Still need 1 ultimate for the mech, 2 ultimates for the fighter and tank, and 2 regulars for the fighter and tank. Again, abilities are not for direct damage. They are to gain favourable advantages over enemies. This isn't DotA. Your weapons deal damage. Your abilities are for avoiding it, reducing it or making things easier to deal it.
Tank Tier 1
Fires a shell into a target ally. Increases movement speed by 25% for 12 seconds. 15 sec cd. Don't worry, they won't mind.
Slams a target unit, knocking it back and stunning it for a short duration. Melee only.
Tank Tier 2
Grants 40% of your health as shielding for 12 seconds.
Reduces damage taken by 40% but reduces movement speed by 50% for 15 sec.
Tank Tier 3
Locks your movement for 12 sec. Reduces damage taken by 50% for you and any ally within the field.
Drops a shield generator at the target location. Absorbs damage from any ally underneth. Lasts 30 sec.
Tank Tier 4
Creates a smoke field at the target location. Any ally or enemy within the field will take vastly reduced damage.
I think direct damage abilities that cannot be realised with hangar-weapons are ok but if you don't like it you can still take a cool direct damage ability and twist it to do something else, for example keep the Hunter Seeker mechanic but instead of damaging the opponent it roots them for 6 seconds or something.
Also I would suggest that the tank doesn't only get damagereducing abilities because every vehicle needs some ways to escape from combat.
I think a perfect solution would be to change battering ram so that you target a location and the tank charges towards it and then slams the units there, that way you get a way out/into combat and the farther away the target is from the tank the easier it is to avoid because of traveltime.
Either that or give the tank harpune cause otherwise i see no use for a meleeability on a pretty slow vehicle.
Supply Calldown(drop pod on target location, allies that drive over "med kit" heal for 20%)
Shock Barrage(tank deploys and bombards area with shock shells, decreasing movementspeed by 80% and increasing damage taken by 90%, seems resonable cause the tank itself basically removes himself from the fight but gives allies the chance to move in for the kill)
Fieldrepair(heals for 5% per second, drains energy fast, uses fire supression bot animation)
Weapon Disruptor(slows enemys weapon speed by 30%)
Barricade Call Down(like force fields but instead calls down big drop pods that stay for the duration, well not useful against fliers but "force field" is still a really awesome assistspell)
Can't come up with a name(activatable aura decreases damage taken by all allies by 30% increases damage taken by tank by 30%, drains energy wile active, maybe more useful than a "draw all fire" ability i suggested in my last post)
Optics Disruptor(shortens enemys weaponrange by 50%)
Damage Amplifier(4 sec Debuff, when debuff expires deals the damage target received during those 4 seconds as aoe around target and to target itself, well you said no damageabilities but this is basically a +100% damage to target with a really cool flavor and it is avoidable )
Hunting Mode(drains energy fast, +4 Weaponrange, +6 sightrange)
Shock Seeker(uses Hunter Seeker mechanic, stuns target for 6 seconds)
Weapon Overload(increases weaponspeed for 6 seconds by 70% but disables your weapons for 10 seconds afterwards)
only thing i came up with that would be fun is:
Bombing Run(when in Bombing mode all weapons fire at 50% speed but you gain a new weapon that drops ...well bombs at targets directly below the Fighter, i know its a damagethingie but the only time i had fun with the banshee in catalyst was when i dropped mines onto the heads of my enemies xD, i died really fast though :( )
Anyway thats it for now I will post any new ideas i get.
Keep up the good work looking forward to a beta.
Assimilation Nanobots(releases a swarm of little nanobots that surround the tank for 6 seconds, every damage received while active is instead converted into health for the tank, could be the second ultimate besides shock barrage)
Readiness(when used resets all of the fighters cd's, could be an ultimate)
Avoidance Maneuver(fighter performs a barrel roll for 2 seconds reducing damage taken by 90% but disables your weapons for 2 seconds)
Short Circuit(places a debuff on target for 10 seconds, abilities used while debuffed cost energycost times 3 in health)
Short Circuit(places a debuff on target for 10 seconds, abilities used while debuffed cost 2 times the energy)
Short Circuit(activates the cd's of all the targets abilities)
Electric Induction(applies debuff for 5 seconds on target that increases damage taken by 10%, debuff refreshes whenever target moves and stacks up to 5 times, target has to stop moving for 5 seconds to dispell debuff)
Electric Induction(applies debuff for 5 seconds on target that reduces movementspeed by 10%, debuff refreshes whenever target moves and stacks up to 5 times, target has to stop moving for 5 seconds to dispell debuff) (well there are a lot of options with this)
Is this the part when I completely go off my rocker and make up 1000 abilities? OK!!!
Offensive abilities - (Removed by request)
Defensive abilities - Titanium Plating (Passive, adds 3 armor, adds 1.2% hitpoints) Repair (Heals allied mechanical, heals self, heals target for 20 hp per second)
Summoning abilities - Cloaking device (Is killable, makes nearby allies cloaked) Shield generator (Is killable, comes with hp and shields, regens shields of nearby allies, adds 1 armor to nearby allies) Trap (Is killable, is cloaked until attacking, attacks nearby enemies at range 4)
Aye, but I do like the cloaking device. Probably doesn't fit the current vehicles but I plan to add more, will have to add that.
Yeah, passive abilities won't happen. Damage ones, well, the ultimates are mostly damage abilities. It's intentional as they're designed to assist in the end game siege, so over the top damage abilities are okay. I'll demo a few of my favourites later tonight.
I see. I'm looking through things, but apparently my glasses really are getting too old. I'll remove ALL of those and replace them with these.
Auras - Healing Aura (Heals all nearby allies in a radius of 3, heals target allies for 2 hp per second, lasts 20 seconds (or) until energy is depleted (or) until told to stop) Cloaking aura (Cloaks allies in a radius of 2, cloaks self, lasts 20 seconds (or) until energy is depleted (or) until told to stop)
Offensive abilities - Overcharge (Increases speed by 100%, increases atk speed by 100%, self takes damage by 4 hp per second)
Evolutions - War Tank (Increases life permanently by +100, adds 10 damage permanently, speed is +1.2%) Battle Mech (Increases life permanently by +50, adds 15 damage permanently, speed is +1.2%) Heavy Fighter (Increases life permanently by +50, adds 10 damage permanently, speed is +1.6%)
Edit- If anything is repeated or doesn't suit you, ignore it please. :D
Edit- Possible Super abilities?
Offensive Super abilities - Napalm Bomb [Redo] (Slow fall, 10 dmg per second, burn effect, 2 second damage delay, splash damage) Poison Missle (Roach/poison effect, 10 dmg per second, 2 missle speed, splash dmg, 2 second amage delay)
Cloak works like stealth in WoW. You can't cloak in combat. Your weapons are disabled, you move at a reduced speed and anyone who moves close enough to you will decloak you. I felt cloak was too useless in Catalyst though, so now while your weapons are disabled during cloak, your abilities are not.
Most of the abilities you mentioned are already in the game as weapons. There's a Napalm Turret which leaves a trail of fire behind.
Auras I would put under passive effects. There are a few auras but they are all buildings and quite... different. The Munitions Disruptor snares all missiles around your vehicle, making them easier to dodge or shoot down with point defence turrets.
I've left healing completely out so far. There's only 3 healing abilities so far. Call Mule. Repairs your vehicle. Has very low health but repairs very fast. Basically it's there to save you having to repair at your base, but due to it's health, it's unsuitable for combat. Logistics drone; has a science vessel type repair beam. This counts as a weapon and means you'll have less firepower. The counter is blowing them up. Finally, the repair zones in your base, though they are quite redundant with the inclusion of the Mule to be honest. There's zero reason to go back to your base other than a safe haven and I quite like it that way.
It's all appreciated! Even if I can't directly use most things, I've gained a lot of ideas from this thread. I asked for abilities but I now have a big long list of potential weapon upgrades and other cool things I wanted to add in the future.
Though I do love the Seeker Missile stun. That's awesome and definitely will make an appearance. It's exactly the kind of ability I want; never loses power throughout the game, avoidable but you can make it difficult to avoid via abilities or location.
Perhaps you can one day make a Catalyst 2.0 and have a 3rd yellow team. Who knows! :D There's a lot that you can lead this game towards. Lots of potential, lots of fans, and lots of ideas to start with! :D All you need to do is ask us for whatever you need and we'll lend it to you! (Except money lolz) :D
I actually plotted out this 3 way node system with that in mind a while ago. I might terrain it someday, but yeah, one step at a time!
And yeah, I have the bare minimum abilities for now. There are 5 ability tiers, and I want 2 per tier and 1 ultimate (9). Long term I want 3 per tier and 2 ultimates (14).
After that I want 2 special upgrades per weapon (they'd be gated, so you'd upgrade from the weapon and require a certain vehicle level so as to not overwhelm new players). As an example the upgrades for the Napalm Turret are fire that slowly follows nearby enemies and targets that are hit by napalm turrets are coated in napalm, dealing damage over time to themselves and any nearby targets.
I cant wait till you get a playable beta out and/or another test :) Everything up to now has been really awesome (except u cheating against me and having 10 minerals at the start... grrrrr... lol)
btw, maybe add a fighter ability like "bombardment", where the fighter flies over enemies and drops bombs on them (uncommandable till it's done dropping all bombs or the ability has been cancelled, and its forced to move in a straight line, so no stationary bombing on a single target and can be avoided if noticed.)
What bothers me most with the new hangar-system is that it feels somewhat clunky. Now admittedly i didn't test it but from what i've seen in you video you are totally cut off from your vehicle/the combat while in the hangar, so you never know if you are actually dieing while building stuff.
A cool thing would be if you could still see the minimap while in hangar-mode or if that is not possible at least have some kind of alarmlights or screenshaking if your vehicle gets under fire while you are in the hangar.
That way i atleast would feel much more relaxed while figuring out what to build next.
Other than that i guess this system is really cool and innovative.