This thread is for keeping track of my incoherent ramblings to review later when I can see straight because being unfettered by sense will sometimes create the brightest of ideas - it is easiest to think outside the box when you're not anywhere near the box, so to speak. I'm basically putting this here so I have proof that I'm actually working on things and also so people can give me some sort of direction if they're interested in doing so. THREAD RULES: Expect no formatting and don't request any. This is my public notepad and if you can't read it, that's not my problem. Do not treat these concepts as finished. These are incomplete concepts, not polished design documents. Feel free to post feedback. I am not omniscient and there's a reasonable chance you've thought of something I haven't. Feel free to submit things for me to work on. If you feel like a particular class or weapon or mission needs attention, say so and I will look at it. SHOCKMANDO passive adrenaline and actual time being borrowed T1: surg (damage at level 1, duration increase at level 2, penalty duration decrease at level 3?) T1: angry bullets (toggle that, when on, causes an additional damage effect to be added to the primary target of attacks. this effect has a splash radius that deals friendly fire damage. turning the toggle on and off forces reloads) T2: adrenaline (passive upgrade to surg. level 1 gives bonus attack speed per hit (synergizes with angry bullets) and level 2 gives bonus reload speed) T2: borrowed time (timescale boost. unsure if level 2 should increase the boost % or the duration. leaning towards %.) T3: midnight animal (hahahahahahahahahahahahahahahaha) T3: graveyard man (for 20 seconds, every kill you make adds a damage bonus. stacks, and stacks disappear once buffs end.) SMM i hate the t3s T3: shadow strike? idk something that doesn't sound lame (blink attack to enemies in an area for every shot in the magazine, return to the original position when done) T3: merciful hand (buff, attacks deal x% bonus damage where x = missing health) TACTICIAN/SQUAD LEADER grey mask effect starts with one spare talent point VALOR clear and hold (damage, reload speed, attack speed, no moving) double time (sprint speed, jump range, movement speed, no attacking) situational awareness (sight range, detection range/weapon range, don't get hit) passive: contingency plan (buffs can now be stacked, adds a grace period at the end of buffs) Ult1: tactical stance (max energy/ability damage, don't get max energy) ult2: gub (infinite ammo/rounds deplete over time/kills restore rounds, don't reload) DUTY fortify position (stationary buff zone, gives offensive) tactical advance (mobile buff zone, gives defensive/mobility) kill zone (stationary debuff zone for enemies, more enemies means more damage vuln) stasis grenade ult 1: time cube ult 2: stand together CHAOSTHROWER aaaaaa T1: improved propellant (level 1 improves splash, level 2 increases attack speed, level 3 gives better projectile + attack range) T1: burst fire (deals much more damage but has friendly fire - deals damage based on distance, level 2 adds a DOT to damaged units, level 3 increases the damage to full at all ranges) T2: frenzy (level 1 gives stacks on attack, level 2 gives stacks on ability damage) T2: immolate (level 1 sets self on fire, level 2 adds damage vuln to damaged units) T3: inferno (in name only - fart a bunch of missiles at an area, deals damage on impact + damage over time afterwards) T3: wildfire (buff that causes enemies to explode when killed by the flamethrower, hurt allies but not the flamethrower) ORDERTHROWER keep in mind all of these damage reductions only apply to the flamethrower, a zombie won't deal less damage if it decides to slap a teammate while smited T1: smite (reduces damage dealt by a flat value per unit hit. level 2 adds reduced attack speed, level 3 adds ye current health damage) T1: shatter (reduces damage dealt by 50%. level 2 adds healing on use, level 3 adds refunded cd + nrg on kills) T2: single target taunt (permanent until dead, level 1 gives demotaunt effect, level 2 gives assaulttaunt effect) T2: righteousness (gives smite a slow at level 1 and shatter a stun at level 2) do more paladin research T3: faith (it's faith. what the fuck do you think it does.) T3: conviction (brief period of invulnerability followed by massive damage vulnerability) PSI OPS keep no cooldown/transient innate new innate: focus, a super hold-fire that disables the ability to attack things but reduces the energy cost of abilities, must be disabled before attacking can resume (unlike regular hold fire, which can be canceled by a right-click) KILLDOZER anger management: the character: the class: the movie: the book: the direct-to video sequel T1: nerd rage T1: grapple napple (l1 snatch a guy, l2 snatch to guy, l3 add stuns to snatching) BOB THE BUILDER abilities have charges and build limits -Entrenchment Static Trap (reduces movement speed of enemies that pass through, has a limit on how many can be affected at once) Barricade (Blocks pathing, is tough) Reinforcement Node (buildings within the radius gain a shield) -Perimeter Defense Sentry Turret (turret that attacks units that enter its cone of effect, see Maxim, possibly a flamethrower) Flak Turret (Anti-Air autoturret) Marksman Turret (long-range, can attack ground and air units) Logistics UPGRADE BUTTON STOCKPILE (reduced energy cost for buildings, increased charge generation) SOMETHING SUPPORTY IDK Health Regen Tower Spotlight Black Dog Automated cannon that fires HE-F shells Teleporter Relay Stolen from the Field Engineer. Works like Medivh's Portal, with a short cooldown and a charge count.