Greetings fellow croissanters-
I'm here to suggest something called "powerups". These are items you can drop from crates, and you can equip one at a time. Each powerup provides a different, unique passive bonus to you.
So you're probably thinking this is a total ripoff of moat's powerups- well, not really. Moat's powerups are horrible. They're either extremely overpowered (healthbloom, marathon runner), extremely niche (hardhat, ammo hoarder, flame retardant) or just plain underpowered (froghopper).
So what exactly am I suggesting that will be different than that problem? I'm suggesting powerups that are all niche- nothing that is good in 10/10 scenarios, but can help you out depending on your playstyle.
Here are some example powerups I'm suggesting, and please realize that all these numbers are just placeholders or general ideas, and are subject to change through feedback from you guys:
I'm here to suggest something called "powerups". These are items you can drop from crates, and you can equip one at a time. Each powerup provides a different, unique passive bonus to you.
So you're probably thinking this is a total ripoff of moat's powerups- well, not really. Moat's powerups are horrible. They're either extremely overpowered (healthbloom, marathon runner), extremely niche (hardhat, ammo hoarder, flame retardant) or just plain underpowered (froghopper).
So what exactly am I suggesting that will be different than that problem? I'm suggesting powerups that are all niche- nothing that is good in 10/10 scenarios, but can help you out depending on your playstyle.
Here are some example powerups I'm suggesting, and please realize that all these numbers are just placeholders or general ideas, and are subject to change through feedback from you guys:
Sprinter:
Being on the track team at Terrorist High has given you the ability to move a bit faster than your classmates.
As any role:
+5% movement speed
Biologist:
Your skills in biology have given you the ability to manipulate DNA samples left behind by yourself and other terrorists.
As a Detective or Innocent:
DNA samples left behind by other players last 25% longer when you are the one searching for DNA.
As a Traitor:
DNA samples you leave behind on bodies expire 25% faster.
(if both the player scanning for DNA and the killer have this powerup, it cancels out).
Assassin:
Serving in the Terrorist Special Forces unit has taught you to kill silently and leave no trace.
-Players you kill no longer scream.
-Any mention of a player's name (or part of it) in the last words of a player you kill are replaced with "???". (for example, "KOS Dolph1n" becomes "KOS ???")
Quartermaster
You are the Terrorist HQ's Quartermaster, responsible for distributing special equipment to detectives (and traitors, too).
As a Detective or Traitor:
You begin the round with an additional credit.
As an Innocent:
You begin the round with zero credits, and the ability to purchase ONE detective item per round. You can earn a credit by killing a Traitor.
You may not purchase any healing items, or a drone, however you are able to purchase a DNA scanner.
Field Medic
Being the Combat Medic for the Terrorist Special Forces has given you the proper training to heal on the fly.
As any role:
While out of combat, you may press E on another player who is out of combat to heal them for 5 HP. This has a cooldown of 30 seconds.
(a player is out of combat after they have not been damaged by another player for 5 seconds)
Being on the track team at Terrorist High has given you the ability to move a bit faster than your classmates.
As any role:
+5% movement speed
Biologist:
Your skills in biology have given you the ability to manipulate DNA samples left behind by yourself and other terrorists.
As a Detective or Innocent:
DNA samples left behind by other players last 25% longer when you are the one searching for DNA.
As a Traitor:
DNA samples you leave behind on bodies expire 25% faster.
(if both the player scanning for DNA and the killer have this powerup, it cancels out).
Assassin:
Serving in the Terrorist Special Forces unit has taught you to kill silently and leave no trace.
-Players you kill no longer scream.
-Any mention of a player's name (or part of it) in the last words of a player you kill are replaced with "???". (for example, "KOS Dolph1n" becomes "KOS ???")
Quartermaster
You are the Terrorist HQ's Quartermaster, responsible for distributing special equipment to detectives (and traitors, too).
As a Detective or Traitor:
You begin the round with an additional credit.
As an Innocent:
You begin the round with zero credits, and the ability to purchase ONE detective item per round. You can earn a credit by killing a Traitor.
You may not purchase any healing items, or a drone, however you are able to purchase a DNA scanner.
Field Medic
Being the Combat Medic for the Terrorist Special Forces has given you the proper training to heal on the fly.
As any role:
While out of combat, you may press E on another player who is out of combat to heal them for 5 HP. This has a cooldown of 30 seconds.
(a player is out of combat after they have not been damaged by another player for 5 seconds)
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