3. Rock-it is tagged. People are going to defend, well you hope. That means you can flank them =) Just an interesting tactic with it. Also the damage %s should be decreased. It shouldn't be that drastic in power. The Juice should be fine though since you don't get a bunch from them. Maybe 10%, 20%, 30% increase for others, while the Captain loses that same amount. -The blue skill I'm alright with overall, maybe a little tuning and touch ups but overall I like the idea =) Nice job!
I do like the idea of this class, but I feel like the skills may need some tuning because of balance issues. I like how the class has a way to buff teammates, for I feel that buffs are a definite thing I would like to see more of in this game. I was thinking maybe a cool idea for a class would be one that relies on damage over time abilites and life drains, or even juice drains, or skill drains.