Yeah g'day guys, for my entry I thought I'd concentrate on the medic when creating my items.
Two characteristics of a good doctor are the abilities to sympathize and empathize with their patient - interesting concepts that could work well as weapon attributes.
1. Syringe Gun alternative
'Sympathy' - When equipped this enables you to see enemy health. As a downside it reduces medic health at a rate higher than the blutsauger - I wish to prevent 'battle medics' yet allow them to still help the team. The high health loss also prevents continual use.
- When equipped enemy health becomes visible
- -3/4HP drained per second
2. Medi Gun alternative
Carrying on with 'empathy; or feeling what your patient feels', while healing a patient your health and speed scale upwards or downwards depending on their current health. To counteract only healing the heavy or soldier, the medigun cannot perform an ubercharge. This would allow viable healing of scouts or other classes where differing maneuverability is an issue.
The scaling could be similar to overhealing in that it decreases much faster than it increases to prevent healing a heavy then a scout to take advantage of the bonus for example.
- Health and speed become the same as patient
- No Ubercharge
3. Bonesaw alternative
I am thinking of a saw that would switch the medic and his target's health on hit - I like the idea of unlocks being complementary (i.e. flamethrower/axe or targe/sword) and by making the three complementary yet not useless on their own allows more versatility. A medic could use the syringe gun to scout out a high health enemy and strike with the bonesaw. As well as this a medic could use the medigun on a hurt teammate to similarly lower his health and then attack with the bonesaw.
- Switches health with victim on hit to a maximum of 125
Well there we go, we'll have to see how these turn out over time
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