Future DLC Abilities

Post » Sat Aug 06, 2011 3:37 pm

Soldier:
- Ammo Depot:
~ Teamates may scavange ammo from this deployable ammo pack.

Engineer:
- Deployable Cover
~ Creates a destructable barrier that can be used as cover.

Operative:
- Camoflauge
~ Operative becomes invisible when disguising as an enemy. (Note the Disguising, not disguised as)

Medic:
- Respawn Wave Counter
~ Small counter on bottom of screen keeps count of the respawn wave time.


I would say these would be fairly balanced, what do you guys think? Have any better ideas? :spotted owl:
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Veronica Martinez
 
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Joined: Tue Jun 20, 2006 9:43 am

Post » Sat Aug 06, 2011 5:56 pm

Operative: Sabotage: Set up a enemy turret to self destruct. (I would say as a proximity explosive for enemies, but a timed one could work too.)
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Brooks Hardison
 
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Joined: Fri Sep 07, 2007 3:14 am

Post » Sat Aug 06, 2011 6:21 am

Security putting handcuffs (act as delay to respawn) on dropped enemies who are not dead yet and waiting for medic.
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Enie van Bied
 
Posts: 3350
Joined: Sun Apr 22, 2007 11:47 pm

Post » Sat Aug 06, 2011 3:36 pm

Soldier:
- Ammo Depot:
~ Teamates may scavange ammo from this deployable ammo pack.

Engineer:
- Deployable Cover
~ Creates a destructable barrier that can be used as cover.

Operative:
- Camoflauge
~ Operative becomes invisible when disguising as an enemy.

Medic:
- Respawn Wave Counter
~ Small counter on bottom of screen keeps count of the respawn wave time.


I would say these would be fairly balanced, what do you guys think? Have any better ideas? :spotted owl:

I think you need to give more detail on the operative's invisibility that you're thinking about. Right now, I'm seeing it as overpowered as the operative can run across the map without being seen at all.

Security putting handcuffs (act as delay to respawn) on dropped enemies who are not dead yet and waiting for medic.

This would not balance the game as Splash Damage wanted. Note: Both sides should have the same abilities and weapons, for balance sakes.
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Daramis McGee
 
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Post » Sat Aug 06, 2011 7:49 am

Steel Toes
- Damage increase for slide kick

Akimbo Pistols
- player can use two pistols as their primary and secondary selection
- player can customize which two pistols (doubling the same gun is also possible)
- each gun will have reduced accuracy and stability while in akimbo
- akimbo offers only a push melee attack
- player can fire each gun individually. Pressing the standard fire button will shoot the left gun, while the button used for targeting (zoom) will now fire the right-handed weapon (there will be no zoom while akimbo)
- while in akimbo mode, reloading will refill both guns. This will be a long reloading process (not exactly sure how this would work best)
- player will get three weapon selections when cycling through their inventory: one for each pistols, and one for akimbo (both)
- player gets extra pistol ammo: starting amount and total limit is increased

Armory Expansion
- player gets access to more than one version of their favorite guns, while ingame.
- player gains a few more weapon slots, and can fill those new slots with duplicate guns. These duplicates can be outfitted any way the player wishes
- this ability is useful to the player who is never satisfied with just one version of their fave gun(s) and doesn't wish to leave the game to reconfigure their arsenal

Comms Pep Recovery
- player can increase their pep recovery rate by interacting with a captured comm station

Specialist Privileges
- players who want a character to be pure in one class, and have unselected special abilities, can now customize their three active abilities while ingame
ex. Soldier can go to a comm station and swap their active abilities from flashbangs/charges/molotovs to nape/molo/flash (if they have all those abilities purchased)
- player who buys this ability cannot get the Iron Man ability

Iron Man
- rewards the player who changes their class often (ingame)
- gives the player 2 extra exp points to spend
- player who buys this ability cannot get the Specialist Privileges ability

Also...

Barrel Extension
- not an ability, but a new gun attachment
- adds range to a weapon and reduces spread, yet costs some equip speed.
- very useful for pistols
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Georgia Fullalove
 
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Joined: Mon Nov 06, 2006 11:48 pm

Post » Sat Aug 06, 2011 9:00 am

~ Small counter on bottom of screen keeps count of the respawn wave time.


I would say these would be fairly balanced, what do you guys think? Have any better ideas? :spotted owl:



No thanks to the spawn counter. Can you say spawn camping tool? We already have issues with spawn camping so lets NOT add a timer that tells the enemey exactly when you will be spawning. No thanks. One of the worst ideas ever.
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Carys
 
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Post » Sat Aug 06, 2011 5:14 pm

Soldier:
- Ammo Depot:
~ Teamates may scavange ammo from this deployable ammo pack.
This seems like a good idea
Engineer:
- Deployable Cover
~ Creates a destructable barrier that can be used as cover.
sounds like borderlands
Operative:
- Camoflauge
~ Operative becomes invisible when disguising as an enemy.
no no no, no invisibility
Medic:
- Respawn Wave Counter
~ Small counter on bottom of screen keeps count of the respawn wave time.
medics would moan due to, getting a non physical skill


My ideas:
Soldier: Mortar:
Soldier gets a birds eye bird view of map and can deploy a mortar into anywhere with a certain radius, if an operative has exposed enemies their positions will also show up on map.

Operative: Trip wires
Operative can set trip wires in door ways, can be used in disguise without breaking disguise. When trip wire is tripped it explodes..

Engineer
Radar jammer:
Engi can deploy a small/discreet radar jammer, which blocks all rader within certain radius, can be destroyed if found, can be hacked if found.

Medic:
Poison ammo:
Normally a healer, medics use a sinister option, which is to lace bullets with a virus, if an enemy is shot but manages to retreat he will loose X damage per second for 10 seconds unless his medic can heal
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Scott Clemmons
 
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Joined: Sun Sep 16, 2007 5:35 pm

Post » Sat Aug 06, 2011 7:20 pm


My ideas:
Soldier: Mortar:
Soldier gets a birds eye bird view of map and can deploy a mortar into anywhere with a certain radius, if an operative has exposed enemies their positions will also show up on map.

Operative: Trip wires
Operative can set trip wires in door ways, can be used in disguise without breaking disguise.

Engineer
Radar jammer:
Engi can deploy a small/discreet radar jammer, which blocks all rader within certain radius, can be destroyed if found, can be hacked if found.

Medic:
Poison ammo:
Normally a healer, medics use a sinister option, which is to lace bullets with a virus, if an enemy is shot but manages to retreat he will loose X damage per second for 10 seconds unless his medic can heal




good ideas.i like the mortar and jammers, though the trip wires are a bit vauge. and i think the poison bullets would work better as something you buffed other peoples guns with temporarily.
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Jessica Thomson
 
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Joined: Fri Jul 21, 2006 5:10 am

Post » Sat Aug 06, 2011 4:56 am

good ideas.i like the mortar and jammers, though the trip wires are a bit vauge. and i think the poison bullets would work better as something you buffed other peoples guns with temporarily.

Ima add an edit here lol:
Trip wire, when "tripped" explode bwoo ha hahahahah a hahahaha

as for the buff idea, i did think of that but all medics do is buff/revive/buff/revive, i figured they'd appreciate something evil just for them. But either way would work
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Isaac Saetern
 
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Post » Sat Aug 06, 2011 4:08 pm

My ideas:
Soldier: Mortar:
Soldier gets a birds eye bird view of map and can deploy a mortar into anywhere with a certain radius, if an operative has exposed enemies their positions will also show up on map.

Operative: Trip wires
Operative can set trip wires in door ways, can be used in disguise without breaking disguise. When trip wire is tripped it explodes..

Engineer
Radar jammer:
Engi can deploy a small/discreet radar jammer, which blocks all rader within certain radius, can be destroyed if found, can be hacked if found.

Medic:
Poison ammo:
Normally a healer, medics use a sinister option, which is to lace bullets with a virus, if an enemy is shot but manages to retreat he will loose X damage per second for 10 seconds unless his medic can heal


Very good ideas, especially the Poison ammo.
Medic is my favourite class, and this would work perfect, and medics would play a bigger role in small battles.
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lucy chadwick
 
Posts: 3412
Joined: Mon Jul 10, 2006 2:43 am

Post » Sat Aug 06, 2011 6:24 am

Soldier:
- Ammo Depot:
~ Teamates may scavange ammo from this deployable ammo pack.

Engineer:
- Deployable Cover
~ Creates a destructable barrier that can be used as cover.

Operative:
- Camoflauge
~ Operative becomes invisible when disguising as an enemy.

Medic:
- Respawn Wave Counter
~ Small counter on bottom of screen keeps count of the respawn wave time.


I would say these would be fairly balanced, what do you guys think? Have any better ideas? :spotted owl:

some good ideas but invisibility no way in crysis2 its a pain and im think its cheating if you had that ability on you could complete all the missions and not be seen but again some good ideas
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James Rhead
 
Posts: 3474
Joined: Sat Jul 14, 2007 7:32 am

Post » Sat Aug 06, 2011 4:41 am

Steal toes
- Damage increase for slide kick

Akimbo Pistols
- player can use two pistols as their primary and secondary selection
- player can customize which two pistols (doubling the same gun is also possible)
- each gun will have reduced accuracy and stability while in akimbo
- akimbo offers only a push melee attack
- player can fire each gun individually. Pressing the standard fire button will shoot the left gun, while the button used for targeting (zoom) will now fire the right-handed weapon
- while in akimbo mode, reloading will refill both guns. This will be a long reloading process (not exactly sure how this would work best)
- player will get three weapon selections when cycling through their inventory: one for each pistols, and one for akimbo (both)
- player gets extra pistol ammo: starting amount and total limit is increased

Armory Expansion
- player can have access to more than one version of their favorite guns, ingame.
- player gains a few more weapon slots, and can fill those new slots with duplicate guns. These duplicates can be outfitted any way the player wishes
- this ability is useful to the player who is never satisfied with just one version of their fave gun

Comms Pep Recovery
- player can increase their pep recovery rate by interacting with a captured comm station

Specialist Privileges
- players who want their character to be pure in only one class can now change their three active abilities while ingame
ex. Soldier can go to a comm and switch from flashbangs/charges/molotovs to nape/molo/flash (if they have all those abilities purchased)
- player who buys this ability cannot get the Iron Man ability

Iron Man
- rewards the player who changes their class often (ingame)
- Gives the player 2 extra exp points to spend
- player who buys this ability cannot get the Specialist Privileges ability


Also...

Barrel Extension
- not an ability, but a new gun attachment
- adds range to a weapon and reduces spread. Reduces equip speed.
- very useful for pistols

I think the dual weopon idea and the specialist privileges sounds very promising i like the idea that you could switch around your abilities ingame that would be cool and if they did dual weopons i think the only fair way would be light body weight pistols only and barrel extension sounds like a awesome idea. In my opioion i dont like the sound of the other abilities but good input
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Louise Andrew
 
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Joined: Mon Nov 27, 2006 8:01 am

Post » Sat Aug 06, 2011 12:13 pm

Ima add an edit here lol:
Trip wire, when "tripped" explode bwoo ha hahahahah a hahahaha

as for the buff idea, i did think of that but all medics do is buff/revive/buff/revive, i figured they'd appreciate something evil just for them. But either way would work

i like the soumd of the mortar rounds but i think something like that where you can place where the mortar lands you would have to have a killstreak to be able to do things that big and a tripwire that explodes sounds cool, there has to be something like this in this game there are so many doors and allies it would make perfect sense or something like a claymore thats motion sensered that if you keep going you get creamed but if you stop and know your in the sensor and not to far where it explodes a engineer can disarm it but you only have like 15 seconds or something like that just to be fair
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Céline Rémy
 
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Joined: Sat Apr 07, 2007 12:45 am

Post » Sat Aug 06, 2011 3:39 pm

General: Pretty Princess: Makes blood into rainbows and pink hearts flutter about the stage. :3
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abi
 
Posts: 3405
Joined: Sat Nov 11, 2006 7:17 am

Post » Sat Aug 06, 2011 2:55 pm

General: Pretty Princess: Makes blood into rainbows and pink hearts flutter about the stage. :3

I'd play that. No kidding. :mohawk:
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Andrew Lang
 
Posts: 3489
Joined: Thu Oct 11, 2007 8:50 pm

Post » Sat Aug 06, 2011 10:50 am

I know that some people wishes to get akimbo pistols, but this is gonna be to much CoD and Hollywood, because who is useing akimbo in the reality? No one, because it is useless.
But if they make dual wield, so I would look the char. like Tomb Raider ;)
Dual wield Belgo MP would be sooooo nice to use.

I only want a bayonet on pistols, so you can carry it double handed (way more sability!), some attachments on the loster (yes that gay grenadelauncher) and some diffrent slugs for the shotguns!

greets
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Ebou Suso
 
Posts: 3604
Joined: Thu May 03, 2007 5:28 am

Post » Sat Aug 06, 2011 5:19 pm

Medic-

Poisin Stab- instead of a rifle butt you inject poisin into the enemy.
Poisin Bullets- Drains away enemy life for a few seconds. The more bullets the faster the drain (Rokstedi?)
Poisins Gas- Cuts of an area and drains enemy life the longer they are in it.

Soldier-

Kevlar Helmet- Stops headshot and everytime a bullet hits it, the soldier gets XP
Dog- Sends out a dog that does little damage but is mainly used for scouting out enemies.

Engineer-

Roland- Puts a small shield around a turrent or gives the turrent resistance aagainst grenades (one grenade takes out like 3 turrents <_< )
Sleeping Gas- Causes enemies to slow down and makes screen go fuzzy. Can still shoot but really hard

Operative-

Hack box Bomb- Plants a bomb on the hackbox that when an engineer goes to defuse it, it explodes and downs the engineer.
Robot Arm- Causes increased stability when firing a gun to almost no recoil

General-

Speed throw- increases speed in which you give buffs and revive syringes (honestly have you guys played online and tried to give a revive syring to someone? go play solo and see what your missing)
Spring Board- Deploys a springboard in which it causes you and players to jump farther. 20XP for every person that jumps besides yourself
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Julie Serebrekoff
 
Posts: 3359
Joined: Sun Dec 24, 2006 4:41 am

Post » Sat Aug 06, 2011 7:03 am

Steal toes
- Damage increase for slide kick

Akimbo Pistols
- player can use two pistols as their primary and secondary selection
- player can customize which two pistols (doubling the same gun is also possible)
- each gun will have reduced accuracy and stability while in akimbo
- akimbo offers only a push melee attack
- player can fire each gun individually. Pressing the standard fire button will shoot the left gun, while the button used for targeting (zoom) will now fire the right-handed weapon
- while in akimbo mode, reloading will refill both guns. This will be a long reloading process (not exactly sure how this would work best)
- player will get three weapon selections when cycling through their inventory: one for each pistols, and one for akimbo (both)
- player gets extra pistol ammo: starting amount and total limit is increased
Dual weilding pistols would be nice, but also i believe their should be a loss of damage on each on, pistols in this game are already a lil ott, ppl can snipe with em......

Armory Expansion
- player can have access to more than one version of their favorite guns, ingame.
- player gains a few more weapon slots, and can fill those new slots with duplicate guns. These duplicates can be outfitted any way the player wishes
- this ability is useful to the player who is never satisfied with just one version of their fave gun
this would be superb, same gun different attachments would be noice

Comms Pep Recovery
- player can increase their pep recovery rate by interacting with a captured comm station
Once again great idea, this must be slow tho, can't be 10 seconds and full again

Specialist Privileges
- players who want their character to be pure in only one class can now change their three active abilities while ingame
ex. Soldier can go to a comm and switch from flashbangs/charges/molotovs to nape/molo/flash (if they have all those abilities purchased)
- player who buys this ability cannot get the Iron Man ability
Yup, good idea here, especially considering the changes in circumstances when attacking/defending different objectives

Iron Man
- rewards the player who changes their class often (ingame)
- Gives the player 2 extra exp points to spend
- player who buys this ability cannot get the Specialist Privileges ability
This should read - rewards the player who changes their class to match current side/main objectives often, which there already is a bonus for, rewarding for just changing class's in my opinion is no good


Also...

Barrel Extension
- not an ability, but a new gun attachment
- adds range to a weapon and reduces spread. Reduces equip speed.
- very useful for pistols
Yes extended barrel would be cool, i have one on my paintball gun woop woop



Medic-

Poisin Stab- instead of a rifle butt you inject poisin into the enemy. i likes
Poisin Bullets- Drains away enemy life for a few seconds. The more bullets the faster the drain (Rokstedi?) yup, poison bullets would be immense
Poisins Gas- Cuts of an area and drains enemy life the longer they are in it. hitler much, would be cool also, croud control+area control is name of the game

Soldier-

Kevlar Helmet- Stops headshot and everytime a bullet hits it, the soldier gets XP would be cool, maybe a buff for allies also
Dog- Sends out a dog that does little damage but is mainly used for scouting out enemies. sounds like UAV meets command and conquer

Engineer-

Roland- Puts a small shield around a turrent or gives the turrent resistance aagainst grenades (one grenade takes out like 3 turrents <_< ) borderlands, but would be nice
Sleeping Gas- Causes enemies to slow down and makes screen go fuzzy. Can still shoot but really hard yes but cooldown would have to be long, or it could ruin the gameplay pretty quick

Operative-

Hack box Bomb- Plants a bomb on the hackbox that when an engineer goes to defuse it, it explodes and downs the engineer. WIN
Robot Arm- Causes increased stability when firing a gun to almost no recoil ima say no to this, don't like it, sounds like it would become very op, heavy gun no recoil...

General-

Speed throw- increases speed in which you give buffs and revive syringes (honestly have you guys played online and tried to give a revive syring to someone? go play solo and see what your missing) yup 100% agree, would love to see this
Spring Board- Deploys a springboard in which it causes you and players to jump farther. 20XP for every person that jumps besides yourself lolol


very good ideas overall, shame, we'll probably never get to see them in action.
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mimi_lys
 
Posts: 3514
Joined: Mon Apr 09, 2007 11:17 am

Post » Sat Aug 06, 2011 5:49 pm

Steal toes
- Damage increase for slide kick


Ummmm... steel is spelled with two e's, it sounded like you wanted an ability to steal the enemies toes...

Anyway, I think we should have ability like this...


Soldier:
-Sunglasses (Lowers time blinded by flashbangs, I'd rather they not completely block out flashbangs)
-Command post upgrade (Increases team ammo counter as if a soldier has given the teammate an ammo boost, only one extra clip above the maximum)

Engineer:
-Sandbags (waist high barricade, so that heavies can climb over it but it can still be used as defense when the players using it are crouched behind it)

Medic:
-No pain, no gain (For a short time the medic can buff himself to heal teammates by... wait for it, shooting them. The medic sacrifices ammo for teammates health, and yes I got the idea from Borderlands)

Operative:
-Sacrificial turret (After hacking a turret the Operative can return it to the original engineer's control, as a downed turret, so that when a engineer goes to repair it explodes damaging the engineer and nearby players)

Universal:
-Pulled the pin (When downed, not incapped, but downed via melee or explosion, you may throw grenades)
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Chris Jones
 
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Joined: Wed May 09, 2007 3:11 am

Post » Sat Aug 06, 2011 2:34 pm

Yes, Mr Hairsplitter. That was a typo. I meant to write 'Steel Toes'. Hey... it was early morning.

Anyway, I too am doubtful that we will see any more DLC for Brink. Guess it depends on how well the sales go for the game (and Agents of Change). I know I'd be willing to fork over some cash to upgrade the game, in 7/8 months.

Let's all keep playing Brink and encouraging our friends to play it too (so long as they aren't crappy players - don't need any more of those)
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Natasha Callaghan
 
Posts: 3523
Joined: Sat Dec 09, 2006 7:44 pm

Post » Sat Aug 06, 2011 3:42 pm

I do like the Steel Toes idea, but it seems like just another ability that you "have to have" Like some of the other universal abilities. However, I do have to disagree with this because of the plain fact that I don't want to be slid into by my own teamate and take massive damage for his mistake :spotted owl:
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Lilit Ager
 
Posts: 3444
Joined: Thu Nov 23, 2006 9:06 pm

Post » Sat Aug 06, 2011 5:54 pm

My ideas:

Operative:
Some kind of melee which can be used while being disguised.
or
A ability to turn invisible, while standing still.

Medic:
I love the idea with the poisoned ammo <3
maybe some kind of shield, that absorbs some damage

Soldier:
Ammo-depot would be perfect

Engineer:
Some kind of camera that can be placed on walls & on the floor, and the engineer can let it explode ( maybe more than 1 camera, with ability to switch the cameras)
oil grenade - some kind of grenade that covers the floor with some kind of an oily substance, where people cant control their movement while stopping, or changing their direction
(would be nice paired with some physics, like when placed on a ramp or stairs, people are slithering down..


Ps: Sry for my bad english, I'm working on it
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lolly13
 
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Joined: Tue Jul 25, 2006 11:36 am

Post » Sat Aug 06, 2011 5:42 am

Steel Toes could just as well be set so that it doesn't apply to FF.
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trisha punch
 
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Joined: Thu Jul 13, 2006 5:38 am

Post » Sat Aug 06, 2011 3:53 am

So could Sliding in general, but no matter how many times we complain it's not gonna happen.
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BethanyRhain
 
Posts: 3434
Joined: Wed Oct 11, 2006 9:50 am

Post » Sat Aug 06, 2011 6:53 am

So could Sliding in general, but no matter how many times we complain it's not gonna happen.

Tell me about it. I was just playing a game where a teammate kept tripping me as I was leaving spawn. Mothereffer made me lose all my bonus life. After the third time, I decided I'd had enough. So, I got up and killed him. This seemed to do the trick because the sob stopped. Lesson to be learned: negative reinforcement DOES work. Just like a naughty puppy, you must rub a griefing noob's nose in their mess. Make 'em taste it. Only then will the idiot realize that there is limit to how much bs people will tolerate.

Ya know, I blame parents for creating these annoying latchkey kids who spoil the online gaming environment. No... I blame society for it's sissy stance on parental beatings, because a good smack is what these little bastards need. Empathy can also be taught with a flying fist to the face.

"Timmy, are you griefing other people in your game again, sweetheart?"
"ST**, mom. I'm pwnin"
(Timmy's mom rolls up a newspaper, tight) THWACK!!.....THWACK!!.... THWACK THWACK THWACK THWACK THWACK THWACK THWACK THWACK THWUG THWAG SQUISH. "NOW GO TO YER ROOM, YOU LITTLE CREEP!"

Ahh... I feel better.
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Krista Belle Davis
 
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