Basilisk gameplay design sheet

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Viech
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Joined: Fri Aug 03, 2012 11:50 pm UTC
Location: Berlin

Basilisk gameplay design sheet

Post by Viech »

Let's develop a design sheet for the basilisk gameplay. Here's mine:

[table="width: 800"]
[tr]
[th]Name (for reference)[/th]
[td]Paralisk[/td]
[/tr]
[tr]
[th]Primary Attack (Combat)[/th]
[td]High rate, low damage slash attack. Rate similiar to non-advanced marauder but needs one more hit against the head to kill an unarmored human.[/td]
[/tr]
[tr]
[th]Secondary Attack (Movement)[/th]
[td]Close-to-floor dash, similiar to a low angle dretch pounce. Has a brief cooldown period. At the end of the dash, if an enemy is in reach, do a mantis-shrimp like quick stab attack with both arms. This does a good amount of nonlocational damage and paralizes the enemy for a short while. A dash that ends in such an attack has a longer cooldown period, so that it can only be used to start an assault. An unarmored human that is hit by a dash is an easy prey but the reduced mobility due to the prolonged cooldown period forces the lisk to engage in combat for a while. This way the lisk stays a hitman kind of class that can pick on an individual human but is not as strong against a coordinated group. However, the fact that the lisk doesn't have to stay still while it grabs a human make it more mobile and less useless against groups and battlesuits.[/td]
[/tr]
[tr]
[th]Tertiary Attack (Buildables)[/th]
[td]Normal: None. Advanced: Medium ranged gravity affected missile that sticks to the point it hits (if it hits a structure it sticks to its origin, if it hits a player maybe we can make it stick to it, too). The missile is, both in the air and in the sticky form, pretty much a sparkling ball of energy. After it hit the target, it deals low damage via zapchains to buildables and humans in range but more importantly, it draws a good amount of power from the environment, disabling human structures in its range (a structure that was directly hit will disable regardless of the amount of available power). The power consumption will decrease during its lifespan, so that buildables subsequently become available again. The missiles generate slowly and no more than a single missile is available at any given time. Just like mara rushes, a number of advanced basilisks can be used to overrun a base by disabling defenses and focusing attacks on crucial structures.[/td]
[/tr]
[tr]
[th]Passive Skill[/th]
[td]None.[/td]
[/tr]
[tr]
[th]Abilities[/th]
[td]Wallwalking, fast health regeneration.[/td]
[/tr]
[/table]

Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction

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