Aller au contenu

Photo

My Ideas for New Multiplayer Features [Powers, characters, maps, guns etc]


  • Veuillez vous connecter pour répondre
1 réponse à ce sujet

#1
Jericho Rhykaard

Jericho Rhykaard
  • Members
  • 18 messages
First of all, forgive me if this is in the wrong thread, I just thought this one was most suitable. I am also aware of the terrible grammar, something went wrong when I copied and pasted...

Mass Effect 3 Multiplayer: Field Medic class

Below are
the details of a brand new class never before seen in Mass Effect that I
believe could bring a whole new element into the online team play. This would
not work on the single player campaign for obvious reasons however for working
as a team; I believe a new medic class could breathe more teamwork and tactics into
the experience.

The newclass will also allow players to use biotics and technology in new ways as well
as introduce a new Omni-tool.

 

The newField Medic class will do less damage with weapons and they will have little if
any offensive powers. They would also benefit greatly from having a lighter
arsenal and be much more effective if focusing on power recharge. Due to the
medic having the lowest durability, they have the potential to have the very
best of defensive powers.

To preventplayers from exploiting the defensive prowess of the Field Medic class, the
only power that will have any effect on fellow Field Medic’s is the Medi-gel
Application [see below].

New Soldiers

Human Male Medic

Human Female Medic

Salarian Medic

Asari Medic

Salarian STF Medic

Quarian Doctor

 
Common Power: Medi-gel Application

Like thegrenades, the Medi-gel application power relies on a source of ammunition
rather than power recharge; the amount of which is similar to that of grenades
and is based on how the player chooses to level up the skill tree. The
difference between this and the Medi-gel Supply on the directional pad is that
it can only be used to revive other players on your team. If for example a
squad mate has fallen on the other side of the battle field, the Medic would
not need to move to their side but instead just execute the power from where
they are, resulting in the revival of their companion.

The rangeof this power, its effectiveness and quantity are affected by the leveling of
the skill tree. This power would feature in all members of the class.

 

Human Male/Female[/b]

-Shields 400/400

-Combat Roll

-Surgical Omni-blade (Takes small amount of health from enemy and absorbs it)

-Revival Bonus (Revivals include a 500 point bonus to player)

 

Medical Drone: Deploy a drone that carries with it a ward of healing,
allowing comrades nearby to benefit from a small but continuous boost to health.
Though it has no offensive traits, the Medical Drone’s effectiveness, range and
durability can be increased with level.

Last Breath: Revive a comrade who has seemingly bled to death. This power
has a very long recharge time and has no offensive attributes. This ability
revives a companion who has in effect bled to death and would otherwise wait
until the wave was complete to rejoin.

 

Salarian Medic

-Shield 500/500

-Combat Leap

-Surgical Omni-blade

-Revival Bonus

 

Poison Dart: Shoot an enemy with a poisonous dart. The dart cannot pierce armour or shields but is
very effective against barriers and health. Should the enemy die whilst still
under the influence of the dart, it explodes like a walking bomb, thus
affecting those around it. The poison dart does continuous damage over time and
also impairs the accuracy and movement speed of the target. The initial impact
does no damage however a well timed dart could be very useful in crowd control
or lowering the risk of a stubborn enemy.

]Amphibious Healing:[/u] Gain continuous healing for a brief time. The amphibious
race of Salarians will be granted a significant boost to the healing of their health
and shields. This does not last long and has a slower recharge time but can be
invaluable when overwhelmed or escaping a troop of enemies.

 

Asari Medic[/b]

-Shields 400/400

-Biotic Dash

-Surgical Omni-blade

-Revival Bonus

 

Revival Jump: Charge to a fallen comrade inside a biotic barrier. A last
resort move, though a tide shifting one, the Revival Jump allows you to jump to
the side of a fallen comrade and revive them. Unlike the Biotic Charge, this
allows you to go around cover or small obstacles and upon arrival, has a small
nova like energy wave. The revival is initialized without needing to order your
player to do so.

Biotic Nerves: Much like the Geth’s hunter vision, biotic nerves is a
sustained ability allowing the player to view the battlefield from a medic’s
point of view. One HUD will be displayed companions health, wherever they may
be in the map and so the player can change position if they feel a comrade is
in dire need of medical attention. This can also be used to increase one’s own
durability, as the Biotic Nerves power increases shield strength and health.

 

Salarian STF Medic[/b]

-Shields 700/700

-Combat Leap

-Surgical Omni-blade

-Revival Bonus

-Self Preservation (Player can hold out 25% longer before bleeding out after falling)

 

Shield Ward: Create an electrical field of energy that increases squad
mates shield strength. Very similar to the Biotic Sphere, however instead of
biotics it uses tech and instead as also giving a bonus to attack damage, it
grants a massive boost to shields and barriers. As it is an electric field, it
will also have a disruptor like effect on all comrades’ guns within its walls
if they do not already have it applied.

Tactical Cloak: [already featured]

 

Quarian Doctor[/b]

-Shields 600/600

-Combat Leap

-Surgical Omni-blade

-Revival Bonus

-Medical Expertise (Companions can hold out an extra 25% longer before bleeding out)

 

Antibiotic Boost: Greatly increase the squad’s resistance to pain. The
Antibiotic Boost instills the whole team with an increase to damage. The effect
is less effective than fortification, however lasts considerably longer. The
recharge time is slow however the effect can turn the tide of any fight. It
does not affect any characters offensive capabilities.

Ward of Repulsion: Create a sphere of impenetrable electrical energy. The Ward
of Repulsion is a defensive power that creates a field of electrical energy
invisible to enemies. Should an enemy come into contact with the field they
will receive a severe shock of damage. It is twice as effective against
synthetics and lasts for up to three victims, perhaps more with leveling. It is
not a sustained power and so will perish after time even if it has gone under-used.

 

New Guns[/b]

 [/b]

Terminus Hunter [Sniper][/b]

Weight:
2/10

Capacity:
5/10

Fire Rate:
2/10

Damage:
10/10

Accuracy: 6/10

 

The Hunter is a bow and arrow style weapon with massive one-shot damage but low accuracy,
fire rate and a slow reload time. It is however very light and a well placed
shot causes severe damage to health, armor and barriers. It is a high risk high
reward gun as a bad placed shot could result in dire consequences.

The bow itself is a specialist weapon for high ranking Alliance Officers who were
skilled in that area of combat. They are very rare as only those with the necessary
‘pull’ to have one made, have one. The bow is made from a light metal found on
Therum called Luxinian [from the Latin ‘lux’; meaning light], characterized by
its sturdy yet very light atomic structure.

 

M-391 Guardian [Shotgun][/b]

Weight:
4/10

Capacity:
8/10

Fire rate:
7/10

Damage:
1/10

Accuracy: 2/10

 

The Guardian is a unique shotgun issued exclusively to Salarian STG Field Medics.
It is among the lightest of shotguns with a massive capacity and rapid fire
rate as well as large magazine. It is however highly inaccurate and does very
little damage.

The point of the Guardian was not to damage but to protect, thus the name. Instead of
causing considerable damage, the Guardian emits a pulse of energy that stuns
and pushes enemies back. Those caught within the epicenter of the blast are
knocked down but those merely within its range are pushed back and stunned by
the force.

 

M-62 Scalpel [Heavy Pistol][/b]

Weight:
5/10

Capacity: 6/10

Fire Rate:
4/10

Damage:
5/10

Accuracy:
5/10

 

The Scalpel is a sidearm issued to Systems Alliance medical teams. It is a gun with a very
average stat panel, however holds a secret. It is in theory a miniaturizes
Graal Spike Thrower. Like the Guardian, its primary objective is to slow rather
than kill. It sends out a high power chargeable ‘spike’ that knocks a target
back, however still inflicts damage. Though highly ineffective against larger
foes, the Scalpel is a reliable gun to use by field medics when taking on
troopers or foot soldiers.

 

New Enemies: Hunters[/b]

Each enemy that currently exists in the game cause players to adapt to it as each one
differs. The Hunters would expand a players adaptation as it brings a new style
of battle. Almost every rank in the Hunters will attempt to break the player’s
cover [excluding the Vorcha and low rank Krogan]. This will result in players
creating new ways to fight their enemy. As cover breaking is a very difficult tactic
to break, it will hopefully also bring another cause to introduce a medic
class.

 [/b]

-Varren
[Health only, cover breakers]

-Vorcha
[Health and Armor, Assault Rifle and Grenades]

-Krogan [Strong
Health and Armour, Shotgun and Heavy Melee]

-Klixen [Strong
Armor Only, Flame Thrower and Cover Breaker]

-Krogan
Battle-master [Strong Health and Strong Barrier, Shotgun and Grenades]

-Thresher Larva
[Strong Armour and Strong Health, Homing Poison Spew]

 

Modifié par Jericho Rhykaard, 01 juin 2012 - 10:07 .


#2
Theta Thetis

Theta Thetis
  • Members
  • 160 messages
I like the Medic class, it actually seems viable in game.