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Terminus Pack DLC idea


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Soja57

Soja57
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This is my idea for a DLC pack for Multiplayer. The Terminus Pack adds 6 new characters along with new powers, 5 new weapons to your arsenal, 4 new locations to fight in, and a new game mode: Firebase Operations.

Any feedback would be appreciated.

UPDATES:

Weapons
-Added Turian Daedalos Shotgun
-Reduced Oracle Sniper Rifle rarity from Ultra-Rare to Rare
-Increased Bloodpack Punisher SMG rarity from Rare to Ultra-Rare
-Added Batarian Mauler Heavy Pistol
-Added description to Mauler Heavy Pistol, fixed lore description for the Oracle Sniper Rifle

Locations
-Added Firebase Vulcan
-Changed Illium Firebase name from Azure to Celeste

classes
-Updated introduction to mention base cooldown equals 0% weight capacity/encumbrance
-Added Blue Suns Infiltrator appearance
-Added Blood Pack Adept, Eclipse Engineer, and Blue Suns Sentinel appearance
-Added Blood Pack Soldier and Eclipse Vanguard appearance

Misc.
-Added a banner for both the introduction and in my signature
-Added a new game mode: Firebase Operations

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Locations

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Click for details
Caleston is a rocky and volcanic moon inhabited by over a billion colonists. Eldfell-Ashland mining facilities are a common sight, due to the rich eezo in the mantle sulfur layer deposited by an ancient asteroid impact. I imagine the Firebase to be similar to Vulcan Station from Overlord DLC of Mass Effect 2.

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All images of locations belong to Bioware.

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Weapons

Asari Oracle Sniper Rifle
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Credits:
Concept - Soja57
Illiustration - Soja57
Description - Soja57

Type: Sniper Rifle
Fire Mode: Semi-automatic/delayed fire
Weight: Incisor (1.5 - 0.9)
Capacity: 4 (16 - 26 max spare ammo)
Fire Rate: 60 (Black Widow)
Damage: Saber
Rarity: Rare

Lore Description:
Due to the recent advancements of kinetic barrier technology and bio-amps, sniper rifles have been decreasing in utility against shielded opponents. Rather than throw away outdated bio-amps, the Asari re-purposed them into powerful mass effect engines within their prototype Oracle Sniper Rifle. This sniper rifle, upon pulling the trigger, creates a corridor of massless space between the target and the weapon, guided by a violent, forward thrusting mass effect field that damages enemies. During this time is when a bullet is incased within the field, but not propelled, so as to allow the biotic strike to disrupt shields. After a short delay, the bullet is propelled to the target location. If an enemy moves after the biotic strike, the mass effect corridor can be guided by the Oracle's barrel/line of sight before the bullet projects.

Gameplay Summary:
The Oracle's unique firing feature allows it to circumvent shield gating. Fire a "signal beam" that deals 40% of total weapon damage, then after 0.5 (?) seconds, fires a shot that deals the other 60% damage. After the signal beam is fired, you have two options. Manually aim the second shot, allowing you to choose where the second shot goes. Or simply unscope to allow the second shot to travel where you last scoped in. All of this uses only one bullet. Granted that one has enough damage to do so (most likely through headshots on higher difficulties), this weapon can one shot certain/weakened shielded enemies. Armor reduction affects both projectiles, reducing the Oracle's effectiveness against armor.

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Turian Daedalos Shotgun

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Credits:
Concept - Soja57
Illiustration - Soja57
Description - NydusTemplar, Soja57

Type: Shotgun
Fire Mode: Charged Semi-Automatic
Weight: Graal (2.0 - 1.4)
Capacity: 3 (9 - 18 max spare ammo)
Fire Rate: 60 (Katana)
Damage: Charged Graal (960 - 1200)
Accuracy: Uncharged - Raider; Charged - Graal
Rarity: Ultra-Rare

Lore Description:
The Daedalos Assault Shotgun was designed by Armax Arsenal at the request of the turian Heirarchy. It was created to give military forces a powerful and verstile close combat weapon which could engage targets both near and far. Named in honor of the turian spirit of balance, this shotgun has a unique rifling design capable of expanding or narrowing the weapon's barrel without the use of a smart choke, giving the Daedalos incredible accuracy on demand. In order to avoid damaging the barrel mechanism under prolonged use, the weapon is kept in a relaxed state unless required to hit a target at long range. It also gives when the weapon is discharged, returning the barrel to its relaxed state between shots. Its most common use, before the Reaper Invasion began, was in turian hastatim squads, as it excelled in urban environments.

Gameplay Summary:
Notes: The Daedalos is balanced in the same weight category as the Graal Spike Thrower and Geth Plasma Shotgun, with a charge mechanic which does not impact weapon damage, but rather weapon accuracy.  In its default state, the accuracy is roughly equivalent to the AT-12 Raider shotgun, but when allowed to fully charge, its accuracy is comparable to the Graal Spike Thrower.  This means that, though one can fire two shots in quick succession, the second shot will have a far inferior accuracy to the first. Do keep in mind that ammo is more limited to offset its powerful damage output.

Vanguards and Infiltrators will find this weapon of great use as both classes can effectively negate the downside of weapon accuracy in their own way.  Infiltrators can charge the weapon and then activate Tactical Cloak, allowing for headshots at range or in close, then an immediate follow up power or shot in close range for additional damage.  Vanguards can charge the weapon before using Biotic Charge and unleash two shots in the moments after impacting for maximum damage bonus. Vanguards can also benefit from the charged accuracy to when forced to hold their ground, or in situations where charging would be detrimental to survival.

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Batarian Mauler Heavy Pistol

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Credits:
Concept - Soja57
Illiustration - Soja57
Description - Soja57

Type: Heavy Pistol
Fire Mode: Semi-Automatic
Weight: Paladin (1.25 - 0.7)
Capacity: 7 (56 - 66 max spare ammo)
Fire Rate: 450 (Mattock)
Damage: Phalanx (114.8 - 143.5)
Accuracy: Paladin
Rarity: Rare

Lore Description:
A tried-and-true weapon of the Batarian Hegemony, the Mauler Heavy Pistol is a sidearm worthy of its title. The Alliance's Phalanx Project is based heavily on the Mauler, as Alliance forces on Elysium faced considerable firepower during the Skyllian Blitz. Given a decade to improve on their already impressive sidearm, the Batarians hoped to launch an offensive against the humans for the events of Torfan, but the Reaper invasion has drastically changed their state of mind. Facing extinction, the Batarian Hegemony authorized the schematics to be released on the extranet, allowing anyone to manufacture it. The Blue Suns have exploited this opportunity to arm nearly every one of their members with this sidearm, giving the impression that they are the original manufacturers.

Gameplay Summary: The Mauler Heavy Pistol has the highest DPS of any heavy pistol, but this requires control of its immense recoil and a fast trigger-finger. Its clip size is also very limiting, as its high rate of fire allows you to use up its entire clip quickly, forcing you to reload very often. You can mitigate these various drawbakcs by using appropriate weapon mods, playing as a Turian character specced for stability bonuses, pace your shots, or simply move closer to your targets.

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Bloodpack Punisher SMG
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Rarity: Ultra-Rare

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Adas Anti-Synthetic Rifle
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Rarity: Rare?

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The Bloodpack Punisher SMG and Adas Anti-Synthetic Rifle and their respective illustrations belong to Bioware.

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classes

Since you can recruit the Omega merc bands (Blue Suns, Eclipse, and Blood Pack) to fight for you against the Reapers, I figured that they could help us fight at various theaters around the galaxy along with the N7 Special Ops. Each class has been carefully constructed, ranging from new powers and playstyles, to clearly defining each classes role (Sentinel as the jack of all trades, Adept as the ultimate biotic explosion detonator, etc.). Each classes' powers are selected to create great power synergy and spawning many various builds, rather than easily selecting the min/max build (as in the N7 Destroyer's case, neglecting the Missile Launcher for the majority of their builds).

It is recommended that you read the powers of a class before reading the strategy/build that goes along with them. All cooldowns are using their base cooldown, which means 0% weight capacity. You can divide the base cooldown by 3 for +200% cooldowns (light loadouts like carrying only a pistol), or multiply by 3 for -200% cooldowns (heavy loadouts like carrying two heavy weapons).

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Blue Suns Commander (Turian Infiltrator)
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Gameplay strategy: Every power in the Turian Infiltrator revolves around synergizing with Tactical Cloak. Discharge Blast goes extremely well with one-shot sniper rifles, as they can deplete their clip immediately, allowing Discharge Blast to take full potential of its heat damage. Combine the sniper rifle and Discharge Blast with Tactical Cloak, and you have a very powerful spike damage option. Remote Charge is a power that requires fast movement speed or Tactical Cloak, to allow the Infiltrator to close in and plant the bomb in strategic locations or even on boss enemies. Planting the bomb on a boss enemy can setup a walking bomb for both hilarious and devastating results. Since Remote Charge benefits from Tactical Cloak's damage bonus, even higher spike damage can be achieved if you utilise the Turian Infiltrator's full arsenal of sniper rifle, Discharge Blast, and Remote Charge.

600 Health
600 Shields

Powers

Tactical Cloak
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Discharge Blast (Combat Power)
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Gameplay summary: Fires a concentrated fireball-like blast from your weapon that deals damage proportional to heat generated from your weapon (if you have an empty clip, Discharge Blast will deal powerful damage, whereas a freshly reloaded clip will deal minimal damage). This makes it a powerful tool for weapons that can empty their clip fast, particularly single-shot sniper rifles. Think of it as a Carnage, except that current clip capacity factors in how powerful it will be.

Damage = 200
Heat Damage = +100% maximum (or +1% for every percent of clip used, so a Typhoon with a 100 bullets maximum in one mag and firing only 1 bullet would grant only +1% bonus damage, whereas an empty mag would grant +100% bonus damage)
Base Cooldown = 10 seconds

Evolutions
2 = Increase recharge speed by 25%
3 = Increase damage by 20%
4a = Increase damage by 30%
4b = Deals damage in a 2 meter radius
5a = Increase recharge speed by 35%
5b = Increase weapon damage by 20% for 5 seconds
6a = Automatically reloads your weapon (Similar to Adrenaline Rush)
6b = Deal an additional 100% of heat damage as burn damage over 4 seconds

Remote Charge (Combat Power)
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Gameplay summary: Throw a remote charge that can stick on walls and enemies, and can be detonated at will. The remote charge is heavier than grenades, therefore it can't be thrown as far. It is not limited by grenade capacity nor cooldown, but only allowing one to be placed at any time. The charge has a certain duration which it must self-prime, making pre-wave planting a high priority and making it difficult for the player to plant during a firefight. The player can do whatever they want during the priming process, they just have to wait until the priming process finishes to detonate the charge. This is to offset its wide radius and powerful damage.

Damage = 750
Impact Radius = 5 meters
Prime Duration = 4 seconds
Max Charges = 1

Evolutions
2 = Increase damage by 20%
3 = Increase impact radius by 20%
4a = Increase damage by 30%
4b = Increase impact radius by 55%
5a = Reduce prime duration by 50% (uses cooldown formula, but not affected by cooldown bonuses)
5b = Enemies within proximity of the charge are slowed by 40%
6a = Increase damage vs armor by 50%
6b = Increase damage vs shields by 50%

Passive: Blue Suns Commander (Same as Turian Veteran tree)
Ruthless efficiency is the key trademark of all Blue Suns members.

Fitness (All melee attacks and movement are similar to the other Turians, but can dodge sideways as well)

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Blue Suns Legionnaire (Batarian Sentinel)
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Gameplay strategy: More tanky than other Batarians due to Tech Armor's increased damage reduction compared to Blade Armor, making melee builds more viable for higher difficulties. Scythe Bolt goes along with the Batarian's eye for bladed weapons, and is deadly when enemies are lined up for both the casting and recalling of this energy scythe, making it great for choke points. It can be specced to set up Tech Bursts, allow it to be detonated by Tech Armor's explosion or Warp Grenade. On the topic of Warp Grenades, these require the help of another biotic to be used to its true effectiveness, is it can't deal biotic explosions on its own. This mix of powers makes the Batarian Sentinel extremely versatile, comparable to the Turian Sentinel.

750 Health
750 Barriers

Powers

(Blue) Tech Armor
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Scythe Bolt (Tech/Combat Power)
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Lore description: Fires two mono-molecular disc blades powered by mass effect fields and connected by a reddish-orange electric conduit, shaped in the form of the blade of a scythe. The disc blades have a built in IFF computer, allowing it to slice through enemies, while stopping at walls and retracting its blades/electric conduit if there are any friendlies present. The disc blades can be recalled at any time via omni-tool, allowing it to slice through enemies on its return journey, potentially dealing double damage. Once returned, the discs must recalibrate before re-firing.

Gameplay summary: Fire an electric scythe blade connected by two disc blades that slice through an infinite amount of enemies until it hits a wall or a Guardian's shield. Recall to slice enemies on its return journey, allowing it to hit enemies twice if timed correctly. The cooldown will only start upon recall. Should sound familiar for League of Legends players: Draven's Ultimate. Travel time should be faster though, maybe as fast as concussive shot?

Damage = 225 (Can be dealt a maximum of two times per enemy, once for cast, and another for recall)
Base Cooldown = 10 seconds
Scythe length = 1.0 meter

Evolutions
2 = Increase recharge speed by 25%
3 = Increase damage by 20%
4a = Increase damage by 30%
4b = Increase scythe length by 65%
5a = Increase recharge speed by 35%
5b = Releases an energy pulse upon recall, dealing 300 damage in a 3 meter radius and setting up tech bursts.
6a = Increase scythe length by 85%, every enemy hit increases its damage by 10%
6b = Deals an additional 50% damage over 8 seconds to every enemy hit

Warp Grenade (Credits to Spinotech and iplay222) (Biotic Power);
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Gameplay summary: Throw a grenade that applies a warp effect on affected enemies and can detonate already-primed enemies (similar to how warp works). Also weakens armor.

Damage = 550.00
Impact Radius = 5 meters
Warp Duration = 4 seconds
Armor Weakening? = (Should be similar to Warp)

2 = Increase grenade capacity by 1
3 = Increase damage by 20%
4a = Increase damage by 30%
4b = Increase radius by 30%
5a = Increase grenade capacity by 1
5b = Increase warp duration by 50%
6a = Increase impact radius by 30%. Warp effect sustains through biotic explosions, allowing for another biotic explosion.
6b = Increase damage to armor/barriers by 50%. Weaken armored targets by an additional 25%.

Passive: Blue Suns Legionnaire (Same as Batarian Enforcer tree)
Ruthless efficiency is the key trademark of all Blue Suns members.

Fitness (Same as other Batarians) (All melee attacks and dodges are similar to the other Batarians.)

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Eclipse Operative (Salarian Engineer)
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Gameplay strategy: More of a defensive character than other Salarians. Tesla Field is great for defending areas, particularly during Upload missions and Extraction. If placed/specced correctly, damage can stack when the enemy passes through the field multiple times. This makes it great to place on adjacent hallways. Priming for multiple tech bursts allows the Salarian Engineer to spam Incinerate for a massive tech burst chain, as Tesla Field does not interfere with cooldowns, and is passive/remains as long as max pylons aren't reached. Defense Matrix's damage reduction and shield restoration helps the Engineer's survivability, as he lacks the aggro dump of Tactical Cloak and Decoy as other Salarians have. Besides, Defense Matrix hasn't been introduced to MP yet, and Energy Drain/Incinerate would feel too similar to the original Salarian Engineer.

500 Health
500 Shields

Powers

Defense Matrix
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Incinerate
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Tesla Field (Tech Power)
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Gameplay summary: Deploy an electric pylon (similar to deploying Proximity Mines) to prime the tesla field (alone it won't do anything, requires another), and another to create the field in between the pylons. This field will deal damage to any enemy that passes through and priming them for tech bursts. The pylons have a limited range (indicated by a red circle); putting one out of range will simply destroy the old one. Only one field may be active at a time; putting another pylon when the limit has already been reached will destroy any former pylons, allowing you to create a new tesla field. Something similar to this: Ratchet and Clank - A Crack In Time "Tesla Spikes"

Damage = 400
Max Pylons = 2
Max Field Distance = 5 meters (Radius in which the 2nd pylon can be placed)

Evolutions
2 = Increase damage by 20%
3 = Increase the max distance of the field by 20%
4a = Increase damage by 30%
4b = Tesla field stuns passing enemies for 3 seconds
5a = Increase damage to shields by 75%
5b = Increase the max distance of the field by 40%
6a = Increase Max Pylons by 1, but reduce damage by 40% (Create shiny triangles! Damage can stack if the enemies pass through multiple fields)
6b = Any allies that pass through the field are granted 10% faster movement speed and 25% more shields for 6 seconds

Passive: Eclipse Operative (Same as female Quarian Defender Tree)
Training as a ruthless Eclipse merc has honed technical skills to the next level.

Fitness (Same as other Engineers) (All melee attacks and dodges are similar to the Salarian Infiltrator.)

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Eclipse Commando (Asari Vanguard)
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Gameplay strategy: Extremely high risk, high reward class. Nova will be the bread and butter of your build, as it is the only way for you to detonate biotics. Killing enemies quickly is key, as you will want to have max stacks for Overpower if you are going for a Novaguard. The increase in barrier regeneration and reduction in the delay will dramatically improve how many times you can Nova, and the higher survivability rate will be needed, as you can't Charge away. Speccing into Barrier Mastery will also help. If you want to self-detonate biotics, you can go even higher risk, purging Overpower, but lifting nearby enemies. You basically give up survivability for extreme crowd control and high potential biotic damage. Or you can go the safer route, using Lasso to prime longer range enemies at the cost of reduced biotic damage. Armor will pose a big problem for you, therefore armor reduction or other biotic users to prime for you are key.

Alternate build: Or you could simply skip out on Nova and serve as a close quarters biotic primer. You'll have high survivability due to Barrier Mastery and Overpower, and decent crowd control with Lasso, but unable to detonate biotics. This serves purely as a biotic explosion primer class, or as a shotgun/melee build.

500 Health
500 Barriers

Powers

Biotic Charge has been switched out for Overpower to incorporate a new Vanguard playstyle, while still retaining the potential for high risk, high reward close quarters gameplay. Before you criticize the lack of Biotic Charge, I recommend that you read the class powers and potential builds before stating your opinion.

Nova
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Lasso (Biotic Power)
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Gameplay summary: Similar to Lash, except that it pulls an enemy right in front of you, priming them for biotic explosions. You can detonate with Nova, use heavy melee, or shotgun blast them. Can work through protections at 50% reduced effectiveness. Limited by range.

Damage = 150.00
Duration = 3 seconds
Range = 14 meters
Base Cooldown = 6 seconds

2 = Increase recharge speed by 25%
3 = Increase duration by 30%
4a = Increase duration by 50%
4b = Increase damage by 50%
5a = Increase recharge speed by 35%
5b = Increase weapon and melee damage to affected target by 30%
6a = Increase biotic explosion damage and radius by 50%
6b = Increase range by 50%

Overpower (Biotic Power)
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Gameplay summary: Grant fast barrier regeneration speed and reduce regeneration delay at the cost of reducing biotic damage. Can stack similar to the Vorcha's Bloodlust ability, up to 3 times (base stack + 3 stacks). Purge to lift nearby enemies and prime them for biotic detonations (can be detonated with Nova for maximum effectiveness), but using a cooldown. Purging with higher stacks grants increased lift radius, lift duration, and damage dealt. Max stacks allows you to lift enemies with shields/barriers.

Biotic Damage = -40.00% (*does not stack)
Barrier Recharge Delay = -10.00% per stack
Barrier Recharge Rate = +10.00% per stack
Purge Base Cooldown = 8.00 seconds (-25.00% per stack)
Lift Duration = 2.00 seconds per stack
Lift Radius = 1.50 meters per stack
Lift Damage = 100.00 per stack
Stack Duration = 15.00 seconds (*does not stack)

2 = Increase purge recharge speed by 20.00%
3 = Decrease barrier recharge delay by 10.00%
4a = Lift Duration +35.00%, Lift Radius +40.00%
4b = Decrease barrier recharge delay by 15.00%
5a = Increase lift damage by 50%
5b = Increase barrier recharge rate by 15%
6a = Purging allows you to lift protected enemies at 25% effectiveness (+25% effectiveness per stack)
6b = Increase biotic damage by 25% (slightly offsets the biotic damage loss)

Passive: Eclipse Commando (Same as Phoenix Training tree)
Training as a ruthless Eclipse merc has honed biotics to the next level.

Barrier Mastery (Fitness) (All melee attacks and dodges are similar to other Asari characters.)

Barrier Bonus = +20%
Health Bonus = +10%
Melee Damage Bonus = +15%

2 = Increase health and barrier bonuses by 10%
3 = Increase melee damage bonus by 20%
4a = Increase health and barriers bonuses by 15%
4b = Increase melee damage bonus by 30%
5a = Increase melee damage by 75% for 30 seconds when an enemy is killed by a heavy melee
5b = Increase barrier bonus by 20%
6a = Increase biotic/melee damage by +25.00% when barriers are 100% up (Bonus is reduced with partial barriers, and negated when barriers are down)
6b = Increase health and barriers bonus by 25%

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Blood Pack Warrior (Krogan Adept)
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Gameplay strategy: Without Charge, melee builds will be more risky than the Krogan Battlemaster, but still capable if played correctly. Close quarters capability is reduced as a trade off for being able to self detonate biotic explosions against any protection, including armor. Warp Grenades are the primary tools of this class, and powerful ones. They can detonate enemies lifted by a purged Barrier, prime enemies for Pulsar, or use as a support for other biotic classes. Pulsar will also be your main primary damaging tool, but the cooldown will be lengthy depending on your weapon loadout. In conjunction, these two abilities can form a biotic detonation artillery, dealing extremely powerful burst damage, but limited by cooldowns and grenade capacity. In the meantime, Barrier can aid you in finishing opponents off with melee and weapons.

1000 Health
1000 Shields

Powers

Barrier
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Warp Grenades (Can detonate enemies lifted by Barrier or prime enemies for Pulsar, or both if specced for duration/double detonation) See Blue Suns Legionnaire (Batarian Sentinel) for details.
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Pulsar (Biotic Power)
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Gameplay summary: Slam your fist into the ground and create a giant biotic blast from the ground at the target location, detonating biotics and sending enemies skyward. Has a slight animation that freezes you in place, similar to Smash.

Damage = 600.00
Force = 1200.00 N
Impact Radius = 4 meters
Base Cooldown = 10 seconds

2 = Increase recharge speed by 25%
3 = Increase damage by 20%
4a = Increase damage/force by 30%
4b = Increase impact radius by 40%
5a = Increase recharge speed by 40%
5b = Increase biotic explosion damage and radius by 50%
6a = Increase impact radius by 60%
6b = Penetrate through shields/barriers but at 50.00% reduced effectiveness

Passive: Blood Pack Warrior (Same as Krogan Battlemaster)
The Blood Pack transforms savages into battle-hardened warriors driven by rage.

Rage (Same as other Krogans) (Basic melee attacks are similar to other Krogans. Heavy melee consists of a shoulder charge boosted by mass effect fields. Good example: Shao Kahn's shoulder charge from Mortal Kombat 9)

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Blood Pack Trooper (Vorcha Soldier)
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Gameplay strategy: An alternate grenadier class to compete with the N7 Demolisher. Without supply pylons, grenades will be more limited in use. Synergizing all of your powers is key, and will allow to obliterate enemy spawns and clustered enemies with ease. Polonium Grenades are versatile grenades that can be used along with Bloodlust or Inferno Grenade, depending on whether you spec for melee or power damage. Melee builds will benefit from the increase in damage within polonium clouds, allowing you to deal heavy melee damage against elite enemies. Inferno Grenades ignite the polonium cloud with a powerful fire explosion at the cost of expiring the effects of the Polonium Grenade.

750 Health
250 Shields

Powers

Bloodlust
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Inferno Grenade
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Polonium Grenade (Combat Power)
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Gameplay summary: Throw a grenade that fills the area with a polonium cloud and remains in the area for a duration. Any enemies that camp within or walk through are dealt damage over time and have reduced movement speed, making this weapon a great area denial tool. Using an Inferno Grenade while the polonium cloud is still remaining will ignite the cloud, ending its duration with a massive fire explosion, leaving the Inferno Grenade to do its work. Using other flame-based powers/weaponry will deal bonus damage/radius, but won't cause the polonium cloud to dissipate.

Damage per second = 100.00
Polonium Cloud Radius = 6 meters
Polonium Cloud Duration = 10 seconds
Movement Speed Reduction = 30%
Fire Effects Effectiveness = +50.00% (Affects fire explosion damage/radius, damage/radius/range of squadmate's incinerate/flamer/incendiary ammo and all of the Blood Pack Vorcha's melee damage)

2 = Increase grenade capacity by 1
3 = Increase damage by 20%
4a = Increase damage by 30%
4b = Increase radius by 40%
5a = Increase grenade capacity by 1
5b = Increase movement speed reduction by 40% (Additive, so total movement speed reduction would be 70%)
6a = Increase Fire effects effectiveness by 25.00%
6b = Increase damage and radius by 40%

Passive: Blood Pack Trooper (Same as N7 Demolisher - Grenade Capacity increase)
The Blood Pack transforms savages into battle-hardened warriors driven by rage.

Fitness (Same as other Vorcha) (All melee attacks and dodges are similar to other Vorcha, but have a flame effect. See Polonium Grenade for details.)

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-Blue Suns Infiltrator appearance was rendered by me; the Blue Suns Turian 3d model belongs to Bioware
-Character appearances/references were rendered by Troodon80 using the in-game 3d models, which belong to Bioware.
-Power icons for Bloodlust, Inferno Grenade, Barrier, Nova, Incinerate, Defense Matrix, Tech Armor, and Tactical Cloak belong to Bioware.
-Custom/new power icons were created by me.

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New Gamemode: Firebase Operations

Introduction:
Firebase Operations is a new cooperative game mode where players can participate in story-driven missions centered around completing objectives while traversing through enemy territory. Fans of the Left 4 Dead series should be fairly familiar with this concept. Each Firebase location has a mission/assignment that averages around an hour long, depending on many variables, and is split into 4 chapters, which serve as checkpoints. The player must reach these checkpoints to unlock the following chapter, but once unlocked, the player can join any chapter of the assignment. Players recieve credits for every chapter, and as each chapter increases in difficulty, more credits will be awarded. Those who play consecutive chapters in a row will be awarded bonus credits, giving the players an incentive to start at the beginning of a Firebase assignment.

Matchmaking System:
Players can search for any chapter within an assignment that they have unlocked. They also have a choice of difficulty, from Bronze, all the way to Platinum. However, enemy factions are not selectable, as they are specific to certain Firebase assignments. Firebase locations are borrowed from the MP, but extended into a lengthy but more linear path. For example Firebase Goddess would open up to be roughly equivalent to the size of the Thessia mission in the Singleplayer. Players can invite friends to form a squad, but they can only play chapters that every member of the squad has unlocked. This is to allow every player the chance to experience chapters of a Firebase assignment in chronological order and to prevent immersion-breaking. Joining a game in progess will probably be cut, as players are always on the move. However, a player can join a match when all players are at a checkpoint, as during this time is when credits and XP are rewarded accordingly.

Objectives, Enemies, and Events:
Each Firebase assignment has a specific enemy faction, as they play a role in the types of objectives you will be doing, complemented by a backstory to go along with each assignment similar to the Singleplayer. For example, cripple Reaper forces on Menae/Palaven by disabling Hades Cannons, or gather valuable intel before Cerberus does on Sur'kesh, etc. Sometimes, upon completing an objective, the squad will be ambushed by a large enemy platoon, forcing them to hold out at their location for a few minutes until a new path opens up. Or a Harvester suddenly lands in front of them, blocking their path until they destroy it or until it gets bored and flies away. Who knows? Maybe even the objective suddenly turns out to be a bomb and the squad has to disarm certain relays or escape the place in time. Objectives can be random, similar to how the current MP has random objectives. Most MP objectives will return to Firebase Operations in one way, shape, or form.

Consumables, Gear, Equipment, and Ammo
Consumables and Gear can be fixed within the party lobby before a match starts or during checkpoints. Note that Equipment like Missiles and Medi-Gel are not fully restored at checkpoints, to force the player to conserve resources and cooperate as a team as much as possible. Ammo is fully restored upon reaching a checkpoint, and throughout the chapter, players can scavenge enemy territory for supplies, and some might even be lucky enough to find one-time use M-920 Cains or Reaper Blackstar Heavy Weapons. A consumable (Disruptor Ammo, Targeting VI, etc.) lasts for an entire assignment, but quitting also counts as fully using a consumable, similar to how the current MP does. Still unsure as to allow classes to be changed between checkpoints.

Firebase Assignments:
There are 4 assignments (1 for each Firebase location in this DLC) automatically granted to players for the first season, which starts upon release of this DLC. As subsequent seasons arrive, more assignments will be open, up to 2 Firebase assignments per season. The length of a season is based on how fast Bioware can create 2 Firebase Assignments, but a month per season is preferable. This means that Bioware can release content for up to 6 months if they were to release an assignment for each Firebase, and this time length isn't even including subsequent DLC packs with more Firebase locations.

Will try to update with more content (especially Firebase Assignments for each Firebase location) later on, but the basic concept of the game mode is here for now.

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If you support this DLC idea, put this image in your signature and link it to this thread to help spread the word!

Posted Image

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Credits:
Nydus Templar for the Turian Daedalos Shotgun's lore description, gameplay summary, and balance analysis. Troodon80 for the character references/appearances using Bioware's 3d models. Bioware for the Mass Effect assets for character appearances, Firebase locations/artwork, in-game power icons, Firefight Pack weapons/images, and ultimately, for the epic Mass Effect trilogy!

Modifié par Soja57, 06 septembre 2012 - 02:16 .


#2
Ring1

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Heck yes! Let's do it!

#3
Biotic_Warlock

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Well thought and well structured.

Love the images more!


I take it the Oracle is an Asari Sniper :D

Edit: I think you should make the infiltrator cloakless.

Not all infis have to cloak... (i.e. ME1)

Modifié par Biotic_Warlock, 13 août 2012 - 12:07 .


#4
Justinmiles19

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This is very well set up and Id love to see this in multiplayer.

#5
Sp33dy89

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Great ideas. Lets hope some of them get implemented.

#6
Sp33dy89

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Edit: Double Post

Modifié par Sp33dy89, 13 août 2012 - 12:11 .


#7
Tealjaker94

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All the images are really well done. Good ideas too.
Edit: Would the sunlight do damage on Firebase: Radiant?

Modifié par Tealjaker94, 13 août 2012 - 12:16 .


#8
Soja57

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Biotic_Warlock wrote...

Edit: I think you should make the infiltrator cloakless.

Not all infis have to cloak... (i.e. ME1)


I know. I managed to create a Vanguard without Charge, whilst maintaining the high risk, high reward close range combat of traditional Vanguards.

Infiltrator is a lot more difficult, because if you drop TC, then you need a power to compensate for the loss of many roles that TC fills. Coming up with the other powers was already difficult enough, but a power to replace TC? Ultimately, I found creating powers that synergize with Cloak the better and easier option.

#9
BoomDynamite

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I like these ideas, except the Sniper. Would be interesting at first, but hard to use effectively.

#10
Xaijin

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1. using stuff directly ... "borrowed" from another game is legally actionable.

No. No. No. No. No. and also No. Never use legally actionable anything.

2. Firebase Azure?

really?

Modifié par Xaijin, 13 août 2012 - 12:20 .


#11
AresKeith

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Haestrom would a funny map to play on

#12
Soja57

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Tealjaker94 wrote...

All the images are really well done. Good ideas too.
Edit: Would the sunlight do damage on Firebase: Radiant?


Meh, I don't know. While it may add a new element of gameplay to the field, it may encourage "camping" in one safe spot and discourage certain playstyles. On the other hand, objective modes may become more interesting. Well, I did post these ideas to discuss them.

Really, I chose Haestrom because I am a Tali fan, and was where the significance of dark energy rose forward until the Dark Energy theory was struck down. I figured dark energy could play a key role in the war against Reapers, thus a Firebase on Haestrom would be essential to research/harness(?) dark energy.

Modifié par Soja57, 13 août 2012 - 12:23 .


#13
Biotic_Warlock

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Soja57 wrote...

Biotic_Warlock wrote...

Edit: I think you should make the infiltrator cloakless.

Not all infis have to cloak... (i.e. ME1)


I know. I managed to create a Vanguard without Charge, whilst maintaining the high risk, high reward close range combat of traditional Vanguards.

Infiltrator is a lot more difficult, because if you drop TC, then you need a power to compensate for the loss of many roles that TC fills. Coming up with the other powers was already difficult enough, but a power to replace TC? Ultimately, I found creating powers that synergize with Cloak the better and easier option.


All you need is a combat power which exploits a targets weakness, or even disables. :police:

#14
AresKeith

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Assassinate could be a good replacement for TC, that what I used for my Spectre Infiltrator

Modifié par AresKeith, 13 août 2012 - 12:25 .


#15
Tealjaker94

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AresKeith wrote...

Assassinate could be a good replacement for TC

Wasn't assassinate basically TC without the benefit of invisibility?

#16
AresKeith

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Tealjaker94 wrote...

AresKeith wrote...

Assassinate could be a good replacement for TC

Wasn't assassinate basically TC without the benefit of invisibility?


yea thats basically what it is

#17
Soja57

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BoomDynamite wrote...

I like these ideas, except the Sniper. Would be interesting at first, but hard to use effectively.


Hard to use, yes. But the idea is that if you are skilled with it, you can deal with enemies with shields no problem, or hit two enemies using only one "bullet". Plus it has 4 shots before you need to reload, and is rather light weight too.

#18
LiarasShield

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agreed with everything except the vanguards always need biotic charge to restore barriers so minus the no charge thing and it all sounds good

Modifié par LiarasShield, 13 août 2012 - 12:34 .


#19
AresKeith

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I like drawing of the Asari sniper Soja

#20
Soja57

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LiarasShield wrote...

agreed with everyone except the vanguards always need biotic charge to restore barriers so minus the no charge thing and it all sounds good


I was skeptical about removing Biotic Charge, but after thinking through, I came up with Overpower, which could be a viable alternative to Charge. It allows you to recharge your barriers at extreme rates passively (key note, passively), especially if you have max stacks. You can also spec into Barrier Mastery, which grants more Barriers (at the cost of health) than usual Fitness talents.

#21
Lokiwithrope

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Wow, Soja. You've... impressed me. Did you create those icons yourself? This is an awesome post.

But I personally think the Adas and Blood Pack Punisher would be Ultra-Rare quality. Just saying.

Modifié par Lokiwithrope, 13 août 2012 - 12:40 .


#22
LiarasShield

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Soja57 wrote...

LiarasShield wrote...

agreed with everyone except the vanguards always need biotic charge to restore barriers so minus the no charge thing and it all sounds good


I was skeptical about removing Biotic Charge, but after thinking through, I came up with Overpower, which could be a viable alternative to Charge. It allows you to recharge your barriers at extreme rates passively (key note, passively), especially if you have max stacks. You can also spec into Barrier Mastery, which grants more Barriers (at the cost of health) than usual Fitness talents.


Hmm maybe but I do like my biotic charge since it can get me to my enemies quickly

#23
Soja57

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Lokiwithrope wrote...

Wow, Soja. You've... impressed me. Did you create those icons yourself? This is an awesome post.


The old power icons belong to Bioware, but all of the new powers' icons I made. I also created the Asari Oracle Sniper Rifle.

#24
AresKeith

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Soja57 wrote...

Lokiwithrope wrote...

Wow, Soja. You've... impressed me. Did you create those icons yourself? This is an awesome post.


The old power icons belong to Bioware, but all of the new powers' icons I made. I also created the Asari Oracle Sniper Rifle.


I'm tempted to ask you to drawing some weapons for me lol

#25
MrFuddyDuddy

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I like it, but first BW should add a new game mode or something, just me. MP got boring so long ago.