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role ideas


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Poll: role ideas (12 member(s) have cast votes)

which ones should be in game

  1. explosive expert (7 votes [33.33%])

    Percentage of vote: 33.33%

  2. Rebel leader (4 votes [19.05%])

    Percentage of vote: 19.05%

  3. sniper (5 votes [23.81%])

    Percentage of vote: 23.81%

  4. REBEL SPY (5 votes [23.81%])

    Percentage of vote: 23.81%

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#1 warbrand2

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Posted 28 October 2010 - 10:06 PM

EXPLOSIVES EXPERT

this is the high explosives role for the rebels. explosive experts gain the role by picking up a rpg. the role include the following. explosives experts are the rebels main defense vs large armies, gunships, strider, and choppers. The have a rpg as there role weapon. Demos also gain slams as a weapon they only get [x] slams and they can't gain any more of them. (dropping role doesn't regen the slams for you other players will gain the slams)


info: has a RPG and [x] slams. slowly regens rpg ammo.




REBEL LEADER
this is the advanced combat role for the rebels. Leaders have a armored vest and some smg1 grenades as there basics. leaders are used for taking out combine with precision. The main notes of this role is that the players with this role gain [x] armor from there vest (item that shows the role both in image and pick up).

model: Leaders have a stolen combine vest and a gas mask on there model. this serves 2 purposes. 1 to distinguish the role and 2 so that only 4 models are needed, white male,white female, black male, black female.

info: only role with armor. said armor doesn't regen and can't be regained even if dropping the role. (if another person pics up the role they will get armor but you will not.)


SNIPER
this is the rebels long range support.snipers are rebels with crossbows. the sniper has 2 items that they gain from the role the crossbow, and a target designator. the target designator is a weapon that allows the sniper to point out high value targets like snipers and combine elites. the target designator looks like a pare of binoculars (and is the symbol for the role.) when a target is selected with this weapon said target will take [x] more damage from attacks or be shown on all rebels HUD with a skull and cross bones.

info: this is the only role that can point out targets.


REBEL SPY

this is a metro cop with a lambda symbol spray painted on its chest and back. the metro traitor can deploy allied manhacks (green light.) the traitor also gains a stunstick as a melee weapon instead of the crowbar. Their symbol is the same as the metro cop spawn symbol.(the traitors pick up is a metro cop mask on a suit).

info: traitors have 2 manhacks. and use a metro cop model that has the lambda symbol on the front and the back.

OTHER NOTES
I think I went into to much detail.
I read the combine over wiki and apparently citizens where to use Molotovs at one point but it was removed.
Metro cops are low ranking not well monitored do to so who is to say some rebels didn't infiltrate the combine and take up the jobs of metro cops
I like snipers almost as much as vorts.
This post started out as one ideas the explosives expert.
I originally had a molotov weapon idea for the rebel tactical but i don't think it would be balanced (I think other wise tell me)
rebel leader was originally called tactical expert
Rebel spy was originally called metro traitor

#2 WAXT

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Posted 29 October 2010 - 01:03 AM

View Postwarbrand2, on 28 October 2010 - 10:06 PM, said:

EXPLOSIVES EXPERT aka demo
this is the demo role for the rebels.
I really wish you'd stop calling them demomen. Demoman is short for demolition-man; someone who plants and detonates bombs in my opinion. Having a RPG does not make you a demoman, it would make you a heavy weapon specialist or other such title. (It also sounds like you're trying to make some kind of connection to Team Fortress 2.)

View Postwarbrand2, on 28 October 2010 - 10:06 PM, said:

TACTICAL EXPERT
this is the advanced combat role for the rebels. tacticals have a armored vest and some smg1 grenades as there basics. tactical rebels are used for taking out combine with precision. The main notes of this role is that the players with this role gain [x] armor from there vest (item that shows the role both in image and pick up).
Not a bad idea, however i would refer to this person as the 'leader'. There is nothing overly tactical about having a mini-nuke bomb (is that what they call it in HL2?) and some armour. I do not think armour should be re-introduced into the game however, (as you yourself Warbrand2 pointed out, "we do not have HEV suits") because of the obvious disadvantages it would bring.

View Postwarbrand2, on 28 October 2010 - 10:06 PM, said:

SNIPER
this is the rebels long range support.snipers are rebels with crossbows. the sniper has 2 items that they gain from the role the crossbow, and a target designator. the target designator is a weapon that allows the sniper to point out high value targets like snipers and combine elites. the target designator looks like a pare of binoculars (and is the symbol for the role.) when a target is selected with this weapon said target will take [x] more damage from attacks or be shown on all rebels HUD with a skull and cross bones.
An interesting concept, though i think the 'target designator' should be revised.

View Postwarbrand2, on 28 October 2010 - 10:06 PM, said:

metro traitor
this is a metro cop with a lambda symbol spray painted on its chest and back. the metro traitor can deploy allied manhacks (green light.) the traitor also gains a stunstick as a melee weapon instead of the crowbar. also do to there armor traitors have well armor. the traitors armor is considerably low but unlike the tacticals armor it regens. their symbol is the same as the metro cop spawn symbol.(the traitors pick up is a metro cop mask on a suit.
Again, remove the armour. (Why would it regen anyway?) I wouldn't call this player a 'traitor' either. More of a rebel spy like Barney is. Other than that, not a bad idea. Perhaps this player would take less damage from enemy units or some other perk?

#3 warbrand2

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Posted 29 October 2010 - 08:54 AM

ok editing ideas. also on the tactical they will have a stolen combine vest which will provide some armor it will not regen or be regained in any way even if role is dropped because it's not a powered vest or suit. also i still stick to my we don't have HEV suits line but having a role with armor will give the rebels one role that can be used as a true assault trooper.

#4 WAXT

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Posted 29 October 2010 - 06:23 PM

View Postwarbrand2, on 29 October 2010 - 08:54 AM, said:

ok editing ideas. also on the tactical they will have a stolen combine vest which will provide some armor it will not regen or be regained in any way even if role is dropped because it's not a powered vest or suit. also i still stick to my we don't have HEV suits line but having a role with armor will give the rebels one role that can be used as a true assault trooper.
Very well, but remember you have to include some kind of balance with these ideas. For every positive trait you really do have to balance it out with a negative (trait), otherwise it will become overpowered and everyone will want to play the same role. For example, you could restrict the amount of weapons or ammo carried.

#5 warbrand2

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Posted 29 October 2010 - 09:20 PM

good point. What would be a good negative trait or the rebel leader I don't think mine is good?

negative trait ideas.

Explosives expert: doesn't have there shotgun or smg1.

rebel leader: doesn't have the shotgun and can't hack consoles.

Sniper: takes [x]% more damage than normal.

rebel spy: can't carry grenades (do to having manhacks) and has a 10% speed reduction.

are these good negative traits for the roles if so I will add them to the main idea. I don't think my one for the leader is good.

#6 WAXT

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Posted 30 October 2010 - 10:01 PM

View Postwarbrand2, on 29 October 2010 - 09:20 PM, said:

negative trait ideas.

Explosives expert: doesn't have there shotgun or smg1.

rebel leader: doesn't have the shotgun and can't hack consoles.

Sniper: takes [x]% more damage than normal.

rebel spy: can't carry grenades (do to having manhacks) and has a 10% speed reduction.
These are all very good suggestions, but they assume that a new weapon system is implemented (currently having a role doesn't restrict weaponry).
This being said:
  • the explosives experts' movement speed could be reduced, or his general accuracy decreased.
  • the leader could deal damage bonuses (similar to TF2 'crits') for each team member within his immediate vacinity but deal less than average (normal) when alone. (forcing him to 'be a leader')
  • sniper has no crosshair when equipped forcing the player to zoom in, thus reducing the field of view. slower reload times are also another good example.
  • spy take less damage from enemy forces but is vulnerable to friendly fire. (meaning people need to check their targets before firing.)


#7 warbrand2

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Posted 30 October 2010 - 10:08 PM

good ideas. Is it ok if I add them to the original post.

Edit:

another idea for a role.

Antlion tamer
This role has a bug bait as there role weapon. antlion tamers can command antlions on maps where there are antlions they be most noticeable do to the fact that antlions will follow them anywhere the antlions can go.

downside: [currently trying to think of one]

#8 Cdg

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Posted 30 October 2010 - 11:29 PM

Ok, here you go:

SNIPER- Has picked up the sniper role on the ground, exactly like a riot shield or medpack for medic and uses the Combine Sniper

Antlion Tamer- Picked up bugbait on the ground, exactly like a riot shield, or medpack for medic, or sniper and uses bugbait to control where antlions go.

And Rebel Leader, IF we have anymore than that many roles we will have to much.

What I mean is

Already have

medic
riot shielder
ADDING
rebel leader
antlion tamer
sniper

5 roles is good :p


THAT is my opinion, of all we should have.

#9 warbrand2

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Posted 30 October 2010 - 11:46 PM

CDG think for a second. First thing I need you to realize is not all roles will be on all maps some will be map specific like the explosives expert, sniper, and antlion tamer. the rest will be seen on most maps regardless.

#10 Gabe(HUN)

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Posted 31 October 2010 - 07:20 AM

View Postwarbrand2, on 30 October 2010 - 11:46 PM, said:

... First thing I need you to realize is not all roles will be on all maps some will be map specific like the explosives expert, sniper, and antlion tamer. the rest will be seen on most maps regardless.
Map specific roles? Oh that is good for more balance...
I've got a role idea, for survival maps: when the Overwatch units going in waves, and we need to hold a point for X minutes:
Role name: Support Gunner
Speciality: he/she carrying a mounted weapon, like the emplacement gun, staying one spot and firing, untill run out of ammo (Yes, i know that is a Rambo-type role, but that is for fun)
Negatives of that role: Can't sprint, and when picked up that role, the smg and the shotgun is dropped.
...
another role type:
Role name: ammo dealer
Speciality: That role is like a medic, but he/she give ammo for teammates.
What type of map used: maps, where can't add ammo crates.
Negatives: nothing special, same negatives like the medic( everybody annoy that role, that he/she needs ammo) :)

I run out of ideas for a moment, so, what did you think?

#11 Lord Faraday

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Posted 31 October 2010 - 03:40 PM

A suggestion for the leader: What if he/she had armour but only a pistol for an offensive weapon.

Instead of him/her getting a damage boost for every ally that was near him/her what if he conferred a small bonus to each of his/her allies. This bonus could be scaled up the more allies he/she has near him/her. The buff could be a variety of things from health, damage, speed etc. This could be justified by the leader being an inspiring figure and whose inspiration of others increases the more of them there are. I feel that this would define him/her more as a "leader".

The pistol part of the idea would act as a balance: the leader would confer bonuses but subsequently not be as useful in the actual fighting him/herself.

Just a suggestion of course.

P. S. the buff conferred could be tailored to the different roles surrounding him.

#12 warbrand2

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Posted 31 October 2010 - 05:33 PM

View PostI AM DEAD, on 31 October 2010 - 03:40 PM, said:

A suggestion for the leader: What if he/she had armour but only a pistol for an offensive weapon

as far as I got when reading this. considering that at the moment we don't know if there will be a weapon limitation system other than the one for roles this might be a bad idea. also the pistol is week even if it is for balance it would make 99% of players avoid that role just because they lose all there good weapons.

#13 Lord Faraday

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Posted 31 October 2010 - 06:21 PM

Well then you could stick with him having all the weapons but have him not deal as much damage?

Again purely hypothetical but as I see it if you were to have a "leader" class then he should fulfill more of a leadership based role and not be a combat focused role.

#14 warbrand2

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Posted 31 October 2010 - 08:03 PM

Nerfing weapons is something the overwatch team said they will not do. the best things for down sides is well nerfing movement or some negative trait like no aiming redial or being susceptible to friendly fire

#15 Cdg

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Posted 31 October 2010 - 11:07 PM

I think we should just have the Leader role, because that role could be used IN EVERY map and 2 classes sounds good to me.

BASIC REBEL
REBEL LEADER

#16 warbrand2

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Posted 02 November 2010 - 05:30 AM

no offense but cdg do you actually think about what your posting before you post. Having a basic rebel and a rebel leader only would remove the verity of the game, there is also the fact taht roles mainly determine what weapon you will have and how you act in a group its not something that should be limited in total but from map to map. most maps would need the medic and leader, some will need the defender , and some will need more specific roles like the explosives expert (gunships)

#17 AndY

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Posted 02 November 2010 - 03:45 PM

I agree that some roles should be map-specific, but it can also be spun this way:

Medic - Defender - Specialist

You'd simply make the "Specialist" equip various scenario-specific items, like the EMP tool, an RPG, etc..

All that'd be left is figuring out what to do if a level requires two different kinds of specialists at the same time.

#18 warbrand2

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Posted 03 November 2010 - 04:55 PM

make the specialist have a set of symbols if the map requires 2 different specialists set it to have 2 different symbols for them.

#19 WAXT

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Posted 04 November 2010 - 12:08 AM

View Postwarbrand2, on 03 November 2010 - 04:55 PM, said:

make the specialist have a set of symbols if the map requires 2 different specialists set it to have 2 different symbols for them.
OR you could just give them the one. simplifying the game isn't always best. we want the players to communicate with eachother.

#20 warbrand2

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Posted 06 November 2010 - 07:43 PM

New idea

THE citizen
info: This low level rebel doesn't have the standard rebel vest or any weapons for that fact. The must rely on there ingenuity to defeat the combine. (this role is meant for stealth based maps of which the players spawn as this and must find the armor for the basic rebel role.)
weapon: pistol with 1 spare clip, random melee, and a molotov (idea below)
model: basic citizen.
role type: NA
notes
  • players start as this role on some maps.
  • you can not pick this role up or drop it
  • medics like this have a white shirt
  • when you gain your basic role your model changes to what it would normally be.
  • comes whit Molotovs that are lost if not used.

Molotov
slot: 5
damage: 10 plus blast(5) and burn(2 per second).
v/w_model: a green bottle with a rage stuffed into the top.
fire time: 2 seconds to light and throw.
max hold: 1
info: this is an improvised explosive used by rebels. its main use is to flush out combine or burn zombies. unlike the grenade it explodes on impact dealing a small amount of damage. it is mainly seen with citizens that have yet to gain there armor.
notes:
  • takes 2 to kill a sniper
  • can damage generators
  • lights zombies and combine on fire
  • combine stay lit for only a second or 2 wile zombies stay lit till they die.
  • has a 10% chance of duding
  • you can light your self on fire with this.






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