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Old 02-15-2006, 09:18 AM
Raeiphon Raeiphon is offline
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Join Date: Jun 2005
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Specialisation (idea)

On most games of Zone's genre, many have a specialisation system which allows you to attune extra bonuses to yourself for a style of play you truely like. In Zone, this'd remove the absolute need to learn appierce sparring in order to be anything close to 'good'. Majority of Zone is pistol based, in best weapon wise.

Basically, you buy training for the specialisation. To make it affordable, yet something to work for, it'd cost $5000 for the specialisation you want. Once you train a specialisation, you cannot retrain or untrain it for 2 months.

Pistol Specialisation
Benefits: Adds a fixated 100 ammo to every pistol, reduces the delay of all pistols by .05, increases fire and bullet speed of all pistols, reduces pistol damage by 15%. Increases movement speed when wielding pistols by 5%.
Allows usage of the trueshot ability.

Shotgun Specialisation
Applies to: Shotgun, Stormrifle, Gravitron
Benefits: Increases clip size by 15 (not ammo, how many shots you fire before you reload), adds +500 ammo to all shotgun weapons, reduces gravitron delay by .50 (half a second, making it a now viable weapon) and reduces energy needed by all by 50%. Shotgun also has it's delay reduced by .30, making it slightly faster than a r51. All shotgun shots now do a fixed 6 damage to compensate

Heavy Specialisation
Applies to: Any firesupport weapon (besides already listed weapons)
Benefits: Increases damage by all heavy weapons by 5%, increases HP by 30, decreases chaingun start up time by 50%, allows an extra 300 ammo for chaingun at the cost of 30 energy. Flamethrower now does DPS instead of 3 second burst damage (25 damage over 3 seconds, doesnt stun), flamethrower has no delay (fire while moving) and you can now aim mortar.

Melee Specialisation
Applies to: Muramasa, Plasmasabre, Combatknife
Benefits: Totally negates any energy usage needed by these weapons. Instead, damage is reduced by 25% but swing speed is increased. Movement speed jumps to 30% of normal while wielding melee weapons, combatknife is stronger, faster and has no delay. Plasmasabre can be dual wielded (look in voracious weapon ideas topic) as can Muramasa, having the same effect as a Kuraiittou.

Rifle Specialisation
Applies to: any rifle (besides ones already listed)
Benefits: A 15% increase in boost and normal speed while wielding a rifle. select rifles can be dual wielded for extra damage, charge shots use energy instead of ammo. Allows useage of the trueshot ability.

Explosives Specialisation
Applies to: All explosives
Benefits: The cost of explosives rise by 50%, but explosives of any kind now have no delay, and do 25% less damage. Base speed is increased by 5%, and jetpack does not consume energy but jumps a long way then forces you to the ground, requiring a 30 second cooldown before it can be used again. Allows usage of the trap ability.

Defensive Specialisation
Applies to: Nothing
Benefits: Increases HP by 30, reduces all damage taken by 5%, increases base speed by 5% and grants a specialisation specific armor, kevlarshield which will be detailed below. You are constricted to the defender class.

Commandant Specialisation
Applies to: Nothing
Benefits: When in play, any player around you (within a level) is granted 5% run speed (does not stack) 10 extra hp and an increased energy regen. Allows usage of trueshot, trap and snapdash. You are constricted to the commando class.

Stealth Specialisation
Applies to: Nothing
Benefit: You no longer appear on radar while walking normally, crawling completely removes you from sight. Consumes 1 energy per second of stealthed crawling. Weapons shot from stealth do an additional 50% damage. You are constricted to 80hp and have 120 energy.

Abilities:

Trueshot:
Any dual wielding weapon has a D attack that increases the damage of that shot by 100% but consumes 20 energy with stunted regen. Trueshot's also travel faster and is logged as a trueshot kill.

Trap:
Immobilsise and poison your enemy by laying an invisible trap (seen by team, like a proxmine) for 6 seconds (poison, imm is 2),

Snapdash:
By using 20 energy, you get 70% increased walkspeed for 10 seconds. Energy does not regen while dashing. Weapons can be shot with only 25% of their normal delay.
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