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W.I.P Forum / Re: The Idea(s) Topic
« on: March 02, 2015, 05:32:27 AM »
I've seen the Team Sneaking and.. Was very disappointed. Here's my take on the idea for team sneaking.
General:
- CTF mode, CTF maps.
- There should be two distinct classes: Soldier and Spy. DON'T THINK TEAM FORTRESS!!!
- Goal is to reach the opposing team's flag and, upon touching it, their team gains a point and the player that "captured" the flag gets sent back to their team's spawn point.
- Everytime the flag is captured, the alarm sounds and they must wait for the alert to be cleared. 99 seconds for alarm and 99 for evasion. Why the difference? You'll see...
- During the first 10 seconds they are allowed to choose their loadout. You can't change the loadout once the CTF Game is in progress, attempting to join a game in progress will give you the base loadout of the class.
- Any weapon can be reloaded if you have spare ammo for them. Secondary weapons have infinite reserves but MUST be reloaded anyways. Explosives and grenades however can only be used five times.
- No hitscan.
- Everyone makes footstep sounds, unless they are crouch-walking. Walking or crouch-running however is quieter than running.
Soldier:
- Primary Weapon: Plasma Revolver (6 shots, bounces off walls/floor/ceiling once, medium-long reach), Pulse Rifle (3-shot bursts, 15 shots, medium reach), Lightning Rifle (4 shots, long range, sniper rifle. Hold altfire to take aim through scope).
- Secondary Weapons: Needler (15 shots, medium reach), Stun Buster (3 shots, stupidly weak, stuns target for 5 seconds, won't reveal hidden enemies, medium-short reach.)
- Explosives/Grenade: Mine, Flash Bang, C-4 (plant somewhere, activate at will), EMP (Cancels every spy's optical cloak for 5 seconds).
- Items: Radio (Creates a "Caution" sign above the user's head. This sign can only be seen by their own team and serves to alert they may have found a spy. Use again to cancel), Medkit (can only be used once, recovers 50 points of health)
- They are slower than spy, but always have body armor (absorb 50% damage up to 100 points of damage)
- During Alert and evasion they are as fast as spies.
Spy:
- Primary Weapon: Silenced Blaster (15 shots, medium reach, make minimal noise when used and camo index -10%), Sleeping Beauty Shooter (10 shots, medium reach, camo index -5%, puts target to sleep, darkening their screen and stopping them from moving completely), Pulse Rifle (3-shot bursts, 15 shots, medium reach, camo index 0%)
- Secondary Weapons: CQC (Sequence of right punch, left punch and kick if timed right, camo index -10% per successful hit), Shock Saber (slashes in a wide arc, weak, stuns target and disallows weapon use for 3 seconds, camo index -30%)
- Explosives/Grenade: Mine, Flash Bang, Smoke Bomb (camo index 100% while the user is within the smoke), Grenade, Sound Blaster (Small device, bounces a lot, makes the sound of foodsteps, does no harm).
- Items: Radio (Creates a "Caution" sign above the user's head. This sign can only be seen by their own team and serves to alert they may have found a spy. Use again to cancel), Ration (can only be used once, recovers 25 points of health), Cardboard Box (when used you drop a single cardboard box in place, team-neutral. Staying around it keeps your Camo Index 100% even during Alerts and Evasions, but they can be destroyed in one shot. Be sure to "cancel" it if you feel it is gonna get shot so you don't lose it)
- Obviously, faster than soliders.
- They have Camo Index (invisibility) that defaults at 95% while standing still or crouched. When they run, the Camo Index drops to 50%, walking drops to 85%, crouch running drops to 60% and crouch walking drops it to 75%. Firing certain weapons or using certain items may affect your Camo Index (as describe in the weapons themselves). Tossing grenades, using explosives and using items won't drop your Camo Index.
- If the enemy goes into Alert phase, your whole team's Camo Index will drop to 0% INSTANTLY. Using Cardboard Box allows you to stay invisible if you use it right. The Evasion Phase restores everyone's Camo Index to normal as long as they stay crouched.
General:
- CTF mode, CTF maps.
- There should be two distinct classes: Soldier and Spy. DON'T THINK TEAM FORTRESS!!!
- Goal is to reach the opposing team's flag and, upon touching it, their team gains a point and the player that "captured" the flag gets sent back to their team's spawn point.
- Everytime the flag is captured, the alarm sounds and they must wait for the alert to be cleared. 99 seconds for alarm and 99 for evasion. Why the difference? You'll see...
- During the first 10 seconds they are allowed to choose their loadout. You can't change the loadout once the CTF Game is in progress, attempting to join a game in progress will give you the base loadout of the class.
- Any weapon can be reloaded if you have spare ammo for them. Secondary weapons have infinite reserves but MUST be reloaded anyways. Explosives and grenades however can only be used five times.
- No hitscan.
- Everyone makes footstep sounds, unless they are crouch-walking. Walking or crouch-running however is quieter than running.
Soldier:
- Primary Weapon: Plasma Revolver (6 shots, bounces off walls/floor/ceiling once, medium-long reach), Pulse Rifle (3-shot bursts, 15 shots, medium reach), Lightning Rifle (4 shots, long range, sniper rifle. Hold altfire to take aim through scope).
- Secondary Weapons: Needler (15 shots, medium reach), Stun Buster (3 shots, stupidly weak, stuns target for 5 seconds, won't reveal hidden enemies, medium-short reach.)
- Explosives/Grenade: Mine, Flash Bang, C-4 (plant somewhere, activate at will), EMP (Cancels every spy's optical cloak for 5 seconds).
- Items: Radio (Creates a "Caution" sign above the user's head. This sign can only be seen by their own team and serves to alert they may have found a spy. Use again to cancel), Medkit (can only be used once, recovers 50 points of health)
- They are slower than spy, but always have body armor (absorb 50% damage up to 100 points of damage)
- During Alert and evasion they are as fast as spies.
Spy:
- Primary Weapon: Silenced Blaster (15 shots, medium reach, make minimal noise when used and camo index -10%), Sleeping Beauty Shooter (10 shots, medium reach, camo index -5%, puts target to sleep, darkening their screen and stopping them from moving completely), Pulse Rifle (3-shot bursts, 15 shots, medium reach, camo index 0%)
- Secondary Weapons: CQC (Sequence of right punch, left punch and kick if timed right, camo index -10% per successful hit), Shock Saber (slashes in a wide arc, weak, stuns target and disallows weapon use for 3 seconds, camo index -30%)
- Explosives/Grenade: Mine, Flash Bang, Smoke Bomb (camo index 100% while the user is within the smoke), Grenade, Sound Blaster (Small device, bounces a lot, makes the sound of foodsteps, does no harm).
- Items: Radio (Creates a "Caution" sign above the user's head. This sign can only be seen by their own team and serves to alert they may have found a spy. Use again to cancel), Ration (can only be used once, recovers 25 points of health), Cardboard Box (when used you drop a single cardboard box in place, team-neutral. Staying around it keeps your Camo Index 100% even during Alerts and Evasions, but they can be destroyed in one shot. Be sure to "cancel" it if you feel it is gonna get shot so you don't lose it)
- Obviously, faster than soliders.
- They have Camo Index (invisibility) that defaults at 95% while standing still or crouched. When they run, the Camo Index drops to 50%, walking drops to 85%, crouch running drops to 60% and crouch walking drops it to 75%. Firing certain weapons or using certain items may affect your Camo Index (as describe in the weapons themselves). Tossing grenades, using explosives and using items won't drop your Camo Index.
- If the enemy goes into Alert phase, your whole team's Camo Index will drop to 0% INSTANTLY. Using Cardboard Box allows you to stay invisible if you use it right. The Evasion Phase restores everyone's Camo Index to normal as long as they stay crouched.


