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* * * - - 2 votes

Vort player


18 replies to this topic

Poll: Vort player (20 member(s) have cast votes)

should it be

  1. yes (12 votes [60.00%])

    Percentage of vote: 60.00%

  2. no (8 votes [40.00%])

    Percentage of vote: 40.00%

Vote Guests cannot vote

#1 warbrand2

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Posted 01 September 2010 - 05:07 PM

Vorts are a big part of the hl2 series there always seems to be one in rebel bases and battles. so I have an idea have players that join resistance be able to opt in for playing as a vort. there would only be one vort in the group but the the vort would be a big part of the group. (idea bellow)

vort player
health: 150
armor: (can not have armor)
primary attack: electric shot (heals 10 health per hit on combine or living enemies)
secondary attack: charge (as seen in hl2 and ep2 the vort player will charge other players armor to 50 this has a cool down of once per 30 seconds)

Pros
  • higher Hp than normal
  • heavy attack
  • no ammo required for attacks
  • gives allies armor

cons
  • easier to spot
  • no melee
  • attack is charged
  • combine prioritize it as target one


#2 A1win

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Posted 01 September 2010 - 05:20 PM

Interesting idea. I don't think we have ever even mentioned this in our dev discussions.

#3 Sev

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Posted 01 September 2010 - 05:27 PM

I think fifty is a little high.Besides they only bumped it up to like 15-25 if you had zero armor.Or just switch it to melee.Also i'm gonna go ahead and give it a big YES :thumbsup:

#4 warbrand2

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Posted 01 September 2010 - 05:36 PM

I just thought of a way to make the vort more important if added. vort based objectives like have a area where you need the vort player to charge a generator or overload a combine shield so the rebels can pass.

edit.

on the health I think the only way to tell how much higher the vorts hp should be from the rebels is by play testing it. so I just put a number that was higher than normal to put the idea in peoples head that it will have higher hp to make up for its lack of armor and melee.

#5 A1win

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Posted 01 September 2010 - 05:37 PM

There's no point in going into this much detail (health values etc.) in a suggestion like this (and also most others we've seen on this forum). The details are easy to decide later if the actual idea is even approved to be implemented.

#6 warbrand2

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Posted 01 September 2010 - 05:50 PM

ok but details help paint a pic which in this case not much is needed you got me there.

#7 Shryko

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Posted 01 September 2010 - 07:41 PM

I like the concept of the special rebel for objectives or other... it's like the hacking in Alien Swarm.

#8 warbrand2

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Posted 25 September 2010 - 09:00 PM

bump: I the more I play overwatch the more I want to see some player running around as a vort killing combine. Vorts hate the combine just as much as the rebels do so I think there should either be a player vort or maps where you have to protect some vorts while they do something i prefer the player because NPC's prioritize killing enemies over doing an objective which doesn't work with infinite enemies.

#9 AndY

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Posted 26 September 2010 - 02:07 PM

It's an interesting idea, specially since that player would have unique abilities. However, it's not something that would be quick to implement, as we'd need to examine all aspects first.

I can see this working for a specific map, but not as a general feature (think of the "The Hunted" level in TFC). You would need the Vort player to complete certain objectives by making use of his special abilities, but you'd also need to make sure he doesn't get killed.

#10 Shryko

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Posted 02 October 2010 - 03:17 PM

View Postwarbrand2, on 25 September 2010 - 09:00 PM, said:

...because NPC's prioritize killing enemies over doing an objective which doesn't work with infinite enemies.

that's all in the AI. I'm fairly sure if they added the Vort as an NPC, they'd do something about that prioritization issue.



That said, could always make vort be a (mini-)class, integrated into the classes/roles discussion.

#11 Firespray

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Posted 15 October 2010 - 09:46 PM

Pretty interesting, I wonder how that would work out.

#12 warbrand2

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Posted 16 October 2010 - 02:28 PM

map Idea moved here

#13 warbrand2

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Posted 16 October 2010 - 07:43 PM

so no thoughts on the map idea for this idea or should I just place the map idea in the concept area as a suggestion.

#14 braddollar

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Posted 16 October 2010 - 07:54 PM

I think the map would better be suited to the maps forum, yes.

#15 warbrand2

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Posted 16 October 2010 - 08:05 PM

moved map idea.

#16 warbrand2

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Posted 21 November 2010 - 07:30 PM

Just wondering, how would we prevent greiffers from messing this role up if its added? (already have problems with some greiffer getting medic then standing in in spawn all map.)


If no one has any ideas for how to stop it here's mine a vote button to vote a player out of using a role aka some one grabs medkit and griefs players press a button click there name on it and then the player will force drop the role and be unable to pick it up again...(if this is even possible)

#17 warbrand2

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Posted 04 December 2010 - 04:55 PM

couldn't resist urge to bump topic.

renewed idea

In the form of a combine comp document

|>VORT
|>
|>side: rebel/zen
|>
|>target Priority: Kill on sight
|>
|>
|>
|>
|>biological review vorts are a race native to zen they hold the remarkable ability to create a bio chemical reaction that takes the form of
|>of green lightning. They have joined the rebels making them a huge threat engage in groups never take on by ones self
|>
|>
|>attacks:
|>Is known to use the lightning to overwhelm biological and mechanical systems. if you see it charging its attack move to cover. If possible
|>Engage at close range they are extremely weak in the melee department
|>
|>
|>health:
|>the vorts are harder to kill than rebels and take less damage from standard weapons use assault rifle and nades when ever possible
|>
|>
|>Targets:
|> vorts seem to target generators more often than rebel as they can disable them by overloading them at close range. If any unit reports a vort
|> near a generator have them try and kill it as fast as possible.
|>
|>
|>end of report


the idea in basic

vort
advantages:
  • can enable and disable specific generators
  • can overload combine tech and temp down it.
  • takes less damage from smg1s and pistols

disadvantages:
  • combine see it as more of a threat
  • takes more damage from ar2s and nades
  • is not a rule but a class opt in like the overwatch
  • only on maps with vort protection game mode


#18 warbrand2

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Posted 14 July 2011 - 06:51 PM

I am bumping this to see if we can get some more discussion out of it. (if not just let this die again)

#19 rickinator9

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Posted 14 July 2011 - 06:54 PM

Hmm, seems interesting...





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