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Indoctrinated Forces: Faction


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#1
Abraham_uk

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The Reapers have suffered heavy losses against the N7 Special forces.
They have now amassed a small army of indoctrinated clones to take out the N7's.


Using actual multiplayer kits, each only using one of the kit's powers.
Each enemy type has 3 abilities (a gun, a melee and a power).



The focus of this faction isn't weapon damage, but rather staggering players quickly and use of abilities to help each other.

This faction doesn't have the following:

Power spam: Unlike Mirror Mode, enemy powers HAVE cooldowns. Enemy cooldowns vary from 3 seconds to 10 seconds depending on enemy type.

Power Damage: Is balanced. A power projectiles don't completly remove player protections. They do little damage but instead stagger players briefly.

Sync Kills: There are no enemies capable of sync kills. (Those annoying one hit kills melee attacks).

Biotic Charge: One of the foes is capable of biotic charge. But this is registered as a melee attack and can only be performed by the enemy vanguard when the player is within a metre radius. Thankfully this is not followed by nova.

The Turian Striker does have a biotic charge, but it cannot target foes. It will travel 2 metres in any chosen direction.

Modifié par Abraham_uk, 22 mars 2013 - 06:51 .


#2
Abraham_uk

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There are 8 enemy types planned.

Quarian Marine

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Power: .Tactical Scan. (This ability works differently to how one would expect. Once a target has been highlighted, the allies will focus their efforts to take down that one target. The scan lasts 5 seconds and doesn't make you more vulnerable to weapons fire. It just means you will draw the most attention).
Gun: M-76 Revenant (This enemy type will fire full auto. Low weapon damage but will stagger foes easily)
Melee: Incendiary Omniblade.

Shields: None
Health: Moderate
Power Cooldown: 6 Seconds
Damage Output: Low

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Asari Protector

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Power: Biotic Sphere (this ability will buff up the defences of any allies within the sphere. Should players enter the sphere, they will take more damage from all sources.) The sphere remains active until the sphere is recasted by the Protector or the Protector dies.
Gun: Disciple
Melee: Asari Ripple Wave

Barriers: Moderate
Health: Low
Power Cooldown: 6 seconds
Damage Output: Low

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Volus Defender: (Tip to players. Kill these first! They will repeatedly restore the health of their allies with their medigel dispensers. Their shield boosts will also completly restore ally shields.)

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Power: Shield Boost (will not only restore the Volus' shields but can also restore the shields of allied units).
Soja 57's Suggestion that I'm incorporating: If you're near a Volus when they shield boost, you will take some damage. In addition the Volus will be able to fully restore it's allies shields as opposed to partially.

Gun: Medigel Dispenser the volus literally shoots healing projectiles at allied units.
Melee: Instead of a melee, the Volus has tactical cloak.

Shields: Extremely low
Health: Extremely low
Power Cooldown: 6 seconds
Damage Output: Zero. The Volus Defender has no offensive abilities. The exception being Shield boost which can do minor shield/barrier damage if you're close to him.

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Drell Assassin:  (Soja suggested an interesting idea. Homing Grenades! Why not. These are slow travelling grenades that can easily be dodged, but if they hit you, you will take a lot of damage)

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Power: Tactical Cloak
Gun: Soja you saved my thread again! Grenade Launcher (which launches homing grenades)
Melee: Martial Arts

Shields: Low
Health: Low
Power Cooldown: 5 seconds
Damage Output: High. Homing Grenades are easily avoided. They travel very slowly. They can be shot in mid air causing a detonation. They can be easily evaded. But should they hit you, you will take a lot of damage.

The melee attacks individually do little damage, but the drell is able to land a flurry of kicks and punches which can rapidly do a lot of damage.

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Human Avenger:

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Power:  Shockwave
Gun: M-300 Claymore
Melee:  Biotic Charge (can only be performed within a metre of the target)

Barrier: Moderate
Health: Low
Power Cooldown: 5 seconds
Damage Output: Moderate. However Claymore will do heavy damage if target is staggered by a shockwave.
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Baterian Bruiser: (You have Ultimater Pheer to thank for this concept)

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Power: Blade Armor (If you try to perform a melee attack on the baterian, you will take damage)
Gun: Krishok Harpoon Gun
Melee: The Omni-Fist

Shields: High
Health: Moderate
Power Cooldown: Not Applicable
Damage Output: Very high damage over time blades. You do get a warning when the Baterian charges his Krishok Harpoon gun. This gives you plenty of time to evade getting shot.
In addition the very devastating omni-fist has a long annimation time, so you can evade this one easily. But should you get struck, you will take a lot of damage.
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Salarian Tactician:  Soja suggested this one. Phenoix 535 developed the concept.

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Power: Decoy. (Phoenix 535 has a concept for this power). Multiple decoys will appear and rush towards players like abominations. They will then send out an explosive pulse that will take down shields if they get too close.
Gun: Scorpion
Melee: Incendiary Omni-blade

Shields: Low
Health: Very Low
Power Cooldown: 4 seconds. (This is pushing it but this is supposed to be a caster)
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Krogan Warlord: (This is the boss enemy of the faction)

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Power: Tech Armor (this is kept active at all times and never detonated)
Gun: Graal Spike Thrower
Melee: War Hammer (has two melee attacks)

Electric Hammer:
The Krogan will take time to charge up his hammer before striking. The electric hammer will take less time to charge up than the biotic hammer. Will take out your shields in one hit but won't do any damage to health..
Biotic Hammer: This attack is powerful. The krogan will take time to charge up his biotic hammer. If he directly hits you with the hammer you will be instant killed. If you are within a radius of 4 metres of the melee you will be stunned and will take some serious damage.

Tips: This enemy can be defeated with melee attacks alone. However it takes skilled players to learn and anticipate his movements. Read Soja 57's description on page 2 of this thread.

Barrier:
 Very Strong
Armor: Very Strong
Power Cooldown: Not applicable since tech armor remains active at all time.
Damage Output: Both the war hammer and spike thrower will do heavy damage.

Modifié par Abraham_uk, 23 mars 2013 - 07:50 .


#3
Abraham_uk

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Reserves: PLATINIUM EXCLUSIVE

(There are 6 of these, but they are all devastating)


These are enemy types that will only show up if you play on Platinium difficulty.
Instead of having reaper, collector, geth and cerberus forces appearing, reserve enemies will appear instead.

These enemy types are harder to kill and have more hit points.

In addition they have more abilities to play with.

Asari Annihilator:


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Weapon:
 M-9 Tempest
Melee:
Biotic Ombiblades
Power 1: Annihilation Field (this remains active)
Power 2: Tech Armor (this remains active)

Barrier: High
Health: Moderate
Cooldowns: Not applicable
Damage Output: When she get closes in you will rapidly lose health/shields.
Her weapon and melee damage however are poor.

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Vorcha Pyro: A concept from Ultimate Pheer. 
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Power: Bloodlust (which remains active at all times). This increases the speed of the vorcha and provides slow health regeneration.
Weapon: Firestorm Flamethrower. This flame lasts roughly 5 seconds. There is a 2 second pause whilst the weapon reloads. If the vorcha's clip has run out, they will either reload or if target is close resort to melee.
Melee: Vorcha Claws


Shields: Very High
Health: High and regenerative. (It is also important to note that despite the fact this enemy has no protections, they have a 3/4 chance of dodging projectile powers and 1/3 chance of dodging instant cast powers.
Power Cooldowns: Bloodlust remains active, so power cooldowns are not applicable here.
Damage Output: High
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Quarian Drone Spammer

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Power 1: Defence Drone
Power 2: Disruptor Drone
Power 3: Sentry Turret

Weapon: Arc Pistol
Melee: Electric Omni-blade

Shields: Very High
Health:  Moderate
Damage Output: High
Cooldown Speed: 5 seconds
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Human Ranger:

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Power: Cain Trip Mine (this ability has a cooldown unlike the online kit)
Weapon:
 Omni-bow
Melee:
Single Omniblade

Shields: High
Health: High
Cooldown Speed: 8 seconds
Damage Output: Moderate

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Turian Striker (As suggested by Phenoix 535)

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Power: Poison strike
Weapon: M-7 Lancer
Melee: Poison Gauntlets

Shields: moderate
Health: high
Power cooldown: 6 seconds

Damage output: Uses hit and run tactics for deadly efficiency, to reverse role of a phantom. She will strike with her Lancer and then after multiple bursts of fire she will teleport to a new location, if a player gets to close to her she will quickly strike with her venom gauntlets and then teleport away. Her gauntlets deal high damage and have a small DoT, individual bursts of fire may not deal large damage but if she is able to hit you repeatedly chances are your shields will be down or you'll be dead before she teleports to a new location.

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Turian Elite: (Has both an assault rifle and a shotgun)

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Weapon 1: M-99 Saber (with scope attached)
Weapon 2: M-11 Wraith
Ammo Power:  Incendiary Ammo
Power: Stim Pack (only 3). Restore health and shields. (Do not provide boost to weapon damage)
Melee: Havok Strike

Shields: Very High
Health: Moderate
Damage Output: High

Really two units rolled into one. This turian will switch between weapons on the fly.
Saber for long to mid range. Wraith for close range. Melee for point blank range.
Be warned whenever he shoots you, there will be a damage over time effect caused by the incendiary ammo.

Employs the best weapon damage and accuracy you can find in any faction.
Has jetpacks which enable him to manouver very quickly and has stim packs which are used when he's in danger.
The havok strike is very deadly too.

Modifié par Abraham_uk, 22 mars 2013 - 06:55 .


#4
Abraham_uk

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How reserve forces work:


Reserve Forces do not appear on Bronze, Silver and Gold matches.
Reserve Forces only appear from Wave 4 onwards during Platinium Matches
They replace 6 of the 8 regular foes.

  • Quarian Marine replaced with Turian Elite.
  • Asari Protector replaced with Asari Annihilator
  • Drell Assassin replaced with Human Ranger
  • Human Avenger replaced with Turian Striker
  • Baterian Bruiser replaced with Vorcha Pyro
  • Salarian Tactician replaced with Quarian Drone Spammer
  • Volus Defender and Krogan Warlord are not replaced.
Also note that there are no Cerberus, Geth, Reaper and Collector forces that appear on Platinium Matches.
The Indoctrination faction is hard enough as it is.

Modifié par Abraham_uk, 22 mars 2013 - 05:50 .


#5
N7 samus aran

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Looks good

#6
Abraham_uk

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N7 samus aran wrote...

Looks good


The concept was to produce a multiplayer version of Mirror Mode in multiplayer.
I wanted to create a tough faction that didn't rely on sync kills.
I wanted to create a team with powers that worked well to gether.

Low weapon and melee damage in exchange for lots of staggering players and team work.


Also if you don't kill the Volus Defenders they will repeatedly heal the Krogan Warlords

#7
Abraham_uk

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I was wondering what you make of the Volus Defenders.

They have no offensive abilities, but they will heal their allies.
Do they sound like an interesting enemy unit?

#8
Soja57

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Abraham_uk wrote...

I was wondering what you make of the Volus Defenders.

They have no offensive abilities, but they will heal their allies.
Do they sound like an interesting enemy unit?


So they are basically portable shield pylons. Pretty neat, though I think they should have some sort of offensive ability. Maybe their shield boosts act like energy drain, healing all enemy shields within the vicinity, but if you approach too close, their shield boosts can drain a percentage of your shields. If they attack you this way, the shields restored to the enemies is greater.

#9
Abraham_uk

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Soja57 wrote...

Abraham_uk wrote...

I was wondering what you make of the Volus Defenders.

They have no offensive abilities, but they will heal their allies.
Do they sound like an interesting enemy unit?


So they are basically portable shield pylons. Pretty neat, though I think they should have some sort of offensive ability. Maybe their shield boosts act like energy drain, healing all enemy shields within the vicinity, but if you approach too close, their shield boosts can drain a percentage of your shields. If they attack you this way, the shields restored to the enemies is greater.


This!
Why didn't I think of this?

Going back to post for a bit of editing.

#10
Abraham_uk

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I have a number of placeholders.


The Quarian, Drell and Salarians are here till I can come up with something new and original whilst staying true to the premise of "cloning" kits.

With infiltrators we have shotgun (Geth Hunter), sniper rifle (nemesis) and melee (phantom). I don't know what to do with the Drell Assassin.

Salarian Tactician is basically any of the foes from Mirror Match (except vanguard). All mirror match is really about is projectile spam (warp, incinerate and carnage) with the clone vanguard being the only unique enemy type. So the Salarian Tactician is just another one of those.

Quarian Arc Trooper. The arc grenades are nice. But this foe is just another Cerberus trooper with arc grenades instead of regular grenades.


I know the Turian Trooper is just a regular trooper, but it's his proximity mine that set's him apart and we need at least one trooper class enemy type. They are there for beginners who play bronze matches so that new players aren't overwhelmed by the faction.


Trouble is Quarian, Salarian and Turians are all trooper types. The Drell Assassin is not unique.

#11
Soja57

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How about make the Drell Assassin a power caster infiltrator. He hangs back while cloaked, making it difficult for you spot him. Meanwhile, he can cast Homing Grenades while remaining cloaked. Homing Grenades move slow, but they can stagger and deal massive damage to you. The Drell Assassin also may occasionally fire his sidearm, just like how Phantoms fire their palm blasters. During this period is when he is visible.

Players who don't watch for the Drell Assassin will get bombarded by its slow moving but highly damaging and staggering Homing Grenades. Very long range is the Drell Assassin's weakness, as his Homing Grenades move very slow. This leaves him to resort to his sidearm, which deals little damage compared to other enemies' weapons.

Modifié par Soja57, 21 mars 2013 - 10:09 .


#12
DeathScepter

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it will be good if they did a dedicated DLC and use this idea. I would love the idea for Clone Shepard's Merc faction to be another enemy faction as well.

Maybe 2 solid dlc; 1 devoted to using some of your ideas; Other one Devoted to Merc Faction.

#13
Ultimate Pheer

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 Might I suggest vorcha and batarians?

I picture the batarians in a similar manner to ravagers and scions, armored but with no shields or barriers, long range heavy weapon support with a kishock, and blade armor should they be forced into melee combat,

Vorcha I picture like husks, with bloodlust (Modified so they don't need to kill things to regenerate health, they just continuously do, slowly, like say maybe one bar of health every 10, 15 seconds?) and a flamer instead of a normal gun, getting in close and tearing apart defenses with fire and claws.

#14
Abraham_uk

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Hmm. I like the suggestions I'm getting.

Soja's assassin breaks the 1 power, 1 weapon, 1 melee rule but then again so did the volus.

So I can easily incorporate another Soja concept (You are on a roll today!)

Vorcha and Baterians to replace Quarian and Salarian concept.
Sorry I just can't think of anything interesting or unique to go with the Salarians and Quarians.

Until someone does, the Quarian and Salarians are going. Sorry.

#15
Abraham_uk

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Ultimate Pheer wrote...

 Might I suggest vorcha and batarians?

I picture the batarians in a similar manner to ravagers and scions, armored but with no shields or barriers, long range heavy weapon support with a kishock, and blade armor should they be forced into melee combat,


Quarian Arc Trooper replaced with Baterian Bruiser.


Ultimate Pheer wrote...
Vorcha I picture like husks, with bloodlust (Modified so they don't need to kill things to regenerate health, they just continuously do, slowly, like say maybe one bar of health every 10, 15 seconds?) and a flamer instead of a normal gun, getting in close and tearing apart defenses with fire and claws.



Hmm. Interesting. A bit like the pyro but faster.
Could work. :)

#16
Ultimate Pheer

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Basically. they are squishier than pyros, but they regenerate health, so they can be lingering annoyances if they can reliably force you to retreat, or make an escape back past their allies.

#17
Abraham_uk

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Salarian is going.

I don't want to do this but the Salarian Engineer doesn't have a single interesting ability.
Their incinerate is basically the projectile spamming problem I had with Mirror Matches.
Decoy is useless. Overload is just a cheap power to give a foe.

If there were other Salarian characters available other than Engineer and Infiltrator, I might consider giving them a shot.


Another pyro. The health regeneration is useful.
I'm going to give this one a shot.

#18
Abraham_uk

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DeathScepter wrote...

it will be good if they did a dedicated DLC and use this idea. I would love the idea for Clone Shepard's Merc faction to be another enemy faction as well.

Maybe 2 solid dlc; 1 devoted to using some of your ideas; Other one Devoted to Merc Faction.


I wouldn't mind one of Shepard's clones to be a boss enemy.
But having an entire faction made up soley of Shepard clones would be...

Have you played mirror matches.

So having the Cat6 Merc faction with Shepard Clones as bosses would be nice.:wizard:

#19
Soja57

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Abraham_uk wrote...

Salarian is going.

I don't want to do this but the Salarian Engineer doesn't have a single interesting ability.
Their incinerate is basically the projectile spamming problem I had with Mirror Matches.
Decoy is useless. Overload is just a cheap power to give a foe.

If there were other Salarian characters available other than Engineer and Infiltrator, I might consider giving them a shot.


Another pyro. The health regeneration is useful.
I'm going to give this one a shot.


You shouldn't limit yourself to 1 power, 1 weapon, and 1 melee. Especially limiting to only one power, as caster-based enemies are the most interesting enemies to fight.

Decoy isn't useless. Just allow the Salarian to spawn the decoy anywhere on the map. Simply make it where the only way to tell if it is a Decoy is if you damage it through weapon fire or powers, or you see the original Salarian spawning the Decoy (more difficult to notice when other enemies are shooting at you, or you are focusing on other enemies). The Decoy also can't fire projectiles from its weapon or powers, but other than that, the difference is very subtle. Players who don't watch the Salarian closely may get confused between which one is real and which one is fake, thus potentially wasting power cooldowns or ammo on a potential decoy.

Also, give the Salarian Engineer a Venom Shotgun. Maybe only make him fire the charged shots to make him even more unique.

:wizard:

Modifié par Soja57, 21 mars 2013 - 11:34 .


#20
Abraham_uk

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Hmm. Soja. You've given me food for thought.

I like the concept for the pyro but my problem is we already have that foe.
It's called the Geth Pyro.

Okay. We can have the one true caster based enemy type.

Salarian Tactican returns.

This time with the following abilities.

Venom Shotgun

Decoy
Incinerate

Incendiary Omnitool



This is a real dilemma. I have a quota for 8 enemy types. Add the Salarian and that's 9.
Is 9 too many?

Anyway, I'll add this 9th enemy type and see how BSN members react.

#21
Ultimate Pheer

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One thing I just realized is that all of them would probably be susceptible to grabs. maybe say the krogan, volus, and maybe batarian (Cuz spikes) are immune to grabs?

And give the quarian the ability to throw multiple turrets and combat drones, like maybe two or three each?

#22
Abraham_uk

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Okay. I'm at the limit.

I haven't mentioned the enemy types being capable of grab kills.
I don't want any sync kills in this faction.
Sync kills are cheap.


Okay. I know that racial representation is key, but there are 9 enemy types.
The quarian sounds like a squishy geth prime. But could work. Hmm.

I don't know if there's space for any more enemy types.

If I am to include a Quarian, I must remove one of the other enemy types.


Are there any enemies on this faction that are just a waste of space?

I'm looking at the Turian. He is nothing special. Has a proximity mine, a revenant and dual omniblades. Also Turians are supposed to be elite troopers. Having him as a standard cannon fodder trooper makes no sense.

Having Quarian as the standard trooper with the ability to spawn multiple drones sounds nice.

#23
Abraham_uk

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I haven't made a decision yet... Still trying to think about which enemy type should be removed in order to include a Quarian.

#24
Ultimate Pheer

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You could probably ditch the turian, it's basically a maurauder.

and I didn't mean sync kills, I meant which ones players could grab over cover to instakill.

#25
DeathScepter

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Abraham_uk wrote...

DeathScepter wrote...

it will be good if they did a dedicated DLC and use this idea. I would love the idea for Clone Shepard's Merc faction to be another enemy faction as well.

Maybe 2 solid dlc; 1 devoted to using some of your ideas; Other one Devoted to Merc Faction.


I wouldn't mind one of Shepard's clones to be a boss enemy.
But having an entire faction made up soley of Shepard clones would be...

Have you played mirror matches.

So having the Cat6 Merc faction with Shepard Clones as bosses would be nice.:wizard:


No Mirror Matches but i do understand why people want more Salarian kits. It is true that Salarians are known to work for the STG but there are other factions that the Salarians can work for including Spectres, Shadow Brokers and Merc groups.

And Yes I do want that as well as  DLC making Cerberus enemy faction a harder faction to deal with.

Your Ideas combining with new Cerberus playable characters with new Cerberus gear slots would be nice. Also with the second DLC making Cerberus harder and new enemies for all factions.