Classes *Incomplete*

Discuss ERaR: Outbreak Strategies and Suggestions here.
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Created by Jesse_James
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Jesse James
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Classes *Incomplete*

Postby Jesse James » Fri May 21, 2010 6:38 pm

Glimpse at all the classes, a brief description, their stat placement, and their abilities.

Feel free to discuss the classes and make suggestions in this thread!

Infantry
You've spent all your life looking for something your good at, turns out your good at taking life.
Combat: 20
Computer: 15
Medical: 15
*Boot Camp - Target practice and drills have made the infantryman more likely to evade attacks and inflict critical damage.
*Adrenaline - The infantry may attack faster and takes reduced damage for the duration.
*Heroism - When the infantry is wounded nearby units briefly receive increases damage.
*
Cyborg
Advanced cybernetic research has allowed for a blend of organic and synthetic parts that result in increases offensive and defensive skills.
Combat: 25
Computer: 25
Medical: 0
*Defense Matrix - Prevents all damage for the duration.
*
*
*
Medic
You were discharged from the military and they took your medical license. Who cares? You don't need fancy sterilized equipment to perform surgery! All you need is a knife and a patient!
Combat: 5
Computer: 5
Medical: 40
*Epinephrine - Target unit attacks faster and moves faster.
*Mend - Restores HP to target.
*Anti-parasitic Injection - Prevents or cures parasitic infection.
*
Demolitions Expert
Arming, Disarming, Reckless endangerment and more! Years of abusing fireworks has resulted in a valuable set of skills and an exciting career path. If it burns it earns!
Combat: 30
Computer: 10
Medical: 10
*Timed Mine - It go big badda boom!
*Remote Mine - Allows for more controlled explosions.
*Incendiary Round - All shots fired result in a mild explosion.
*
Hacker
Years of sexual repression have resulted in a variety of skills and a sturdy hand. There isn't a firewall or security system you can't crack. Innovative software development and a constant need to prove yourself has earned you a place on the team.
Combat: 5
Computer: 40
Medical: 5
*Bypass - Allows the hacker to bypass certain doors and security measures.
*Surveillance Camera - Places an immovable camera that can serve as an early warning system.
*Trojan - Allows the hacker to gain command of target security measure.
*
Marksman
Your grandfather always told you if the enemy is in range, so are you. You've lived by it ever since, always staying as far as possible from pointy objects and dangerous people.
Combat: 35
Computer: 15
Medical: 0
*Fast Clip - Allows the marksman to fire with greater succession.
*Advanced Optics - Allows the marksman to shoot targets at a longer range.
*
*
Mechanical Engineer
Gears, cogs, oil based lubricants, the mere thought of getting dirty under the hood of a technological marvel excites you.
Combat: 10
Computer: 25
Medical: 15
*Laser Grid - Any units that pass through the laser grid will be damaged considerably.
*Defense Turret - Deploy an unmoving auto-targeting turret to lay down some heavy fire.
*Mechanical Arachnid - An unmanned drone that can attack and defend the engineer.
*Repair - Repair any mechanical devices.
Pilot
As a pilot you've grown accustomed to commanding the power of 30 tons of heavy hitting metal. When you screw up, everyone feels it, but you've only got 3 deaths on your record, well below the acceptable loses mandated by the corporation.
Combat: 15
Computer: 20
Medical: 15
*Bat-Cam - The bat cam is a small drone that allows the pilot to explore without risking himself.
*Commandeer - Allows the pilot to commandeer vehicles and mechs.
*
*
Scientist
You started out testing hormonal drugs as a lab rat and worked your way up to the big league. Now you have scores of your own test subjects succumbing to horrible symptoms in the name of progress!
Combat: 0
Computer: 25
Medical: 25
*Retro-viral - Prevents or Removes parasite from target unit.
*First Aid - Heals target unit
*Hallucinogen - Target unit attacks faster and takes less damage for the duration.
*Bio-genetic Replication - Replicates items using biological components.
Insomnia
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Classes *Incomplete*

Postby Insomnia » Fri May 21, 2010 7:54 pm

your stats seem to rounded...
get some uneven numbers in there that doesnt end in 5 or 0
eleteguard
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Classes *Incomplete*

Postby eleteguard » Tue May 25, 2010 9:24 pm

Oh, come on. Your missing the ultimate pilot skill!
eleteguard
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Classes *Incomplete*

Postby eleteguard » Wed May 26, 2010 2:54 am

Double Post!
Cyborg
CS1337 is the name. Don't remember much besides the of first moments of the second landing on Pandora: "Fuck! It's a tra-".
Combat: 25
Computer: 25
Medical: 0
*Stone Skin - Nanites that live within you grab nearby carbon and force it into a Isometric-Hexoctahedral (effective giving you diamond-ized skin). Prevents all damage as it is active(mana shield or immolation).
*Modified Body - By default the cyborg if its health drops below 50%, its repair point, it must be repaired back up to a minimum of 50% for medical item/spell to be affective. This skill would allow a permanent shift of those values. At each choosing a rank of either: Organic gains passive health regeneration, when not damaged past their repair point, a lower minimum percent for the repair point. Mechanical, bonus to armor and mana regeneration, increases the minimum percent for the repair point.
*Power Surge - Increase movement speed and if something is in your way its forced aside-as long as it isn't too much bigger then you- for a duration.
*Built In - Choose a bonus weapon that is built into you. Active cast: rockets, flame thrower, shotgun etc.
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Slayer4000X2008
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Classes *Incomplete*

Postby Slayer4000X2008 » Wed May 26, 2010 8:58 am

My own idea.

Hybrid
After a genetic experiment on human DNA it seems your genes have been spliced with that of an unknown creature. Who needs high computer and medical skills when you have brute strength.
Combat: 40
Computer: 5
Medical: 5
*Self Mutation - It seems that the scientists that spliced your DNA left you the ability to turn fully into the creature you share DNA with (provides increased speed and makes attacks ranged for a limited time)
*Humanity - Still retaining humanity from your past those around you feel stronger (provides a small boost to damage to all allied units exept yourself).
*Crushing Plates - Strengthening the plates on your body your defencive capabilties rise for a short time. After a time you go charging at the nearest enemy unit dealing massive damage.
*Infection[ult] - When you kill a unit you have a 25% chance to spread an infection of your own creating another of your kind.

<hr />

This model is needed for the main hybrid unit.
This model is needed if you add the self mutation ability.
Last edited by Slayer4000X2008 on Wed May 26, 2010 10:14 am, edited 1 time in total.
WorldEdit
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Classes *Incomplete*

Postby WorldEdit » Thu May 27, 2010 6:31 pm

my own idea of marksmen
second two asteriks (*) are my ideas

Marksman
Your grandfather always told you if the enemy is in range, so are you. You've lived by it ever since, always staying as far as possible from pointy objects and dangerous people.
Combat: 35
Computer: 15
Medical: 0
*Fast Clip - Allows the marksman to fire with greater succession.
*Advanced Optics - Allows the marksman to shoot targets at a longer range.<span style="color:#ee4a2d">
*Concentration - The Marksman is concentrating and does more damage (passive) <span style="color:#ee4a2d">
*Critical Shot - After years of training you can finally shoot someone in the head (passive)</span>
Last edited by WorldEdit on Thu May 27, 2010 6:38 pm, edited 1 time in total.
Aaron Weaver
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Classes *Incomplete*

Postby Aaron Weaver » Mon Jan 31, 2011 6:05 pm

Random idea goes hurr.

Gunman
All of this long, unwieldy rifle and exploding ball crap makes you laugh. Like crazy. You know well that two pistols are all you need to wreak havoc!
Combat: 55
Computer: 0
Medical: 30
*Rapid Fire - Increases attack speed; the key to killing things is shooting them the maximum amount of times in the minimum amount of seconds.
*Blinding Speed - Increases movement speed; catching a bayonet in the ass is no fun at all. Run faster, bitchcakes!
*Teleportation Device - The gunman activates a wrist-mounted teleportation device, allowing them to teleport themselves a small distance. Upgrading the device increases that distance.
*Headshot - Takes an instant shot with flawless accuracy, instantly killing the target unit. Does not work on heroes or creeps over level X. Long cooldown.

Idea: Extremely mobile unit with rapid attack speed, but is very fragile, and has very low damage (but, fast attack speed.) And also has low range (around 500) I'm not sure how to work that out with ERaR's gameplay mechanics, so I just put in random stats. The unit itself should be small and flexible looking and have two pistols. 'Cuz two pistols beats everything else. I'll try to find a suitable model to back up my suggestion.

Feel free to do whatever you please with my suggestion- I'd really love to see the dual-pistol archetype implemented in this map in some way, whatever that way might be. I'm a dual-pistol addict. XD

EDIT: This is the only model I could find in Hiveworkshop so far, but the skin matches a medic. It'd need a reskin to be of use (The offhand thing she's holding looks like a pistol, so if they were skinned similarly, it could pass.)

http://www.hiveworkshop.com/forums/models-530/space-orc-field-medic-147527/?prev=search%3DPistol%26d%3Dicon%26r%3D200%26u%3DGeneral%2520Frank

EDIT2: Possible ultimates for the Hacker and Medic;

Medic:
*Defibrillation - Brings the target hero back to life (other player) can only be used twice on the same target, and has a long cooldown.

Hacker:
*Overload - Allows the hacker to instantly destroy a target security measure and inflict heavy splash damage on nearby security measures, with damage decreasing based on distance from the target unit.
Last edited by Aaron Weaver on Mon Jan 31, 2011 6:23 pm, edited 1 time in total.