SolaceEternal said:
(...it's kinda nice someone's actually listening to the crap I offer. Change of pace, yes, but still.)
SHUT UP!
Im gonna expand the amount of abilities a species can have and include
OPTIONAL damagetype resistance. For now itll be static (meaning itll only work against stock weapons), but if i get my way and epic includes those settings, it should be fully compatible with non-stock weapons.
Tamaria: Chances are that you were looking at the thread right after i removed the attachment from one of the other posts, but before i moved it to the first post
ROFL: To keep file size down i dont think ill be including any art assets aside from maybe small icons. I want to keep the file size as small as possible, cause downloading a 4 meg mutator over 15 versions would get old really quick
Thanks very much for the offer though!
The hands look pretty decent... but the chocolate bar blades just aint
CUTTING it! har har har... heh... hoo boy... that was awesome...
Ok, full feature list as of right now:
Each species has unique combat statistics including:
Jump Height, Run Speed, Swimming Speed, Dodge Distance and height, Maximum Health and Super Health, Damage received modifier, Damage Dealt modifier, Acceleration, Air Control, Minimum Adrenaline on spawn, and Shields on spawn, as well as what extra weapon members of the species get at spawn.
Current list of passive and active abilities:
Thorns - Mirrors 10% of damage received back to the attacker
Regeneration - Heal 1 health a second as long as you are alive, up to your Max Health.
Vampire - Receive 40% of damage dealt to soft targets (players) back in health, up to regular health limit.
Energy Leech - Receive 30% of damage dealt to vehicles back in health, up to regular health limit.
Massive - completely nullifies most 'push' from taking enemy fire.
Dual Assault Rifles - Spawn with a second assault rifle and extra AR ammo.
Grenades - Throw a moderate damage hand grenade for some adrenaline
Plasma Grenades - Throw a high damage, short range sticky grenade for some adrenaline.
Knockback - Push enemies away from you at the cost of some adrenaline (The Massive ability does not counter this.)
Rocket Volley - Fire three low damage missiles from your shoulder at the cost of some adrenaline.
Drunk Missiles - Fire 5 moderate damage drunken missiles from your shoulder at the cost of some adrenaline. (Drunk missiles fly around taking random trajectory changes, theyre very inaccurate but good for suppressive fire.)
Currently in progress:
Melee strike - Hits a badguy for great damage at close range. They shouldnt be that close anyway, teach em a lesson!
Damage Family resistance - Certain races will be more resistant to types of damage than others (Biological, Energy, Bullet, Explosive)
Invisibility - Like the adrenaline combo, but doesnt require full adrenaline to activate. Has an 8 second 'cool down' period between uses.
Full Shielding - Activate this power to cover yourself in a very strong forcefield. You will not be able to move very fast at all and you wont be able to jump more than a couple inches. (Its hard to force bots to listen to certain rules, so instead of penalizing human players, stopping them completely is out of the question for now... even though bots dont know how to use the abilities
)