#Sub-Classes

104 messages · Page 1 of 1 (latest)

thick needle
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Creating a whole other class that would be similar to another with one or two added features is pointless and that's where this concept should do the job.
Whenever you'd check the NPC's class, it's Sub-class would listed right below the main one.

A few examples:

  1. Cops
  • Chief Officer/Warden -> More or less a boosted version of a regular cop, they will be able to call for backup and have better weaponry, but killing them should be very rewarding.
    (Warden is supposed to be the Chief of prison guards)

  • CQC Expert -> Often increased strength or proper traits (Kneecapper etc.). Prefers direct combat to shooting.

  • Sharpshooter -> Special cop with great aim; they will often act as snipers during hostage situations.

  1. Zombies
  • Bloater -> Upon death, its corpse explodes into a cloud of poisonous gas
  • Spitter -> Can use Zombie Phlegm
  • Brute -> Particularly strong. Possesses Bulky, Knockback King, Bullet Sponge + and Tank-Like traits
  1. Werewolves
  • Pack Leader -> Can howl for backup. As if one werewolf didn't mean business.
  • Inverted Cycle -> Becomes human at night and werewolf at day.
  • Tracker -> Has a great sense of smell, harder to lose during pursuits.
  1. Cannibals
    Chef - Fights w/ a knife. Main ability: Can turn corpses into effectively healing meals; pretty much each cannibal feast makes cannibals look like they never entered a battle.

The examples may not pull through, but I hope they showcase this idea well.

plucky slate
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Brute -> Slower, but way stronger
Zombie already has 1 speed.
How slow is brute version going to be>

thick needle
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Alright that's a little fail

rotund torrent
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Didn't think about how night cycles will affect werewolf, that sounds cool

thick needle
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Matt said somewhere he is going to attach werewolves to the night cycles, so... guess we'll see

plucky slate
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but killing them should be very rewarding.
I don't think that killing some important cop will truly be worth it.

winter bluff
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Could work great with NPCs. The player could specialise upon gaining new traits when they level up however, adding to the RPG feel of the sequel

thick needle
plucky slate
thick needle
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Who knows.
I left this loose end for a reason

neat kraken
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That way you're incentivised to kill them as it makes killing the rest easier

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Also makes them more of a threat than a Cop/Supercop

thick needle
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Any thoughts on the others? Outta curiosity

neat kraken
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Sharpshooter's a very interesting concept that would work well in the sequel

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Problem is when are they going to be deployed?

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I highly doubt we'll see "hostage situations" or anything like that

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It might be hard to balance them as well, since they fire from a range outside of your view, if that makes sense

thick needle
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It's hard to devise a good idea if there are so many unknown factors about the sequel

neat kraken
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So there's questions about bullet velocity and ways to detect a Sharpshooter

thick needle
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I can agree w/ this

neat kraken
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only some general stuff

thick needle
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Indeed

neat kraken
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as for the Werewolves, I love the concept of different subclasses, but I don't really know what the utility of the Inverted Cycle wolf is

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Pack Leader should be given a little boost in strength as well imo, just being able to call backup doesn't feel that strong on its own

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You don't become the alpha by howling really loud after all

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I like the idea of the CQC expert, could be very powerful in tandem with a Sharpshooter

thick needle
neat kraken
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I assume Pack Leaders are somewhat rare so having them be hard to kill makes sense

thick needle
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Yep

neat kraken
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Spitter and Bloater seem fair enough, but Brute is quite powerful

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I know that's his purpose but he hasn't really got a slight weakness to counteract the major buffs

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You can't slow him down since he's already at 1 speed so I'm not sure what a good solution is

plucky slate
plucky slate
thick needle
thick needle
neat kraken
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If that's so, he should be made a lot rarer to compensate

thick needle
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Absolutely true

plucky slate
thick needle
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I'm actually inclined to believe that

neat kraken
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Normally I would suggest a weakness for every class (since a direct buff usually isn't great for balance) but I think that's missing the point of the sub-classes

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Seriously what is the use of inverted cycle though?

thick needle
thick needle
plucky slate
neat kraken
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inverted cycles hamper Werewolf pack performance during the night

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and they're still easy to kill during the day

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I mean, it's one Werewolf and some Office Drones, not a threat

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the more inverted cycles you add, the worse Werewolf packs will perform at night, but their effectiveness at day isn't noticeable until you get like 3 ICs

plucky slate
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so for you 1 werewolf isn't dangerous?

neat kraken
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yeah

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it's called a gun, or a sword

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only way I see ICs being viable is have 3+ at day and a Pack Leader

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Pack Leader can call for backup and is stronger

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that way the pack is strong at day and night

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but that's a very niche situation

plucky slate
neat kraken
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a 2 in firearms skill and a shotgun/revolver/machinegun are sufficient

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3+ or a RoF mod and you can use a pistol

plucky slate
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We have no clue how much health will npcs have in SoR2.

neat kraken
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we can assume it's a similar amount

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no reason to increase or decrease

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remember that the sequel is made with code from the first game, why would the health system be different?

plucky slate
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Well yeah.

plucky slate
neat kraken
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plan ahead

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if you rush into a fight not knowing where the werewolf could be and planning an escape method/some place to back up to, that's on you

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werewolves never ambush you, after all

plucky slate
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How am I supposed to plan ahead if some office drone just became a werewolf when the day has started

neat kraken
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there will be ways to keep a track of the night cycle

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approach from a distance and recon, if there's wolves and an office drone that drone is inverted

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or vice versa

plucky slate
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Why the hell do you think werewolf are gonna be in groups with inverted werewolfs?

neat kraken
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because it's a subclass?

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what, you think ICs are in their own pack?

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and besides, it's the same deal

plucky slate
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I think that werewolfs are in pack ONLY when in wolf form.

neat kraken
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approach at night, if they're werewolves attack at day, if they're office drones attack at night

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you're making it more complex than it needs to be

plucky slate
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Werewolfs have antisocial trait, why would they be in groups in the first place

neat kraken
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because the existence of a Pack Leader implies they're in packs

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so we're going off the assumption they'll be in packs

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you shouldn't even need to plan if it's just one werewolf lmao

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just kill them it's not hard

plucky slate
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Then why the hell do people plan when playing as vampire to kill a werewolf?
There is only 1, why would even need to plan?

neat kraken
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people plan when playing vampire?

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i just walk into bars with an axe

plucky slate
neat kraken
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then they're not in groups

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game is easier now

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i don't see the problem

plucky slate
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The problem is you won't be able to know if that random office drone walking around is a werewolf, and if we consider vampire's big quest ANY npc can be a werewolf.

neat kraken
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as far as we know werewolves become wws at night and revert back at day instead of when they spot a vampire or become hostile

thick needle
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Damn, that was a hell of a discussion that took place

royal comet
# thick needle Creating a whole other class that would be similar to another with one or two ad...

Slum Dweller:
Resourceful
Gets better trash loot and results from using scrap crafting, NPCs pick up any type of object they find.
Adaptive
Quickly adapts to the enviorement they where put in, gaining temporal traits depended on the area.
Bum
+1 to all stats, better healing and resistence from alcohol, damage resist from smoking, loses the learning traits.

Soldier:
Zealot
Deals extra damage agaist non-"normies" and can detect them, NPC will often SEEK to kill cannibals.
Gun Nut
Better killizer effects, +1 firearms, NPC carries way too many guns.
Captain
All soldiers around them are boosted and they can command them at distance a lot quicker, free whistle included.

civic bough
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Hacker:
Black Hat
More options when hacking. Hack things you weren't able to hack before. When hacking, you can move your camera a bit farther than where your player is, letting you hack things from farther.
White Hat
Law enforcement will get annoyed the more they see you hack, instead of instantly getting mad. With some luck and/or bribery, you can convince the owners of a building and any law officers that hacking their things and their things specifically "is okay, actually"
Conductor
You can instantaneously hack things that are close enough to you and not obstructed by walls or doorways. Gain the ability to release a shock of electricity from tech, damaging enemies for a lot of damage and potentially stunning them, but disabling the device.

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these ones are way more centered around a player playing as em but they can work as NPCs too