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Old Dec 14, 2005, 10:48 AM // 10:48   #41
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I don't wanna be picky about the details, but as a real-life engineer I generally like the idea of an in-game engineer class.

[x] suggestion approved by Tetris L
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Old Dec 14, 2005, 08:00 PM // 20:00   #42
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Quote:
Originally Posted by actionjack
Thx for the very nice review.. lot better than some mindless flames...

now.. to adress your concern.
- on Explosion.. I really want to make it where it will have AoE effect that would also harm you or your teamate if they are in its range.... However, that would create to much team kill abuser.. so might need to just make it where it would hurt your self only. And don't let the name fool you, they are not modern day weaponary.

- on sige weaponaries... well.. those do need some blance. In theory, they are Engineer's "Nitch", in where they would build up heavy (and for most part, stationary or slow moving) defense and offense, of couse, material, or time, is thier weakness in that field. I see the animation being somewhat like a RTS, where a enginer would "hammer" while the pile of material/parts magically form it self into what ever they are building. (look almost more like summoning). When the weapon is destory by enemy, it would blow up, and knock back the engineer to the ground for few seconds. Or if it is duration, would simply crumble apart (it is held together by magical means, afterall). Well, if you face a Engineer team, you better A) bring your own Engineer, B) Rush them head on fast and hard c) run for cover till their duration is over.

- On Musket... read my post above for support on musket in historical time fame. Musket is differnt from Bows. (I should add one more thing to it... it does not have height bonus, but will only do 50% damage if target is out of its optimal distance) Musket/hand cannon should have slower firing rate, better damage, and shorter range. In skill, it is more chance base (to reflect its in accuracy) than rangers bow skills.


I guess you like a Bombardeer better... things that go KaBooom?
Also would like to hear your view on the concept of Materials, since its a very big part of Engineer concept. Any suggestion to further improve it is welcome
After thinking about it more, here's how I see it:

Engineer
Attributes: Dexterity (class only), Demolitions, Defusion, Bombardment

Demolitions are primarily the mines and proximity weaponry. Lay it on the ground and destroy. Demolitions also includes the explosive packs to attach onto players and such.

Defusion is the counter to Demolitions, and also slightly a counter to Bombardment. Defusion is where it's at if you're focusing on assisting your team so they don't get detonated (that "call the status" example I mentioned earlier).

Bombardment is where the heavier, ranged "artillery" type stuff goes. It's a skill tree that includes the types of weapons similar to grenades, boomsticks, etc. I like the idea of a Bombardeer. I think it makes much, much more sense than having a "Siegemaster" (Siegemaster Lornar! I think that's his name) or whatever.

The Bombardment attribute doesn't involve building anything, and it doesn't involve materials. Its attacks are similar to Ranger's Power Attack et al. Just activate the skill and you use it.

The Engie's weapons follow the attribute lines:

Demolition is a small, one-handed workshop hammer.

Defusion is a wrench.

Bombardment is a sling. I don't have the time to illustrate, but I will later if need be. (EDIT: think of something similar to David's sling in the story of David and Goliath, and tweak it so that it's a bad mother******)

I don't have time to explain why I'm not fond of material gathering, but I'll say this: the above attributes and skills and such I've outlined above are much better suited to the game, I think, and since Siege Expert is nowhere to be found, we don't need any Materials gathering going on.

Last edited by Siren; Dec 14, 2005 at 10:37 PM // 22:37..
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