DreamThrall
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Well you've probably all heard about the "unlockable" weapons and other stuff that is being planned for the medic... I've had a few ideas for the same for the engineer. I don't think any of them are particularly original, but let me know what you think:
Remote Controlled Mobile Turret
Additional Turret Models
Bombardment Turret - Powerful ability, but essentially takes 2 players out of combat to operate
EDIT: An interesting note about the bombardment turret is that it would essentially change the turret from being a primarily defensive tool to being offensive.
Discuss!
Remote Controlled Mobile Turret
- Level 4 Upgrade
- Can only be moved within a certain radius of the engineer
- Engineer cannot move while moving the turret (will be looking at a screen)
- Due to the fact that the turret does not have the structural support to withstand the recoil from firing its weapons while in mobile mode, it will have extremely limited or no firepower (think seige tank in starcraft)
- Docking/undocking time
- Movement rate is the same as heavy/soldier
Additional Turret Models
- "Warthog" - Very limited range, wider scanning field, much higher damage, slower firing rate, takes lots more ammo (eng will come very close to running out of ammo when refilling it from a full dispenser firing on an uber charged player, meaning that if the dispenser starts full, by the time the uber is done it will be nearly empty if the engineer was reloading the sentry the entire time)
- "Slim" - much longer range, narrower scanning field, lower damage, fewer hp (ideal for warding off snipers and demomen charging their sticky gun)
Bombardment Turret - Powerful ability, but essentially takes 2 players out of combat to operate
- Requires tracking from sniper (unlockable ability) - zooming in and locking on to a specific point using a laser (think ghost nuke targeting in starcraft)
- Sniper can't do anything else while tracking
- Engineer must sit in the turret
- Sitting in the turret limits the engineer's field of vision and rotating radius (ie, blind spots like in a car, and he can't see directly behind him), but it shields him from backstabs and provides some cover against small arms fire
- Both targeting sniper and eng take ff dmg if they're too close
- If sniper stops tracking, the projectile will immediately self-destruct
- Each projectile takes a large amount of metal (like 100-200)
- Turret can only hold one projectile at a time
- Very low chance of crit (like 1%)
- Large splash dmg radius
- Upgrading changes the munition from mortar (level 1) to artillery shell (level 2) to long range missile (level 3), providing increasing levels of damage and splash radius, and also requiring slightly increasing amounts of metal per shot
EDIT: An interesting note about the bombardment turret is that it would essentially change the turret from being a primarily defensive tool to being offensive.
Discuss!