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role idea supplyer


11 replies to this topic

#1 warbrand2

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Posted 28 January 2011 - 11:03 PM

for original OP read jokers quote bellow (joker stop quoting the post right above yours its not needed)

I have an idea for a rebel role the supplier

this role is used to supply other rebels with weapons and ammo they start with X parts for "building" the weapons and ammo. they are the only way to gain an ar2 but they can not have one themselves. and they server as a mobile ammo supplier as in some defensive points ammo isn't there when its needed (final in citadel).

the items (# corresponds to choice on list when weapon is used)


1. ar2
cost: 10 parts
use: gives a player an ar2 (replaces there smg1 till its out of ammo)
info: must be looking at a rebel ally hands them the weapon


2. 30mm grenade rounds
cost: 15 parts
use: gives a rebel 2 smg1 nades
info: see 3


3.give ammo
cost:5 parts
use: fills primary spare ammo of player aimed at
info: see 3

#2 The Joker

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Posted 28 January 2011 - 11:15 PM

View Postwarbrand2, on 28 January 2011 - 11:03 PM, said:

I have an idea for a rebel role the engineer

This role is used to plant bombs and place turrets (hacked floor turrets). The engi is a role for the more defensive player it has a build tool sort of like the one in tf2. the player only has a set amount of parts that they can work with as in once they are out they are out no replenishing it. (switching roles destroys everything they built. the role as I jsut said has a custom ammo when the role weapon is selected they only have [#] of parts and from that they can build the following items.

the items (# corresponds to choice on list when weapon is used)

1. time bomb
cost: 50 parts
use: This can be placed on walls and floors to blow holes in things or to blast open combine locked doors.
info: is placed like slams


2. hopper mine
cost: 25 parts
use: area denial the only way rebels can definitively stop the combine advance even if its only for 2 seconds
info: is placed like buildings in tf2


3. ar2
cost: 10 parts
use: gives a player an ar2 (replaces there smg1 till its out of ammo)
info: must be looking at a rebel ally hands them the weapon


4. 30mm grenade rounds
cost: 30 parts
use: gives a rebel 2 smg1 nades
info: see 3


5.give ammo
cost:5 parts
use: fills primary spare ammo of player aimed at
info: see 3


6.shock mine
cost: 50 parts
use: this is a roller mine locked into the ground and reprogrammed to kill combine has a small range and can not be destroyed (will explode after it fires 20 shots)
info: placed like tf2 buildings

The only good thing about this post is the ability to give ammo, I feel maybe he could get an ammo box or something, maybe use the animations for the medkit, except have an SMG ammo box, and you could give it to teammates. Maybe add an indicator to the total amount of ammo for the current weapon a player is equipped with over the person's head, and tell them if they need ammo for the current weapon.

#3 braddollar

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Posted 28 January 2011 - 11:40 PM

I think the only worthwhile thing there is the give ammo. The rest of it is basically "lets play a TF2 engi" and I really don't think has much of a use in overwatch / is worth the time to develop everything that would be needed. On the other hand, giving ammo is pretty simple, and easy to add in. The only other thing that would be "cool" to see on an engineer is a "utility" item that can be used for different things, as decided by a mapper. Repair a vehicle on one map, build a turret on another, build a spawn cabinet, etc.

#4 Ranma

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Posted 29 January 2011 - 12:37 AM

The last thing we need is to put some bonehead in control of the map's ammo. It's best just to have scattered ammo and ammo caches around the maps. The same goes for that "utility" thing.

I don't know about you guys, but I think giving players important responsibilities via role is just a bad idea. I can imagine all the raging going around because the person currently an "engineer" doesn't *want* to fix the car.

#5 braddollar

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Posted 29 January 2011 - 01:01 AM

View PostRanma, on 29 January 2011 - 12:37 AM, said:

I don't know about you guys, but I think giving players important responsibilities via role is just a bad idea. I can imagine all the raging going around because the person currently an "engineer" doesn't *want* to fix the car.

I don't see why it's a problem. I am, however, a big fan of games such as Enemy Territory where this is something that is completely normal. In the map I'm working on that does involve repairing a vehicle, I'm just going to be using a prop, but it would a lot simpler if there was actually a class dedicated to the job that people could opt in for. Forcing people to work together in what is essentially a coop game does not like seem like a bad idea at all to me, be it through giving ammo or completing objectives. I understand it can lead to people raging at each other, but this isn't exactly a game like ZPS, TF2, or DoD:S, the player team is meant to be playing together cooperatively.

#6 WAXT

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Posted 29 January 2011 - 07:06 AM

View Postbraddollar, on 28 January 2011 - 11:40 PM, said:

The only other thing that would be "cool" to see on an engineer is a "utility" item that can be used for different things, as decided by a mapper. Repair a vehicle on one map, build a turret on another, build a spawn cabinet, etc.
Or planting/defusing the bombs in canals/crossroads. Posted Image

#7 braddollar

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Posted 29 January 2011 - 07:21 AM

View PostWAXT, on 29 January 2011 - 07:06 AM, said:

Or planting/defusing the bombs in canals/crossroads. Posted Image

Or hacking objectives on breach Posted Image as discussed previously. Just give em a big stick that has initials burnt into the end that says "D.O." which stands for Does Objectives. Use stick, it Does Objectives. :rofl: Add in an ammo crate to give ammo to people, call it good.

#8 Raphi123

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Posted 29 January 2011 - 07:25 AM

How about making the Engineer role Item replace SMG and/or Shotgun so the person bein engi really has to stay back and be more passive.
Same thoughts for the medic...

#9 Quenquent

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Posted 29 January 2011 - 10:39 AM

View Postwarbrand2, on 28 January 2011 - 11:03 PM, said:

1. time bomb
cost: 50 parts
use: This can be placed on walls and floors to blow holes in things or to blast open combine locked doors.
info: is placed like slams


2. hopper mine
cost: 25 parts
use: area denial the only way rebels can definitively stop the combine advance even if its only for 2 seconds
info: is placed like buildings in tf2


3. ar2
cost: 10 parts
use: gives a player an ar2 (replaces there smg1 till its out of ammo)
info: must be looking at a rebel ally hands them the weapon


4. 30mm grenade rounds
cost: 30 parts
use: gives a rebel 2 smg1 nades
info: see 3
OP or useless...

Quote

5.give ammo
cost:5 parts
use: fills primary spare ammo of player aimed at
info: see 3

It's a good idea, but the best is to create a new role called "Ammo carrier" which will change completely how to manage ammo in the team. The Ammo carrier can drop ammo like the rebels in Half-Life 2. The question now is : which ammo he drop exactly?
-A box with every kind of ammo.
-A box with 1 kind of ammo and he got 3 boxes (pistol, smg, shotgun and if you want RPG and AR2 ammo)

Quote

6.shock mine
cost: 50 parts
use: this is a roller mine locked into the ground and reprogrammed to kill combine has a small range and can not be destroyed (will explode after it fires 20 shots)
info: placed like tf2 buildings

I don't understand why you want to see him drop mines, it's an Engineer not a demolition man....

For me, the Overwatch Engineer could be able to create a turret (yes, like in TF2.....). I got 2 ideas :
-He can set a classic turret.
-He can set a turret which we can't push (a solid turret if you prefer). The engineer can repair it and refil ammo in the turret. To do this, he must use a new kind of ammo : metal (if you have a better name, give it). We can found it in special ammo boxes. You will say "what not in the classic ammo boxes", because this could be really OP after (I repair my turret non-stop). It respawn like the classic ammo box (every X seconds).

If my last idea is accepted, the turrets in Crossroad will be remplaced by this role.

#10 warbrand2

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Posted 29 January 2011 - 11:25 AM

COMPLETELY changed the original idea based on feed back.

#11 ScrooLewse

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Posted 29 January 2011 - 12:52 PM

Good for you. That's all about what development is all about.

I think that suddenly having an AR2 would be vastly overpowered on most levels, as with rifle nades. However, ammo would be very useful. It would either have to regenerate like medic healing, or a more wild idea:
Give the supplier a ridiculously large ammo supply that regenerates. Then if you look at someone you're right next to and right click, you give him ammo for whatever weapon you have. The thought crossed my mind, I thought it would be worth putting-down.

#12 The Joker

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Posted 29 January 2011 - 01:03 PM

I agree, changing the post was a good idea. ;D





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