>> |
02/12/09(Thu)00:14 No.27105573 File :1234415695.jpg-(171 KB, 800x687, RED_Officer.jpg)
OFFICER Support Class
Primary Weapon: Sub Machine Gun (Sniper’s secondary weapon)
Secondary Weapon: Luger (Same as other pistols, just looks different)
Melee Weapon: Riding
Whip (Does less damage per hit than an average melee weapon, but swings
faster to make up the difference. *See Riding Whip Below)
Health: 140 Movement Rate: Same as Medic
Officer in a Nutshell: Alone,
the Officer is not a very effective combatant; he can hold his own in a
pinch but his strengths lie in his ability to strengthen his
subordinate’s combat effectiveness.
ABILITIES Presence: The
Officer has a passive area of effect (like an aura) that boosts some
basic ability of teammates around him, because it is passive, the boost
cannot be dramatically huge or it would be overbalancing. Whatever his
aura would be, he only has one, not a selection of auras to choose from.
Some ideas for aura effects could be something like the following options:
5-10% increase in firing rate (fixed %, not a ranged %) 25% decrease in reloading time 2-5% increase in crit chance (fixed %, not a ranged %) 2-5% damage reduction
Riding Whip: The Riding Whip is the tool the Officer uses to motivate his teammates thus increasing their abilities.
Key aspects of the Riding Whip are:
* 3 strikes on a teammate issues an “order” (See Orders Below) * has a meter associated with it called “Command” (like the Spy’s Cloak) * each strike on a teammate without a fully active order lowers the Command meter by an incremental amount *
Once a player has received an order, further strikes upon them do
nothing; it does not drain Command or Increase the Order's timelimit.
(See Below) * a full Command meter can issue 3 orders (9 strikes) * the Command meter refills as fast as the Spy’s Cloak * Hitting a disguised enemy Spy does normal melee damage (3rd hit will not add a buff obviously) |