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Also, how would respawn work?
I purpose medic get's Overheal/Heal (Fully heals target, if target is at full health already then it gives him double health for one turn) and Uber (Invincibility for 1 turn, 3 turn recharge.) and the rest of the classes get their second ability back.
As long it remove stickies I think it should have lower incoming damage when in use.
Respawn work like teleport - merc just return to start point just cause if respawn=losing 1 turn then merc removed from game for entire phase which can be long enough
Stepping in is not that good because everyone can see them - so it would required mini-mechanic for stiky-detection. So I think it would work better if instant use but reloading next turn.
Soldier Rockets hit 2x2
Well no there still 2 abilities just one is class based and other is weapon based:
Also overheal usually gives 150% health so in board game it just add 1 hp which is 133-200% health
Like when you buy the starter pack (Single map, base game materials, and 2-3 starter packs)
Starter packs (should be crates lol) contain the first weapons released for that class, like pyro would be backburner,flare gun, and axtinguisher.
After that, you can have map crates, which contain 3 maps and 3 regular crates.
Regular crates should be buyable in single and then larger shipments. They contain 3 random weapons for any class, but are more randomized.
You might have different series of crates, each having their own drop ratio of certain weapons
Unusual weapons could be super rare and hats being rare and reskins being uncommon.
You have 1 uncommon per pack, but it has as a low chance of being a hat, or very low chance of getting a unusual wep, and an insanely rare chance of getting a unusual hat
EDIT: Making text look less like a wall
I like this idea. You could have 1 primary, secondary and melee weapon (But Melees and most Secondaries only provide passive effects.) Here's some ideas:
Soldier:
Primaries:
Black Box
-1 Range (Because no clips or ammo)
+2 Health on kill
Direct Hit
No Area of Effect attack
+1 Damage
Cow Mangler 5000
May charge attack for 1 movement point, increasing damage by 1 and lighting enemy on fire.
-2 Damage to Buildings
Secondaries:
Buff Banner
After getting a kill, +1 Damage for the next three turns.
-1 Health (Needs changing)
Gunboats:
No health cost for Rocket Jumping
-1 Damage
Melees
Disiplinary Action
If you start near at least 1 ally, then you and all ajacent allies get +1 Movement
-1 Health
The Equaliser
+1 Damage and Speed for every 1 missing health
Medics need twice as many movement points to heal you
Market Gardener
If you rocket jumped that turn, +1 Damage.
If you didn't rocket jump that turn, -1 Damage.
Pyro
Primaries
Phlogstininator
After you get a kill, you heal +2 health and get +2 damage for the next turn
-1 Damage
Backburner
+2 Damage
Airblast only knocks opponent back 1 tile and costs 1 more movement point.
Degreaser
You may use 1 ability for no movement point cost every 3 turns. +1 Movement point.
-1 Damage
-1 Range
Secondaries:
Flare Gun
May use 1 movement point to get +2 Range and +2 Damage
-1 Damage
Reserve Shooter
When you airblast someone, they take 1 damage
-1 Range
Detonater
May use 1 movement point to get +2 Range and deal 2*2 Area of Effect damage
-1 Health
Melees
Axetinguisher
Afterburn deals +1 Damage, and attacks against an afterburned player do +2.
-1 Damage
Powerjack
+1 Movement Point
Heal 1 Health on kill
-1 Health
Back Scratcher
+1 Health from health kits
+1 Damage
Medics take 2 movement points to heal you
It's been a while since I've worked on this, but I think this would be fairly balanced and add some more variety. Should I abandon it or do the other 7 classes too?
Not sure if it is needed to rework health system - with "-1 health" stats classes seems to be extra fragile.
I think that we should increase most classe's speed by 1 point, and maybe scout's by 2. We should also double all classe's health, which would make balancing items MUCH easier.
I found it was way easier to make pros then cons, and so I ended up using -1 health alot. It'll probaly keep being used until more mechanics are added, so increasing health would make it more viable.
Buff banner could use a shorter duration. But if it took 2 kills to use, then it would be very situationol (It's automatically activated, so you already only use it against groups.) It could last just 2 turns maybe?
Since you seemed to like the first ones, I'll make Scout and Heavy now.
Scout
Primaries
Soda Popper:
After getting a kill, you get to use Double Jump twice that turn.
2 movement points required for the second attack every turn.
Force-a-Nature
Hitting a target that is right next to you decreases their movement points by 2, if they are 1 tile away it decreases them by 1.
-1 Damage when attacking a target 3 or more tiles away
Shortstop
+2 Range
+1 Damage at long range
-1 Health
-1 Damage at close range
Secondaries
Bonk! Atomic Punch!
Every 5 turns or once every life, may activate Bonk! for 2 turns, preventing you from taking or dealing damage.
-1 Damage
Mad Milk
Every 5 turns or once every life, may coat enemies in Mad Milk. You throw the mad milk anywhere withing 3 tiles. It does it's effect in a 3*3 AOE. If hit directly, then it lasts for 2 turns, but if hit inderectly only one. When you shoot an enemy covered in mad milk, heal 1 health.
-1 Health
Pretty Boy's Pocket Pistol
+1 Health
+1 Movement
-1 Damage
Melees
Atomizer
+1 Movement
When using Double Jump, +2 Movement but you lose 1 health.
-1 Damage.
Sandman
Once every 4 turns and once per life, may cause someone in a 4*4 area to not be able to do anything for that turn.
-1 Health
Boston Basher
Roll a dice when attacking an enemy. If it is an even number, you deal +1 damage, but if odd, normal damage and you lose 1 health.
Heavy
Primarys:
Brass Beast:
+1 Damage
-1 Movement Point (Maybe it should be changed to -1 Range.)
Natasha
Shooting someone causes them to lose 1 movement point
-1 Damage
Huo-Long Heater
Lights enemies within 2 tiles on fire
-1 Movement
Secondaries
Shotgun (Since you start with Sandwich.)
+1 Damage
Instead of healing, you have the ability to trade -2 damage for +2 range and +1 Movement.
-1 Health
Davalokahs Bar
+1 Health
Heals only 1 life (Defualt Sandwich should heal 4.)
Buffalo Steak Sandwich
When you eat it, for the next 2 turns you get +2 Damage and +2 Speed, but can only attack adjacent enemies.
Melees
Killing Gloves of Boxing
When you kill an enemy within 2 tiles, +3 Damage on your next turn
-1 Damage
Fists of Steel
+2 Health
-2 Damage
Gloves of Running Urgently
+1 Movement
-1 Health
How the "Active" secondaries work (Bonk! and the Milk) is that you treat them as a sepreate Active ability. You use it, losing 1 movement and granting the effect. The main difference is the cooldown. The Shotgun is similar, with a few differences. You can only switch one time per turn, at the beggining, it takes 1 movement point to do so. It lasts until you switch back.
Any more reworks needed? If this is good then I'll do Demoman and Engineer next.
Another big question is math about pros and cons: you are right about that with bigger numbers it is easier to balance but also it harder for players to pay attention to details - too many numbers. In original TF2 it is no problem since computer does all math. Yet the board game gives this problem to player.
Not sure if doubling health is good but here are recalculated numbers
_________ TF2____Old___New
Scout_____125_____1_____ 2
Soldier____200____ 2 _____ 4
Pyro_____175_____2______3
Demo_____175_____2 _____3
Heavy____ 300_____3 _____5
Engineer___125 ____1_____ 2
Sniper_____125_____1_____2
Medic_____150_____1_____3
Spy_______125_____1_____2
Five as maximum number I think is quite good: still space for '-1hp' yet no to much to calculate
Weapons' stat numbers seems can stay as they are.