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TF2-Polycount-Zega

Howdy folks,

Never tried my hand at one of these before, but I'll give it a shot. I'm not a heavy gamer, but I do listen to many podcasts of creators and developers and find the depth of psychology and gameplay they look into quite fascinating. I hope to implant what I feel I've taken from these listenings into the ideas I post.

-Introduction-

I'll be doing the medic class. He's my favorite class and I feel as if he didn't get as much love being the first class to be updated. Nothing nifty like a Sandvich or BONK Cola.

-Notes, Goals, and Limitations-

The Medic is a support class. The medic is often seen on the assaulting front, traveling with his companions toward the enemy. He must because of the reach (not short, not long) of his medigun.

Many items that the medic holds and what makes the Medic fun is the prescence of the "Ubermeter." A progress meter for the healer rewarding him and in usual cases the 'patient' he is with a high for a short moment. With this, I consider the "Ubermeter" a function I cannot remove. Therefore my primary weapon must work with that.

-Works in Progress-

Melee: Defibrillation Paddle/s
"Saws...SAWS, I'm a doctor, not a lumberjack!"
The Defibrillator paddle will be carried in the Medic's left and right hands. As a melee weapon, their range is greatly limited. These deviced came around the 1940s-1950s, so their timeframe matches. When the Medic unleases his paddles on an enemy and connects, the enemy takes only a mere 10 damage, but is paralyzed by the shock for 3-5 whole seconds. The time must be minimal to prevent a broken partnership of rushing medics and heavier classes behind to take advantage of the hapless victim.

"CLEAR!"

Optional: If the Defibrillation Paddle/s are used on a friendly player that has 1-25 health. The Medic will jolt the player back to conciousness with +25/+50 health. If the friendly player is at 26 or higher, there is absolutely no effect.

Primary: (chewing between 3 things)


Secondary: Ephinephrine Shot
The Epinephrine Shot is another needle gun that the Medic will have in his arsenal. This time though, it too offers effects for his team members and enemies. The Epinephrine Shot fires needles filled with small doses of pixie dust, NAH epinephrine. If fired on a teammate, he/she will have a 20% increase in speed for the next 5-10 seconds, pending on whatever Valve seems measurable fair. The speed will not stack if more needles are fired onto the target. Unfortunately, this also means your enemy. That's right, if you raise your Epinephrine shot at your enemy, he/she too will be barreling toward you with 20% more speed. Skilled medics may yield from firing it, or perhaps using the oppurtunity to fire, switch to Ubersaw, and steal a quick slash and kill. Since the epinephrine dose of one shot is only for a mere 5-10 seconds, the Medic shall want to constantly admister his medicine in a balanced amount, caution though, your ammuniton will run out fast. The small magazine won't help either. (50 needles)

summary:
-needles damage enemies
-needles may or may not damage allies?
-target's speed inscreased by 20% for next 5-10 seconds
-ammo limited to 50 needles


More to come! :3
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