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#1 |
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New Member
Join Date: Nov 2009
Posts: 19
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This is a list of what i think would be a good idea to put in the game. feel free to add your own ideas.
Weapons element launchers: close range guns that spray a element around. all have high chance to cuase elemental effect. meant for lillith more then anyone else. examples: X46 weed whacker Damage: 19 fire rate: 20 Accuracy: 0 this gun has a huge spread, and high firerate(even for these), and is corrsive damage. CH doom spray Damage: 36 fire rate: 9 Accuracy: 40 this gun is explosive(!?) element, high damage, medium spread, and low fire rate. Melee weapons: simlier to artifacts, melee weapons are meant for specific classes. brick has the most available to him. these have a special slot for them, like class mods. note: brick will drop his melee weapon for just punching people when berserking. as far as i can tell, his melee attack is hitting people with a pipe. Lilith examples: shocker: deals electric damage posioned: has a chance to do corrosive element effect. Bricks: Boxing gloves: has chance to daze oppenet. Wrench: knocked down chance Mordecai: necrotic sword: deals damage over time. Blaze: deals fire damage Roland: Shankerr: slower attack rate, but higher damage. Slice: higher attack rate, lower damage, possibility to daze(very low) Assault weapons we are talking miniguns here. okay, small ones, but still. downsides to these huge weapons: take 2 slots, both in backpack, and equipped. has a average amount of ammo storage. examples: B2H hellfire fire rate: 17 damage: 41 accuracy: 30 rounds: 50 this is not a element, but it is a minigun. XXX Rifle: damage: 400 accuracy: 95 Rate of fire: 0.5 rounds: 4 simlier to how combat rifles have accrtue burst fires, the assualt weapons will have huge rifles. Armor: these are simlier to shields, but upgrade health instead of adding extra protection. they will almost never increase health, or add healing, but add resistance. example: Dahl Kevlar armor: 20% bullet restince +20% corrosive damage taken. SnS brimstone armor: 10% bullet restince pangolin V2 grond armor: 20% to all damage -50% run speed, unable to sprint. most armor will have a damage penalty to corrosive, but some will not, at the expense of restince. Subclass sniper rifle: hunting rifles: think the elephant gun, but faster fire rate and less damage. revamped grenades: also works for rockets. adds a new stat blast radius. generally, lower damage equals higher blast raduis. also, adds grenade launchers as a replacement for mods. removes special abilities, but still increases damage and sometimes add element, increases range by at least 100%. Revamped sniper rifles zoom is doubled, so average zoom is 2 or 3 New elements: Freeze: chance to freeze(daze) enemies, has damage bonus to flesh and slight damage bonus to shield, no damage to armor. death animation: when a enemy dies while under the freeze effect, they turn into ice and will melt if left out, and will shatter if hit or shot. Particles: chance to disorientate enemies(stun), damage bonus agnist shields, no penalty, but this is a rare type. death animation: the idea is that the particles is something simlier to radiation or a type of beam weapon, so the enemy will fall on the ground and rot... New weapon stats and mods: Recoil stat: single shot and burst fires will have most recoil, along with shotguns, fast firing will usually have low recoil Silencer: decreases the threat of your shots, meaning enemies will take cover when being shot at, but will not attack you. basically they have no idea where the shots are coming from. theirs a percentage of how likely a enemy will notice where the shots come from. Blades: diffrent blades do diffrent damages, can be attached to all weapons, excluding launchers(instead, some are heavy enough that hitting a enemy will do 100-200% more melee damage). Axe blade: 100% increase, found mainly on pistols and SMGs. Stock spike: 150% increase, found mainly on shotguns and sniper rifles Barrel Blade: 200% increase, found mainly on combat rifles and revolvers Weapon Mods: sometimes you find a scope, blade, silencer, or even a elemental canister. you can add these to a weapon, replacing or giving the weapon zoom or elemental proprieties. Stock spikes are the only melee weapon that can go with silencers, as the Axe blade and barrel blade use the same space as the silencer. Last edited by werebeagle; November 7th, 2009 at 01:48 PM. |
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#2 |
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New Member
Join Date: Nov 2009
Posts: 19
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Classes
Ronland "Geo" Burner the survivor: Geo was a zoologist hired by Dahl to reaserch, and find a way to exterminate, the wildlife on Pandora. however, when Dahl pulled out of Pandora, Geo decided to stay. surviving alone has taught him to be a surprisingly good shot with any weapon. the reaserch into the wildlife, and his observations of the bandits makes him a welcome addiction to the vault hunters. after a decade on Pandora, he wants to get of it, and the vault will give him the payment he needs... ROle: Leader or mid range sniper melee weapon: knife made out of scrap metal. appernace: scientist turned redneck, think Burt from tremors. Action skill: summon Scamp: Scamp is a mostly tame skag. the way to keep him tame, geo has found out, is to feed him alot, and make sure he gets at least one battle each day. attacks anything that attacks geo or geo is attacking. active: 30 seconds, a 150 second cooldown. Scamp is simlier to blood wing, but less about dropping more loot and more about supporting teammates. if he dies, cooldown is doubled. 5-10: pup 10-20: whelp 20-30: adult 30-40: alpha 40-50: badass skag Survival: this tree focues on increasing Geos skills Tier 1: Ammunition aplenty: gets 10-50% more ammo per pick up. Scraped together: 5-25% increase in armor restince and gives Scamp 5-25% health Tier 2: the hunter: damage with all weapons increased by 4-20% Shooting elephants: hunting rifles do 4-20% more damage Tier 3: We're eating tonight!: every time you kill a enemy, you get 1-5% health back. i missed!: hunting rifles reload 5-25% faster. Tier 4: Surprise!: Scamps first attack does 100 to 500% more damage. Elder: focues on buffs to the team, generally happens when geo kills a enemy. tier 1: aim for the eyes: all the team gets a 2-10% increase in crit damage i'll stay here: accrucy is increased by 5-25% for all weapons. Tier 2: Good boy!: when scamp kills a enemy(killing blow), you take 5-25% less damage from all sources, all teammates near scamp get the same bonus for a few seconds. we did it!: after killing a badass, all teammates get 6-30% damage increase for a few seconds. Tier 3: i shall teach you: after geo kills something, the team gets 3-15% more expernice for kills for a few seconds. up on your feet: geo revives teamates at 10-50% faster, all teamates revive other at 5-25% faster. tier 4: protector: all teammates get a 4-20% to sheild capacity. Zoology: focuses on increasing his action skill Tier 1: OM nom nom: increases damage of scamp at 5% to 25% Leaping skags: scamp can leap at enemies every 20 to 5 seconds. chance to daze enemy 4-20% chacne Tier 2: skag armor: increases health of scamp by 5% to 25% Pined: Scamp pins(stuns) a enemy every 40-10 seconds. Tier 3: rage: if scamp gets to 10% health or dies, then you get 20-100% increased damage for a few seconds or as long as scamp is below 10% health(unless dead). Animal handler: cooldown is reducded by 10-50 seconds, and active increased by 3-15 seconds. Tier 4: Scamp smash!:scamp will somtimes do a stomp, dealing element damage to all nearby enemys. deacreases cool down of abilty from 60-20 seconds Vivan the Traveler: Vivan has a history. he won't ever talk about about, but several planets call him the "angel of death". He has created some devices that have never been seen before, and scientists can't even explain. there are rumors that he isn't human, some even claim that he's a Eridian. there are so many Rmors about Vivan that it is hard to find what is known about him. one thing is, they atlas corption captured him one day, and within 6 hours he simply walked out of the front door of the research faculty. a investigation of the place found that there was no one there, or bodys. however, some recording of the staffs findings were around. one of them contained Vivans medical profile. according to the staff, there was no DNA, no blood, nothing. they never saw his body, as they were unable to remove his clothes, as if they were a part of him... on Pandora, his reason for finding the vault is unknown, but he says "there's some business i need to finish" Role: Rouge or up close gunmen. Melee weapon: a whip attached to his hand. Apperance: cloaked in a..well, a cloak. he has a cloth mask that surronds his entire head, no skin shows. Action ability: Darkmass: Vivan runs 50% faster then sprint, and melee attacks while in this mode deal more damage, and instead of a whip, has blades. less damage then bersker power, slower then phasewalk. active: for 10 seconds, cool down of 40 seconds Rouge: melee profenciy Tier 1: Pain is my friend!: melee attacks have 6-30% chance to cause bleeding(non elemental DOT) Whiplash: melee attack damage increased by 5-25% Tier 2: Mach speeds: melee attack rate increased by 4-20% Brimstone: health and sheild increased by 3-15% Tier 3: shank: crictal attacks damage increased by 5-25% Darkrage: melee damage in darkmass increased by 10-50% Tier 4: Slasher: in darkmass, speed increasd by 10-50%, and attack speed by 20-100% Point blank gunmen: pistol and SMG proficiency Tier 1: One shot, one kill: pistol damage increased by 5-25% Supprsion: Fire rate with SMGs increased by 4-20% Tier 2: Point blank: all weapons do increased damage the closer they are to the target, up to 10-50% Dual wield: while in Darkmass, dual wield a pistol(wait, what?) if you have a pistol out in darkmass, you will have anothor one of the same type in the other hand. Tier 3: Needles: all pistol and SMG shots have a 3-15% of causing bleeding. Whirlwind: killing a enemy will increase fire rate with all weapons by 6-30% for a few seconds Tier 4: Seeker: in darkmass, bullets will home in on enemys and do 20-100% more damage. Acrobat: moment related stuff Tier 1: extra hands: reload will all weapons is decreased by 4-20% Hurdle: jump is 20-100% higher, falling damage reduced by 20-100% Tier 2: borrowed time: while at 5% health or lower, there's a 15-75% chance to dodge(no damage) attacks steady shot: can shoot and strafe while sprinting at 80-30% accuracy penalty. Tier 3: Shroud: when Darkmass ends, 10-50% chance to dodge attacks for a few seconds. up here: if you do a melee attack from above, has a 15-75% to do a critical hit.(does not work with death from above) Tier 4: Death from above: while in dark mass, melee attacking while in the air will cause you to lunge to where your pointing and if you hit a enemy, does 400-1000% more damage, but will end once you hit a enemy. Last edited by werebeagle; November 7th, 2009 at 05:03 PM. |
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#3 |
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Brick Specialized in Tank
Join Date: Sep 2009
Location: Chatham, NJ
Posts: 195
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this is very cool. i see geo wearing a pith helmet. I LOVE THE FREEZING ELEMENT!
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"Sticking feathers up your butt does not make you a chicken..." -Tyler Durden, Fight Club "With a gun barrel between your teeth, you speak only in vowels." -Fight Club "I felt like putting a bullet between the eyes of every Panda that wouldn't screw to save its species. I wanted to open the dump valves on oil tankers and smother all those French beaches I'd never see. I wanted to breathe smoke."- Fight Club
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#4 |
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New Member
Join Date: Nov 2009
Posts: 19
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Areas:
Redstone: Redstone is a area that be accessed from rust commons west, its about three times as big as dahl headlands. it is in fact a huge valley, with cliff walls at the entrance to rust commons, and the sides. it opens up into the huge featureless plains, and this is where the town of Redstone is. a river goes through the valley, and opens up just as it leaves it and redstone. huge animals roam the plain, and bandits drive around in vehicles used as mobile camps. this place is for vehicles. locations: Outpost: a small outpost at the entrance to rust commons, used by Dahl, abandoned now. The Race caves: unlike the Dahl headlands race track, it's still in operation, and is used for vehicle dueling and racing. Cliff Mine: bandits use this mine which is built into the cliff.(separate map) Redstone: the town at the edge of the featureless plains, has barricades around it to stop bandits riding into town. the River: the river isn't deep, but the mud stops vehicles(aside from treads and hover) going througth it. The Motherlode: used by Dahl to transport supplies, but now this huge bulldozer is used as a mobile camp by bandits. roams around area Enemies: note: for Redstone, all creatures are larger(exepect syctids and spidrants, but they are supposed to be fought on foot, considering there in no vechile areas), and 50% more powerful, and will not die instantly when hit with the car. syctids, found near the river. Skags, but vehicle sized, found every where bashers: know the early pic of a early syctid attacking a vehicle? thats what a basher will be. the either roam the area or lie in wait. Spiderants: Found near Redstone, as they have a nest near it. Rakk: found near the cliffs, also generally larger then normal. Bandits: mostly in outrunners of varying parts. Salt Hills: a home to the abandonded workers, but they are being pushed out by the Crimson Lance. another mainly vehicle area. ironically, in this area, you HELP the bandits, as you decide you'd rather have the bandits here then the Crimson Lance. its a large area about 2.5 times larger then the dahl headlands. its connected to the Salt Flats, with a scrap metal wall Between them. in the middle is a small lake of salt, although most of the area is hills with strange rock formations. one side is mountions, one is infested with crab worms(dont go past the warning signs), and the other is protected by Dahl turrets. locations: The Salt Pond: asides from the fact that a adult crab worm is living there, nothing much to say. Crimson Mark: a Crimson Lance fortress in the making. SunnyVale(separate map): a once grand place, now fallen into decay. they say that vampires live there... Honorbound: a bandit town, but made up of "honorable" bandits, as in if you do them a favor, they won't double cross or kill you. The Hive(separate map): a much larger bandit town, that is partially underground, and hate Honorbound bandits with a passion. slimemold coast: strange mold grows here and beyond, streaching as far as the eye can see, and rakk seem to love it, and to make it worse, so do there hives. Enemies: Bandits: found mainly in vehicles. Crab worms: found around the salt pond and the slime mold coast. Rakk: found everywhere, mainly slimemold coast, and one or two of there hives. Bashers: pretty much everywhere Vampires: there simply psychos who have undergone additional mutations and even more mental breakdowns Jericho canyon: hey, a non vehicle area! accessed from the Dahl headlands by a scrap metal ramp, this canyon is simlier to kroms, expect is has levels. the map shows the levels, and the layout of the selected level. theres 5 levels. the bandits here are contrelled by 7 leaders, called the Jerichos. once you reach and kill the jerichos, you can take a key to unlock a lift that takes you up and down levels. Locations: Open air: the top level, where the Dahl headlands is accessed. Scrap hall: mainly ledges on the canyon, with bandits camps inside the wall. 2nd level Intertwine: 3rd level, bridges connecting the 2 canyon sides(only level that is on both sides.) The nest: spiderants have made a nest here... 4th level The depths: the final level, where the 7 jerichos live, is inside the canyons walls, moist with openings out into the river banks. Enemies: Bandits: roaming around the 2nd, 3rd, and final level. Skag: found on the top level Spiderants: found on the 4th level Clinks: a aquatic speices found in the river and final level, snake/millpede like. Crawlers: found on the canyon walls, think lizard like skags. Last edited by werebeagle; November 7th, 2009 at 05:33 PM. |
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#5 |
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FIGNUTS!
Join Date: Oct 2009
Posts: 166
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Gearbox, Hire this man!
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#6 |
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New Member
Join Date: Nov 2009
Posts: 19
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Enemies:
Bashers: found out on the plains, they seem to replace skags as the main predator. they can be found in areas that border on them, Redstone being one. unlike the skags, Bashers use teamwork, instead of numbers, to kill a enemy. appearance: early scythid desgin, but with smoother and shiny skin. Adults: generic enemy, will run next to and ram vehicles. Ambushers: adults who lie in vegetation patches and come charging out, doing huge damage and usually sending the vehicle flying. Herders: will herd you to the ambushers,when you try to run them over, will hit the car with there heads, doing damage to you, not them. Elder: Elders are found in every pack, and not only are more powerful, are smarter and give a boost to attack for the entire pack. kill these first. Young: great distraction, if you attack these, all ambushers and herders belonging to the pack will act like regular adults, but will come to the aid of the young. some packs might not have them, and hang back out of combat, unless attacked. Citizens revamp: they would wander around in and sit in new haven, fyrestone, lucky's last chance, and middle of nowhere(after the bounty board is fixed). some would also wander around outside. you would find them using outrunners, to get to different places. they would walk around in the places, and talking to each other. after new haven is opened up, all but Dr. Zed will leave fyrestone. Crab worms: the larva life in caves and other isolated area, the juvniles move out in open areas with lots of food, like the mold coast, and once the become adolescents, they live deep underground, and stay there until they die, usually... Juvenile Crab worms: twice the size as larva crab worms, will sometimes leap out of the ground to cacth rakk, a dull purple color. Adult crab worm: they generally live deep underground, but one has found out that the salt pond has great food around it. 6 times as large as larva, also a gray color with rougth looking exoskelton. Vampires: psychos are bandits who have either been driven or have been insane. because of lack of common sense, psychos generally are exposed to things that cause them to mutate. Vampires are psychos who have mutated even further, probably by eating the moss on the slimemold coast. Vampire: a normal psycho, but with a ripped or cracked mask, and with thin, cracked skin Cold Vampire: a psycho without a mask, and instead has a very thin face with the bone showing. immune to cold damage, deals it. Badass Vampire: leaps around on all fours, attacking you with bony projection in its arms, has cracked mask. Serpent: a relative of the crab worm, but aquatic. the head looks like a snake, but with insect like mandibles inside its mouth. it has eyes on the top of its head, and has paddle like limbs along it's armored body, the end of the tail is paddled. Canyon: this Serpent will jump out of the water and bite the player, some will stay back and spit mucus Crawlers: these Skag relatives have low, lizard like bodys, with large grasping claws and a long prehensile tail. they don't have much armor, and can crawl on walls. Young: weak crawlers, but small enough to crawl on ceilings and drop on players. Adult: generic attack pattern Lasher: uses it tongue to attack creatures. Origin Quests: the Vault Hunter in Borderlands originally had reasons for coming to Pandora that had nothing to do with the vault. so, here are quests that you can only take if you are a specific class, but they are shared, so if your a siren but have brick on your team you can take his origin quest. these quests span a good portion of the game. The Sirens Call: Part 1(fyrestone bounty board): so, i heard you we're looking for a siren on Pandora? why da hell would you look for one of those things? well, anyway, i can help, but only if you help me. there's a strange critter that came in from the plains. it's been destroying my crops. kill it in skag gully. (a young basher is running around in skag gully) end: you killed it? good! now, Shep used to work at the mines, and before dahl left a lot of people visited that place. reward: some good loot from the basher. Part 2(shep): what? a siren? no, never seen on of them before. i have heard someone else is looking for one, although i wouldn't recommend going near him. he claims to be Siren hunter, although he's indiscriminate in who he hunts. if you really want to meet him, he can be found wandering the road between here and Dalh headlands. (fight him in his outrunner) End(Siren hunters body): the Siren hunter told you that he was hired by someone to kill a siren. when you told him you were a siren, he seemed surprised. reward: experience, Witch hunter(Incendiary pistol) Part 3(wicth hunter body): now that the hunter is dead, might as well tell Shep. End(Shep): he's dead? that great! heres some cash for your trouble. Part 4(Luckys bounty board): Ahh, vault hunter, hows it going! buying my guns, right? hey, sorry, but this is your partner, Marcus! well, shep told me you we're looking for a siren. well, first, you have to do a little task.. i kid! your my number one customer! consider this on the house. Dahl used to employ a siren, and as far as i know she stayed on the planet. look around the dahl headlands.(check out 4 locations, the race track building, the excavation bandit camp, luckys backyard, and the smaller bandit camp) end: didn't find her? well, i'll cointuine looking for information, because thanks to you, i have this new sports car! i kid, no need to be so serious. reward: Money, experience, random item. Part 5(Marucs): ahh, there you are! i haven't found any more information, but Helena Pierce has keeps close tabs on bandit activty. she should have some information. end(Helena): so your looking for a siren. well, i do know a Commandant Steele. who i suspect is one. reward: experince Part 6(Helena, after bridges are open): i've set up a meet for you and Commandant Steele. the meet is outside of old haven. (when you meet Steele, a cutscene will play. Steele will answer liliths questions about herself, how they got there powers, and other stuff. then, stelle will tell the Vault hunters to surrender. when they don't you fight Steele and her men) (Steele phasewalks out of there once she goes down to 20% health) end(Helena): why didn't you tell me the crimson lance had a grudge with you? i would have opend the bridges for you as soon as you came into New Haven. reward: Steeles SMG Last edited by werebeagle; November 8th, 2009 at 03:15 PM. |
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#7 |
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New Member
Join Date: Nov 2009
Posts: 19
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Vehicle revamp: at the moment, vehicles are good for traveling and...thats it. so here it is: in the Dahl headlands, bandits go around in vehicles. someone in the turret or hanging from the sides can jump onto a bandit vehicle, and will need to press buttons to kill the driver and take the vehicle over. this will not only be the only way to have more then 2 vehicles, some will have different vehicles, turrets, armor, wheels, engine, whatever. here is a short list of what i can come up with, ** means you need to capture this tech to add it to catch-a-ride.
new mechanics: can not run over badass creatures. they jump on the car, and attack the driver. they take damage, but no longer an instant gib. CAN run over normal enemies, but The Lance and Bandits will jump out of the way, sometimes in time, sometimes not. depending on the speed of the car, running into a enemy will do more damage, but will also do damage to the car... Outrunner parts: the average car. Turrets: secondary option allows for elements if you have captured them machine gun Rocket launcher *Dual machine gun* *FF rockets*: fast fire rockets *shotgun*: *Grenade Launcher*: *rifle* Armor/chassis Light: fast, low healh Medium: average Heavy: slow, high heallth *Stripped*: super fast, but really low health *Packed*: very high health but really slow. *Anti Element* meduim health, less damage from Element(s) *Shield* meduim health, with sheild. Drivers weapon Machine gun *Side element throwers* *Rifle* *Spikes*: good old fashioned ramming!(removes damage when running over enemies) locomotion Wheels *Hover*: can get in places wheels can't, but knocked over easily, and low inertia *Tread*: hover without the downside, although is is a little slow. Lancer: get at the end of the game, found on salt flats after Baron is defeated, Salt Lake, and Crimson Fastness. in sheer power, out better then the outrunner, but no where near as adaptable. Turrets: secondary option allows for elements if you have captured them Chain Gun Missile Launcher Armor/chassis Atlas Armor: high health, medium speed Drivers weapon Scorpo gun locomotion Wheels Last edited by werebeagle; November 6th, 2009 at 07:31 PM. |
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#8 |
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New Member
Join Date: Nov 2009
Posts: 11
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My only idea is that there should be other vault hunters on pandora, both friendly and hostile.
The "friendly" could act as vending machines per say, but they'd only sell healing kits and ammo...Think "S.T.A.L.K.E.R." And just like in stalker, they can be found roaming almost anywhere, and are generally hostile towards things like bandits and skags.The "hostile" on the other hand can be found anywhere, they attack you on sight, and their gear scales with their level, they would of course have a higher chance of dropping good loot. Remember Marcus talking in the ammo (or weapon, not sure) vending machine: "If you want to find the vault first, you'll need to eliminate the competition!" Not his exact words, but you get the point. If you think about it, it makes sense...i mean pandora is supposedly the location of the vault, and yet there are only 4 vault hunters, all player controlled? Lies. ^_^ |
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#9 | |
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Member
Join Date: Oct 2009
Posts: 40
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Quote:
Right. Because I'm pretty certain that the Crimson Lance were after the Vault as well. Why else would they be there at all? What would they have to gain from taking control of a dead planet?
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#10 |
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Freelance Illustrator
Join Date: Aug 2009
Location: Betwixt two fingers
Posts: 3,015
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Freezing element yes yes *Is a freezing whore in video games*
miniguns taking up two slots in the backpack seems a bit unnecessary though. |
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