EDIT: WTF quotes are broken. !admin
- Skill/Ability: Henchmen
They don't need to move much, they're just bait with weapons. It might sound cruel, but even sometimes PLAYERS become bait, baiting is a good way to drag the zombies away from potential flag routes, or at least make them too busy to kill anyone who is farther than the bait. They'll move to kill when they see zombies, just like any other bots without waypoints. But if it is a silly idea, it is a silly idea.
There's just too many maps where alpha bots will never encounter the zombies. There's no real way to move bots.
- Skill: Survival
Shamefully, it practically is, when I typed that out. It's just another way to extend your health without actually giving you god mode. Spy + using /tempdef is already super effective against chainsaws (not invincible though, Zoid still dies, but still, he'll just /def+1 his way to joy even if he maxes out /tempdef, assuming that /def+1 has no limits. It IS cheaper to upgrade than /atk+1), but I think Soldiers should live a little longer, and mebe defenders as well, since it's their job, I guess?
Basically, it's substituting defense with health. You could also call it a sort of secondary regeneration (or "second wind", fancy phrase, that is). When your armor is down to the dirt because of That Damn Zombie Gunner, at least you'll have a little something to keep your spirits (or rather, your Health) up. Until you face the gunner again, cause you're screwed with no armor against guns, as far as I can tell.
So this is just another replacement for defense? Or perhaps you want me to do something like make a skill that sometimes initiates a second wind where they regen all HP once low? Former=pointless, latter=good.
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- Ability: Solid Slugs
Ah crap, Lag. Forgot about that. Still hopin' it works.
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Perhaps I could make sort of a replacement of how incendiary rounds work, so a bullet makes a small explosion every couple of rounds.
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- Ability: MINDFUDGE Zombie (+Spy/Tech -Everyone else)
I understand that henchmen is a questionable thing, so here's another "summon bait" alternative. Using /death mechanics, randomly cause one zombie to switch sides where they stand, if possible? If it is, then it'll give Spy more zombie-slowing abilities. It'll probably be less effective in wide open maps, but hey, can't attract everything. Oh, and it should probably make the confused zombie get armor/additional defense, and remove his chainsaw. He's bait, not a killer. Also should be a timed thing again, don't wanna convert the entire enemy team at once. You could either add a cooldown + small AP use, or medium AP use to prevent bait spam. The former lets Spy to keep his AP in case he needs it for something else, unless cooldown is too complicated. Tech COULD use it, but make it slightly more expensive than Spy's cost.
"GUHH I HAS MASSIVE BRAIN FREEZE, OUUUUUUUUUUCH"
"FRIEND BRAIN FREEZE, EAT HIM"
And so he died, while the spy slipped away, having given his team more time to advance their position.
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Well it wouldn't be easy, as you can't move bots like you can with players. I think it's possible to manipulate spawns for this sort of thing though. I'm unsure about this idea, I may or may not add it.
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- Shop Item (OR) Ability: Request Weapon (If Ability, it's E for EVERYONE aka same price)
Sometimes you just wanna keep killing even if that last zombie managed to punch your weapon off you, or you accidentally press throw weapon into a pit of death on your way to Zombie Base. Effect is random weapon given to you, all primary weapons except minigun and M79 should be good. Maybe not Barret, but it should at least give the spy a chance at his favoured weapon. If it seems ineffective, also add a COMPLIMENTARY USSOCOM, ABSOLUTELY FREE. ORDER YOURS TODAY TermsAndConditionsApplyDeliveryChargesMayVary.
It MIGHT seem useless, but when you're in a biiig map, in a nice position to bait zombies/kill zombies before they get into tight corridors that might get your teammates killed, but out of weapons/your weapon ain't suitable, then might as well try to make it better.
It's either a shop item or an ability, your choice. Maybe best if shop item, gotta make you spend cash another way than just saving it up for /def+1 or /atk+1.
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I think I should add buy a flamer instead.
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- Ability: Suppress Zombie (+Spy -Everyone but Tech)
This is another suggestion to a Spy-centered ability, but it feels hard to implement, but have it anyway.
2 ways: Either use the Spy as the center point, or makes the spy drop a "marker", which causes any zombies in radius to suffer slow downs (in the form of spawning shotgun pellets directly close to them, with 0 damage and either 0 speed, or SOME speed pointed DOWNwards from above them).
This MIGHT make them slow down, I can't test the effects of 0 speed shotgun pellets myself. Not to mention it might affect players who are too close to a zombie, or UNDER one for that matter. UNQUOTE
Sounds too unreliable.
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- Skill: Auto-kami
Sometimes you just don't give a fudge. On/off skill, every upgrade gives you a higher change to activate /kami of a the level 1 variety when you die yourself. At least level 1 won't go HOLY SHIZNIT THE WORLD IS ON FIRE that might affect team mates. On the other hand, the explosion MIGHT send zombies their way, but I think it's more likely to kill.
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Actually I haven't been paying attention to kami. I'll think it over.
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Brute Zombie :- Your regular zombie, WITH EXTRA x4 HP! AND MAKE HIM HIT WITH FISTS! Or stick to chainsaw, works either way. Of course, you already knew this since we discussed it. Duh.UNQUOTE
Could get confusing, but worth considering for a replacement for gunner. Gunner role=Deal with campers, what gunner usually does=Kill non campers.
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Grenade Zombie :- Apply constant "Grenade Glory" to the grenade zombie, and you get a challenging lil' bugger. Mebe a little more HP, since grenades don't have reach. Fists only, crank up dat grenading frequency for BOMBING MANUEVERS UNQUOTE
Can't trust the AI to support this.
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Creeper Zombie :- If you can manage it, predator zombie, who hides, then reveals himself, when he starts punching like mad. He's like the "Spy" of the zombie team, punching people so that they'll lose their weapons. HP is should be either rather low or rather high, due to his seeming lameness, and xp reward should be less than a regular zombie. Scripting it this way seems complicated. but a perma-predator zombie is outdated, not to mention usually ANNOYING AS HELL when they kill in one hit. At least you could see this one if he already creeps up close, mostly trying to dislodge your weapon and/or stop you from shooting his friends. UNQUOTE
Only a permanent invisible solution is possible, as there is no RemoveBonus. I don't want an invisible asshole.
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Here's a miniboss:
NECROMANCER: HE HAS ABILITIIIES! He can /tempatk or /tempdef other zombies, /"teleport other zombies to his position to create SURPRISE ASSAULT and also as meatshields", and anything else ya choose. He needs to be quite tough, maybe a little less than a Crazeh Zombie? Reward also should be significant.
...Also, on second thought, /tempatk might be overkill for a bunch of zombies who are already a speedy, swaying mass of CHAINSAW MASSACEREs. Buuut up to you.
As for his relation to the gravekeeper, let's just say he ain't no REGULAR gravekeeper. Why would death carry a scythe when he can carry a M249 SAW? UNQUOTE
So you want me to work on an ability based AI for this bot? Hard but doable.
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And now to top it off with an ability:
Ability: Artillery Tracer (+Tech -Assassin/Soldier)
This might take some scripting, not sure if affective. Effect is 3 level 1 or level 2 "/kami"-sized explosions, reduced damage could be preferable, but there are many ways you could choose to deliver it (you only have to pick one!):
Technique 1: On Hit, Delayed -
It's like the "Solid Slugs" ability, but the explosion is centered on the target, and will explode 1.5 seconds or 3 seconds after hit. In the case of splash or multi-damage weapons (Barret, Spas, LAW), only the FIRST target is "marked".
Technique 2: Ground Marker, INSTANT -
Somehow drop a marker onto the ground, explosive mine-style, and will explode on the first enemy to cross the area of detection. I don't know HOW this works, Hacktank somehow makes it by dropping rambo arrows as markers (or maybe it's just for show, I never knew how it works), and explodes on contact.
Technique 3: Ground Marker, Timed -
It's like Technique 2, but rather then "target detection", make it sort of a timed bomb. It could be useful for blowing up chokepoints or narrow horizontal corridors (or once again, send zombies your way), to clear out the way, or eliminate zombie flag-chasers.UNQUOTE
So this is like mines? I don't really wanna do mines in this.
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Explosions play a pretty large part in enjoying zombie games, I believe. Too bad it ironically can also send zombies your way!UNQUOTE
Don't they play a large role in any shooter?
Just had an idea, chat to Tehbugerbot, example: "@Bot: How many at base?" if he's at base: "2 zombies are near flag" if not "I dunno, I'm not there." or "@Bot: Give me your weapon.".
Also I wanna make tech regen more AP when proned.