Idea #1: Various base additions Spend money in order to increase your base's effectiveness For example, spend $200 to create a wall for cover and drop a bit of the arena (so enemies can't can't hide behind it) that makes it harder for your bots to be killed out of their spawn, or spend $50 for an instant temporary wall on a catwalk that lasts for 30 seconds or so to help hold an area by your base. $250 to permanently increase the speed (slightly), health, and number of bots coming from a specific bot spawn, fully upgraded makes it spawn a random group of eliminator bots every 75 seconds. They're just examples, but you get what I mean. Idea #2: goddamn gigantic laser blazer on top of the spawn function: shoots a gigantic goddamn laser at the base of your spawn with a sweet effect destroying bots and ejecting and badly damaging pros that are in the moneyball area, badly damaging bots inside your base (i.e. where your turrets reach) and stunning/nudging pros and dealing slight damage (like an annihilator) to pros in that area as well - takes around 3 seconds to charge up with a loud whine and glow coming from it so if you're a potential victim you can run like hell or if you're close to the moneyball you can attempt to avoid taking heavy damage the "moneyball" area includes the catwalks and all the glass shields temporarily retract so if you're one of those assassins that think they can hide on top of the timer or assaults that think they'll be safe throwing bombs at the moneyball where the level 3 rockits can't hit you, TOO BAD. costs $300 to activate from just outside the spawn (perhaps between the two jump pads at the bottom), requires 60 seconds to cool down, meant as a last resort weapon and can only be activated if there are 1+ pros or 4+ bots in the base area so it can't really be wasted why exist? because first it's awesome, and two it's useful and solves a few problems such as the above assassin/assault issue where turrets become absolutely useless even if fully upgraded and hacked as long as pros stand in a certain location and pubrolls turning into vicious pubstomps from a few seconds in because some stupid teammates can't figure out how to shoot the floating guys with green lights in their chassis giving a team with a semi-intelligent player with some spare cash a chance to make a comeback add a server option to disable it or just to disable it during overtime (maybe included with "hazards") n/n?
How bout one where it randomly destroys the actual floor of some parts of the arena, for example, the center area of Ammo Mule.
I'd rather see 2 additional botspawn buttons in every map. Don't need to add anything new, fairly simple to do, and probably not too gamechanging yet still useful.
I think It was used idea but I think you should be able to upgrade Bots (skin change just like In Blitz). If you have Skill (Gray) on Level 3 you can buy bots for 150$ or 200$ with upgraded things (speed , damage)
Coverop reminded me of something I saw in a youtube video, apparently someone new had assumed getting level 3 in every skill did something special. Now, apparently that's not the case, but what if it were? No idea what it could be, just throwing crap out there. It could be something minor like giving slight bonuses to one of your weapons (increased heal/hurt gun range, increased width on the rail gun, etc) to something interesting like unlocking the ability to build juice (this means juice would be locked until you're fully upgraded). Now I'm going wildly off track here from the original topic but I don't think it really matters.
Perhaps after upgrading all your skills to level 3, you can choose to boost one (and only one) skill with a perk for something like $500, $750..? The trick would be making up a perk for each ability and keeping them all balanced. Support firebase heals itself slowly over time. Assassin smokebomb also dazes enemies it blinds for a short time. Assault can gently alter their altitude with hover, instead of just floating. Things like that.
How bout "The Incinerator". It functions by generating two imposing walls of flame in an X formation. It differs from the Ejector in the following ways. The Incinerator lasts for a few seconds before fading, whereas, the Ejector is instant. Damage is done over time, depending on where the pro is. Damage is rapid near the center, while barely any damage is dealt along the edges. Fire damage is also dealt. Damage occurs to flying targets as well as on the ground. A chargeup phase is required after activation, but before the Incinerator is actually used.
I guess I should explain a bit better. I'm talking about spending money to adjust the map itself, either temporarily or permanently, but at least for an extended period of time, and in a more defensive manner. Like a fort war of sorts, in order to gain a unique sort of advantage. Permanent ones would be located near your base and would only be purchasable by your team, and cost a decent amount of money. Temporary ones would be located out in the field (or be base-related buffs) and could be used by either team but would cost a lesser amount and could be situationally useful. Examples: Permanent: - Extinguisher System: Automatic fire extinguisher system puts out any fires as you enter the spawn, can be upgraded to affect key areas directly outside the spawn. - Healing Ports: Standing in the spawn area (read: the area in which your character spawns, not just any place past the guard beams) helps you regenerate at an increased rate, starts at x2, can be upgraded to x3 Temporary - Safety Net: Blocks your team - pros and bots - from leaving the arena in the area you activated the net. Leaves a small area where classes can Hover/Jetpack to get around traps and such, but if you collide with the net you get hit with some velocity to push you back inward. You can still fall to your death by falling in the gap between the net and the arena, but it's difficult to be launched by bombs or grapples. - Instant Cover: Raises a small area of glass wall to both provide a vantage point to shoot from and/or provide a temporary reprieve from enemy fire. Some may provide a ceiling to protect from airstrikes. - Accelerator: Increases bot movement speed by 50% and attack speed by 20% for thirty seconds. Effect noted by the pathing effect on the ground gaining a lighter, brighter hue and speeding up. Expensive so it's difficult to spam, but useful when you REALLY wanna get those shields down. Doesn't stack with the support's bot aura, but any effects the aura applies that the accelerator does not are applied if in effect. Of course those are simple, unrefined examples to show what I'm talking about (though personally I really like the idea of the extinguisher system). There are perhaps some conveniences that could be given to players without breaking the game/balance too much that could also consume money (such as that extinguisher system ). Some things to try and get people to use money on impulsively, some things to make people really think about how they're spending their money earned throughout the match. Such things could also pave the way for future turret adjustments, because anyone should be able to tell that the turret system has some kinks that could be worked out.