ammo depot and venom lair
warbrand2
Join Date: 2010-12-13 Member: 75657Members
these is a topic on a idea for attack modifiers the 2 buildings in this idea will give the teams a way to augment their weapons for battle each augmentation having pluses and minuses.
first the buildings
ammo depot
info: this is the humans weapons modifier, the ammo depot allows players to change the ammo type loaded into their weapons well most weapons, the grenade launcher and flamethrower can't be modified and the exo suit requires a team member to load a ammo pack on it.
venom lair
info: the aliens weapon modifier, allows the commander to grow a venom pod plant, the plant will grow venom pods for players to grab and use only 2 pods per hive and the hive must have a venom lair near it.
the mods
each mod will have its own research time and some will have requirements like flame rounds will require flamethrowers
AMMO mods
acid
readout change: ammo read out turns from blue to a dark green
+ deals more damage
-do to the acid chamber being made of glass less accurate and has a chance of shattering in barrel aka 1 out of 10 rounds will not "fire"
stun rounds
readout change: none
+ can stun a hostile when hits
- deals less damage
flame rounds
readout change: image of flame in back ground
+10% chance of lighting things on fire
+deals more damage
- lowers range
-easy to spot user do to every round being tracers so to speak.
note: if used on shotgun looks like a stream of fire/best used on shotguns
standard rounds
info: default rounds, here so people can change back
marker rounds (pistol only)(free)
+marks hostiles with tracer tags (the can now be seen through walls and shot at by arcs if there is one near)
-no damage and falls out after 1 minute
VENOM SACKS
info: venom sacks are added to upper jaw when collected, venom sacks are grown by commander from a plant each plant can only grow one type of sack with 3 max per plant, takes 30 seconds to grow a new sack, 10 with gorge heal spray. each hive can only have two venom plants and only if a venom lair is built near that hive
paralysis sack
sack look: blueish green and small
can use: all but onos and fade
+10% chance of forcing crouch and movement lock(can still aim and shoot but can't move or get up)
-you bits do less damage
black venom sack
sack look: dark black almost dead look and small
can use: lurk, and gorge
+ ranged attacks are coated in(or made of) a black goop that increases damage and deals low steady damage over time
- lowers range of attacks
rust venom(needs new name)
looks: rust colored and pretty big, obscures view a bit when in use.
can use: skulks
+damage to buildings and armored units doubled
-damage to everything else halved
burn venom
looks: no clue on this one
can use: all but onos
+ if on fire venom sack lights on fire making any attack you deal have a high chance of lighting said target on fire
-you die faster when on fire
bacterial pods
looks: a small cyst like pod
can use: gorge, lurk, skulk
+attacks heal for half damage(lurk melee and skulk), heals spray effect has grater range and heal(gorge)
- it has a limited time for use (1 min after picking the pod)
first the buildings
ammo depot
info: this is the humans weapons modifier, the ammo depot allows players to change the ammo type loaded into their weapons well most weapons, the grenade launcher and flamethrower can't be modified and the exo suit requires a team member to load a ammo pack on it.
venom lair
info: the aliens weapon modifier, allows the commander to grow a venom pod plant, the plant will grow venom pods for players to grab and use only 2 pods per hive and the hive must have a venom lair near it.
the mods
each mod will have its own research time and some will have requirements like flame rounds will require flamethrowers
AMMO mods
acid
readout change: ammo read out turns from blue to a dark green
+ deals more damage
-do to the acid chamber being made of glass less accurate and has a chance of shattering in barrel aka 1 out of 10 rounds will not "fire"
stun rounds
readout change: none
+ can stun a hostile when hits
- deals less damage
flame rounds
readout change: image of flame in back ground
+10% chance of lighting things on fire
+deals more damage
- lowers range
-easy to spot user do to every round being tracers so to speak.
note: if used on shotgun looks like a stream of fire/best used on shotguns
standard rounds
info: default rounds, here so people can change back
marker rounds (pistol only)(free)
+marks hostiles with tracer tags (the can now be seen through walls and shot at by arcs if there is one near)
-no damage and falls out after 1 minute
VENOM SACKS
info: venom sacks are added to upper jaw when collected, venom sacks are grown by commander from a plant each plant can only grow one type of sack with 3 max per plant, takes 30 seconds to grow a new sack, 10 with gorge heal spray. each hive can only have two venom plants and only if a venom lair is built near that hive
paralysis sack
sack look: blueish green and small
can use: all but onos and fade
+10% chance of forcing crouch and movement lock(can still aim and shoot but can't move or get up)
-you bits do less damage
black venom sack
sack look: dark black almost dead look and small
can use: lurk, and gorge
+ ranged attacks are coated in(or made of) a black goop that increases damage and deals low steady damage over time
- lowers range of attacks
rust venom(needs new name)
looks: rust colored and pretty big, obscures view a bit when in use.
can use: skulks
+damage to buildings and armored units doubled
-damage to everything else halved
burn venom
looks: no clue on this one
can use: all but onos
+ if on fire venom sack lights on fire making any attack you deal have a high chance of lighting said target on fire
-you die faster when on fire
bacterial pods
looks: a small cyst like pod
can use: gorge, lurk, skulk
+attacks heal for half damage(lurk melee and skulk), heals spray effect has grater range and heal(gorge)
- it has a limited time for use (1 min after picking the pod)
Comments
reason they are there is to not make it overpowered... if I knew a better way to post the idea for things like that I would.