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Dragon_Hunters Suggestion Compilation!


Dragon_Hunter22
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Introduction:

Currently in college, taking computer classes and development classes.  Current time sinks are classes and this game (its a lot of fun :D ).

So, I have been chewing on these ideas for about a week now, mulling them over and removing a few that I deem not suitable for this game, and revising some that were silly/unnecessary.  I hope you enjoy these suggestions, and add comments that you feel should change/happen, regarding these ideas.  I would of posted this sooner, but had to grind rubedo and alloy plates.

 

Ideas List:

Brief overview of ideas listed below:

-New Boss

   -takes advantage of the open skybox

   -its a flying aerial vehicle

   -mix of a Russian Hind and Grineer technology

-More Weekend events

   -can have a weekend events to introduce new additions to the game

   -failing events can cause negative effects

-More Primary Weapons

   -Grenade launchers, seeker darts, etc

-Weapons and Battleranks

 

 

 

The Suggestions:

 

Grineer Gunship Boss

-Origin of idea:

  -Once i saw the open air environments and the mini hanger bays in the ships, I had the idea for a Grineer boss on a Grineer planet environment.

 

-Concept:

-looks:

  -Fusion of Grineer technology and the Russian Mi-24 Hind Gunship.

   -link: http://en.wikipedia.org/wiki/Mil_Mi-24

  -It would be a dual seater attack gunship, with a front mounted heavy machine gun/rotary cannon, and multiple missile pods mounted on wing hard points.

  -It needs to look menacing and impose an image that it will mess your day up.

  -The bubble glass on the front should be a feature, paying homage to the original inspiration of this, the 'alligator' (hind).

  -Stub wings with hard points for missile pods.

  -It can use propellers or vertically mounted rockets/jet engines as propulsion. The propeller and the low pitch noise it makes might be more menacing, though.

 

-Attack Style:

 -Aggressive, with two types of attack patterns for engaging its foes (you).

 -Visual aid: http://i1291.photobucket.com/albums/b553/Dragon_Hunter22/GunshipAttackRunsforWF_zps6a49a05e.png?t=1369112062

  -Attack Run

   -The signature attack of this gunship.  It involves the gunship flying fast and low (50 meters above the ground) from one way across the field in a strait line, firing dozens of high yield concussive rockets that have a decent AoE from the pods in its wings, making two columns of fire, and in the middle is the fire from its rotary cannon, firing HE rounds that explode on impact.

   -The attack is in a straight vector, so if your careful and fast, you can roll out of harms way before you get hit, and shoot him as he passes by.

   -He will attempt to hit as many players as he can, even if some are in cover from the rockets.

   - The bullets and rockets have little to no travel time (helps performance), as they shriek from the gunship into the ground in less than half a second. Dodging involves you paying attention to his approach, and being ready to roll outta the way.

   -The explosions stitch from one end of the arena to the other end, and while its a waste of rockets to fire all the time, its impressive and its a video game. He doesn't run outta rockets. Image representing what a player standing to the side would see: http://fc02.deviantart.net/fs15/f/2007/085/a/b/strafing_run_by_eschersmuse.jpg The explosions woundn't be this big, though: https://lh4.googleusercontent.com/-5KYkPFwoIlk/TWoEih_T9aI/AAAAAAAAABY/c-mN_pJ4r2c/s1600/close_wall_001.jpg

   -The rockets deal 500 on a direct hit, 300 on a close hit, and 100 on a glancing hit.  They also send players flying, as if they were hit by a shock-wave MOA.  This mechanic also knocks them out of the way of additional rockets, to prevent multiple hits.

  

  -Strafing Run

   -His secondary attack, where he uses the rotary cannon to etch the land side with smaller explosions that stagger the player. They don't fling the player like the rockets do.

   -The gunship strafes and jinks side to side, while lining up attacks on players. The gunship is only about 30 meters off the ground while doing this, and moves considerably slower that while doing attack runs, making it more vulnerable to weapons the Tenno have.

   -After targeting each individual player once, it returns to the attack run mode.

   -This is triggered either randomly, when a player goes down, or when his rocket pods are damaged.

 

-Weapons:

-A chin mounted rotary cannon with a fast fire rate, deals high damage, has an AoE, and always staggers the player.

 -Always fired in a sweeping pattern, and never concentrated at a player.

 -Sounds loud, like the gau-8 avenger from the Thunderbolt II.

 -Uses this throughout the battle.

 

-Wing mounted multiple rocket pods.

 -Used during the attack runs.

  -Unleashes dozens of high yield rockets to saturate the target area.

  -Being hit with one flings you like the shock-wave MOA.

   -This actually helps the player, prevents multiple follow up strikes that would surly kill a player.

  -Each does massive damage, taking one to the face would probably deal close to 500 damage, having one strike around your feet would do around 300 damage, and being just inside of the explosion would deal 100 damage.

  -Due to the close proximity of the rocket strikes, it is possible to be caught in the explosion of two rockets, but the flinging mechanic should launch you before you are hit with a third or forth.

 

-Napalm

 -Once below 75% health, the gunship has a chance of dropping a napalm bomb instead of firing rockets during an attack run.

 -He will always use this if all his targets are in cover, as fire doesn't care if your in cover or not.

 -He will give a audio clue when lining up his attack run if he will use napalm

 -Just before he enters the battlefield, and just after the taunt, the bomb will drop, hit the ground, and tumble down the length of the field, covering everything it passes nearby in napalm.

 -Does steady fire damage for a few seconds, then dissipates before he starts his next attack run.

 

-Gas

 -Once below 25% health, the gunship will drop gas instead of rockets that deals poison damage.

 -Functions just like napalm, but instead of fire, it deals poison damage.

 

-Mechanics

-Has a strong shield

 -In the back of the gunship is some sensitive heat sinks, destroying those disables the shields ability to recharge.  A modded Sniprotron should be able to destroy the heat sinks in about two good shots.

 -Once the shields can't regen, then you should be able to easily deal damage to this craft

 

-Has moduals, much like the Jackle has individual legs that you can target.

 -Rocket pods can be destroyed

 -Heat sink can be destroyed (only modual not protected by the shield)

 -Engines can be damaged

  -slows the acceleration and top speed of the gunship.

 

-Each time the craft loses 25% health, it falls back, and a transport ship carrying 40 grunts deploys.

 -the 40 grunts consists of:

  -2 Heavy gunners

  -2 Bombards

  -2 Napalm

  -2 Flameblades

  -2 Commanders

  -4 Seekers

  -4 Ballistas

  -4 Powerfists

  -6 Troopers

  -6 Lancers

  -6 Sawmen

 -When unloading, they are all clumped up, so a suit could rush them and use a ultimate, killing most of them.

 -Plenty of supplies will drop, allowing players to refill energy, health and ammo before the Gunship returns.

 -When the gunship returns, all the moduals are fixed and the shields are back up, but the health remains the same.

 

 

More to be added tomorrow!

 

 

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