Darky
Well-Known Member
- Joined
- Feb 15, 2020
- Messages
- 95
Heya all, so I noticed that many maps are very favourable for the red team, such as military or Skyhigh. And in general I see hales loose 80% of the time, so I was thinking that maybe every hale could get their own specific random buff every round.
So ill just get started right off with some basic ideas that could apply to both a specific hale or in general.
+5-20% Damage (You could name it differently depending on the boss, like "sharpened" or "extra strength"
+5-20% Move Speed (Speedy)
+5-20% Melee Reach (You could name it differently depending on the boss, or just "extra reach"
+5-20% Jump Height (For HHH it could be Teleport cooldown)
+5-20% Rage increase (This could be ment for both cooldown and scare radius)
+5-20% Swing Speed (Could just be called like the rtd "fast hands", but idk if thatd confuse people)
- Strong Punch (knocks players away upon hit)
- Earthquake (Does AoE damage upon landing from a weightdown)
- Manly Scream (Enables strong shaking of the screen and drunk Walk upon activating rage)
Christian Brutal Sniper:
- Fire Arrows
- Explosive Arrows
- Slightly Homing Arrows
- Ricocheting Arrows
- Melee Bleeding
Easter Bunny:
- Egg Festival (Drops 1,5x as many eggbombs as usual upon activating rage)
- Crit Eggs (Duration of crit eggs are longer)
- Spicy Eggs (causes players to burn for a few seconds upon getting hit by a egg bomb)
Vagineer:
- Sentry Wrench (spawns a mini sentry near hale upon activating rage)
- Sentry Takeover (turns red sentries into hales sentries for 3 seconds upon rage)
HHH:
- Rampage (Increased Movement speed upon rage)
- Spooky Murder (makes Red Team scared around a small radius of a killed person by the hale)
- Pumpkin Teleport (spawns a circle of explosive pumpkins around the hale that self detonate after 3 seconds of teleportation)
I think every buff should have a around 5-20% activation chance for every round, so its still possible that the hale will spawn without any buffs. This way it would make every round more interesting and a bit more challenging.
I know this is a lot to implement, and I also think that both the red and blue team should be told what buffs the hale got, so they can mentally prepare for it.
If you have any ideas on buffs, or maybe even debuffs for hale or red team, let me know!
So ill just get started right off with some basic ideas that could apply to both a specific hale or in general.
General Buffs:
+5-20% Damage (You could name it differently depending on the boss, like "sharpened" or "extra strength"
+5-20% Move Speed (Speedy)
+5-20% Melee Reach (You could name it differently depending on the boss, or just "extra reach"
+5-20% Jump Height (For HHH it could be Teleport cooldown)
+5-20% Rage increase (This could be ment for both cooldown and scare radius)
+5-20% Swing Speed (Could just be called like the rtd "fast hands", but idk if thatd confuse people)
Specific Special Hale Buffs:
Saxton Hale:- Strong Punch (knocks players away upon hit)
- Earthquake (Does AoE damage upon landing from a weightdown)
- Manly Scream (Enables strong shaking of the screen and drunk Walk upon activating rage)
Christian Brutal Sniper:
- Fire Arrows
- Explosive Arrows
- Slightly Homing Arrows
- Ricocheting Arrows
- Melee Bleeding
Easter Bunny:
- Egg Festival (Drops 1,5x as many eggbombs as usual upon activating rage)
- Crit Eggs (Duration of crit eggs are longer)
- Spicy Eggs (causes players to burn for a few seconds upon getting hit by a egg bomb)
Vagineer:
- Sentry Wrench (spawns a mini sentry near hale upon activating rage)
- Sentry Takeover (turns red sentries into hales sentries for 3 seconds upon rage)
HHH:
- Rampage (Increased Movement speed upon rage)
- Spooky Murder (makes Red Team scared around a small radius of a killed person by the hale)
- Pumpkin Teleport (spawns a circle of explosive pumpkins around the hale that self detonate after 3 seconds of teleportation)
I think every buff should have a around 5-20% activation chance for every round, so its still possible that the hale will spawn without any buffs. This way it would make every round more interesting and a bit more challenging.
I know this is a lot to implement, and I also think that both the red and blue team should be told what buffs the hale got, so they can mentally prepare for it.
If you have any ideas on buffs, or maybe even debuffs for hale or red team, let me know!