Okay so I've been thinking in bed for about a week now (Like
@yellowocean when he's driving lol), and this is what I thought up.
1. These involve mk7, mk8, and possibly mk9.
Buffing mk7 or making an mk8 with integrated one-time per battle talents (I saw a thread about this that had some good ideas, so forgive me if I copy one or two by accident).
Shooter: Overdrive, removes global cooldown.10s
Defender: Charge, increases attributes (health, speed, turret rotation, agility) by 5%. 10s
Enforcer: Adrenalin, start moving in bursts, even backwards. 7s
Speeder: Go go go!, removes global cooldown for
yellow items only. 8s
Fixer: Buff Pulse, buffs damage, health, speed, turret rotation, agility, and cooldown by 3% for 8s.
Now along the same track,if the prev. didn't get implemented, this is buffing mk7, if the prev. did get implemented on mk7, then this is buffing mk8, if the prev. was used on mk8, this is buffing mk9.
2. Automatic external features.
Shooter, two guns on the back fins <thumbnail
View attachment 11804
> doing 250 damage each with a cooldown of 5s, auto aiming and firing, possibly upgradable, can set priority by ship type.
Defender, ?a shield that extends to protect teammates? Damage to shield is dmg to defender.
Defender idea two, a blue tesla shield that is "skin-tight" (meaning it can only protect defender). Shield starts at 0 hitpoints and gains (idk) 25 every 5s, which gets taken out of the next shot, the rest of the damage goes through, and the shield gets reset to 0. Max it can block is 1k dmg. Remaining damage can still crit.
Enforcer, lookouts somewhere on the ship that increase range of vision by 2.
Speeder, ram-jet increases speed indefinably when going straight.
Fixer, healing aura, boats within half a pulse from the fixer gain 150% from other healing.
Thats all for that, on to crit mechanics!
3. Critical Hit Mechanics
The faster a ship is moving, the less chance of getting a crit. Say both ships are still, chances of a crit are doubled. One ship is moving at 1 speed, standard crit chance, both ships are moving at 1, 75% standard crit chance. One ship is moving a 1 and the other at 1.5+, 50% of standard crit. Crit chance is never less than 1%.
4. Critical Hit Sniper Edition
Maybe have an adjustable "optimal crit-chance" range, the closer to that range, the higher the crit chance, the further from that range, the lower the change, till 50% of original. Min. optimal range 10.
5. Repair Box Buff
If destroyed by unfriend, deals 25% of it's health as damage to unfriend.
6. Auto Bots
Purchasable with large amounts of gold.
- Eye in the sky: Increases max view range by 2
- Gun boat: you can equip one weapon to it, and it will follow you and fire upon the same target as you. 1k health
- Medic: follows behind you and attaches to a friend, healing them for 6s, then it detaches and finds an other friend. 1k health
- Minesweeper: can disarm up to 4 mines. Takes 5s to disarm a mine. 1k health
- Ammo Boat: all items come off cooldown when you use this boat (be withing 5 of it and tap on it) [Blows up dealing damage to friends and unfriends if sunk] 1k health
- Suicide bomber: rushes into the unfriends and explodes, sending shrapnel everywhere. 750 health
- One shaped like a dog. 1 hp. When it dies John Wick comes out guns blazing. (But seriously, not like that, just a booby trap one)
I realize these are all huge changes/additions, and will prob never get added.
Thats all, thank. Click to expand...