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A few ideas for Battle Bay

Discussion in 'Game Discussion' started by rlxgenerate, 15 May 2017.

  1. rlxgenerate

    rlxgenerate Active Member

    Joined:
    10 May 2017
    Messages:
    379
    So here's where my mind goes when I'm inside my own head...just thinking...

    New Ships:
    1) Hover boat - Has the ability to avoid any torpedo but has relatively low hp. Can pack a punch with having 2 weapon slots.
    2) Semi-Submersible - Has the ability to submerge a few feet/meter under water for 3.5 seconds (11 sec c/d) and avoid being hit by any projectile. Negative, if under water and hit with a torpedo, boat will take double damage.

    Weapon Perk:
    1) Armor Piercing Round - Has the ability to pierce the initially hit target and impact another player behind the initial target. If projectile hits 2nd target, damage is reduce by 30%. Can only impact 2 players max.

    New Weapon:
    1) Tow Missile - Player has the ability to control projectile and hit any target they choose. Non-auto targeting. Negative, player cannot move nor fire any other weapon until projectile has detonated.
    2) Exploding Torpedo - Player has the ability to detonate a torpedo at any point during the path of travel after launching. The weapon slot turns into a "button" that the player can hit if they choose or allow the torpedo to continue on it's path of travel. Torpedo will not begin cool down until it is detonated.

    New Support Weapon (Yellow Slot):
    1) Tether Line - Has the ability to link up with a player that is within a certain distance (15 or less "distance") and for a period of time, tether their HP to the boat who shot the tether.
    2) Scout Drone - Has the ability to randomly travel the map for 10 seconds and mark enemies. Enemies can shoot down the drone with cannons but once marked, they stay marked for 20 seconds.

    Randon Weapon (Not sure what color it should be):
    1) Clone/Decoy Ship - a small decoy ship with 500 Hp (goes up depending on the "mk" of the ship) that only has a regular cannon attached that can distract the enemy and fire upon them.

    Healing Weapon (Green Slot):
    1) Healing Round: Fixer "shoots" a friendly with a pulse and the next round that is fired from the person the fixer hit heals for the amount of damage dealt. The damage dealt from the friend is still dealt to the enemy and if the round misses, then no health is recovered.

    Okay, that's it for now.
     

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