Tnecniv
26 Nov 2012, 12:57
New classes are not like the most needed thing right now. The game would more benefit from new weapons (or the return of some old ones), some use for the credits, and extra map themes.
But as TEAM17 stated new classes might came in the future, we might as well start suggesting.
The balancing act can be a tricky one - one can guess - so really, merely suggestions here.
Engineer : as weak and fragile as the Scout, he can continue to play after using a tool : so he can for example place a beam and then use a bazooka. Or place a magnet and then use it to power-throw a mine ;)
Vampire : he absorbs some of the damages he inflicts to other worms. But he can't stand water : any contact with it will end it's turn and damages him. He takes 10 damages per turn in water instead of 5.
Cursed : when using a weapon, there's a 50% chance it inflicts only half damages. But anyone who hurts him instantly becomes sick.
Aqua-worm : this little fella LIKES water. He gains 15 life points at the end of his turn if he's in water. BUT he loses 5 if he's on dry land. He's not subject to the physic of water (he can't get carried away).
And here's a few weapon suggestions/upgrades :
Worm-magnetizer : turn a worm, friend or foe, into a living-magnet, either attractive or repulsive. This way you can have an enemy who can go nowhere near any mine, or turn one of your own worm into a brilliant deminer (and throw them at the enemy just by walking)
Lightning Strike : well, wouldn't it be nice if, when using the lightning on water, this water electrocutes every worm inside it ? Water conducts electricity, after all !
Submarine : really, we need either the Aquasheep back... or a Yellow Submarine !
Anyone feel free to suggest more ; maybe one of us will inspire Team 17 for future DLC ;)
But as TEAM17 stated new classes might came in the future, we might as well start suggesting.
The balancing act can be a tricky one - one can guess - so really, merely suggestions here.
Engineer : as weak and fragile as the Scout, he can continue to play after using a tool : so he can for example place a beam and then use a bazooka. Or place a magnet and then use it to power-throw a mine ;)
Vampire : he absorbs some of the damages he inflicts to other worms. But he can't stand water : any contact with it will end it's turn and damages him. He takes 10 damages per turn in water instead of 5.
Cursed : when using a weapon, there's a 50% chance it inflicts only half damages. But anyone who hurts him instantly becomes sick.
Aqua-worm : this little fella LIKES water. He gains 15 life points at the end of his turn if he's in water. BUT he loses 5 if he's on dry land. He's not subject to the physic of water (he can't get carried away).
And here's a few weapon suggestions/upgrades :
Worm-magnetizer : turn a worm, friend or foe, into a living-magnet, either attractive or repulsive. This way you can have an enemy who can go nowhere near any mine, or turn one of your own worm into a brilliant deminer (and throw them at the enemy just by walking)
Lightning Strike : well, wouldn't it be nice if, when using the lightning on water, this water electrocutes every worm inside it ? Water conducts electricity, after all !
Submarine : really, we need either the Aquasheep back... or a Yellow Submarine !
Anyone feel free to suggest more ; maybe one of us will inspire Team 17 for future DLC ;)