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Idea [Class Concept] Pirate

Discussion in 'Capture the Flag' started by 1337Noooob, Nov 28, 2015.

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  1. 1337Noooob

    1337Noooob Active Member

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    Yaar Haar Fiddle Di Dee
    Bein' a Pirate is alright with me
    Do what you want 'cause a Pirate is free
    You are a Pirate

    So I was bored and browsing these forums when I thought "by golly wouldn't it be fun to be a pirate!?"

    So I hopped onto these forums to post this great idea of a class. Remember that numbers are numbers, and that if this class concept actually becomes popular we can discuss numbers with greater analysis.

    The Pirate: A tricky sailor who is a master of land and sea. Uses a Cutlass and Hatchet in battle, and has a trusty Bottle of Ale by his side at all times.

    General concepts:
    +High Mobility in difficult terrain
    +Tricky fighter
    +Self-Buffs
    -Fairly Close Range
    -Not Durable
    -No Steak

    Attributes:

    Strong Swimmer: Speed 4 while in the water and Water Breathing (like Medic). The idea is they can move slightly slower than sprinting speed when they're in water. I don't know exact numbers.

    Mountain Walk: Can walk up blocks without Jumping, like a horse. Not really an essential mechanic, does not need to be implemented

    Armor:
    Gold Helmet, Leather Vest, Leather Pants, Golden Boots w/ Depth Strider 3

    What kinds of tools an I looking to equip this fine sailor?

    Cutlass
    •Gold Sword w/ Sharpness 2

    Hatchet
    •Iron Axe w/ Sharpness 2
    •Mining Fatigue while held (although I heard 1.9 will automatically make Axes swing slower so this may be unnecessary)
    •Right-Click to charge throw. Exp bar fills up while charging as an indicator. When released, Axe is thrown. Every 0.5s charged increases damage by 1 (1/2 Heart) starting at 4 damage (2 hearts) at 0s and capping at 10 damage (5 hearts) and 1s stun at 3s charge. Slowness 1 while charging. Add crit particles around Pirate while charging so people know what they're doing
    •Thrown Axes regenerate after 8 seconds

    Ale
    •Potion
    •Gives a short (8 seconds maybe) buff, giving Strength, Regeneration, and Resistance or any other potion effects (remember, this is a concept)
    •Produces an Empty Bottle upon consumption
    •After the buff ends, nausea for 4 seconds
    •Regenerates after 30 seconds

    Empty Bottle
    •Glass Bottle
    +Causes enemy to bleed for 5 true damage (2 1/2 hearts) over 5 seconds if hit with it. Bleeding stops if healed by a Medic or Dispenser
    +Alternative idea: Blinds enemy for 2 seconds. Potentially unbalanced or unfun to play against.
    -Breaks upon use
    -Can only have one at a time (Drinking an Ale will not give you new bottles if you already have one.

    This class excels on maps with water of course, but he's no pushover on land either. Strong Swimmer allows him to quickly traverse through water, which can be an alternate route, a lake under fire by Archers, or just a river to cross. Pirates can easily swim across a lake to flank people from unexpected positions and to escape from much less agile opponents.

    If Mountain Walk is something that works, then that's another way for the Pirate to stay mobile. While other classes have to jump up each block, a Pirate can just sprint up a hill without an issue.

    The Cutlass and Hatchet are used in conjunction, a deadly dance of sword and axe. The Axe deals higher damage but swings slower, being a good opening move and finisher. The Sword is weaker, but strikes fast, steadily and quickly chipping away at the opponent's health. If the opponent tries to run away, a well placed Hatchet throw can remedy the situation, stunning or even killing them.

    The Ale proves to be another trick up a Pirate's sleeve. Behind cover, the Pirate drinks and gains a buff that allows him to take damage, and deal some in return. However, after the little spree, the Pirate gets dizzy, giving enemies a chance to retaliate. The Ale also proves to be a Pirate's only source of healing, as he carries no Steak. Do you drink it now to heal your wounds and hope no one attacks you while you're vulnerable? Or do you wait, saving your power for when you really need it?

    Finally, the Empty Bottle. With his Bottle a Pirate can apply bleeds to bulkier targets like Dwarves and Heavies, dealing damage when the Cutlass and Hatchet aren't enough to break through the armor. An Empty Bottle can also be used to slow down enemies, as the DoT bleed does a ministun.

    However, the Pirate isn't very durable, especially without his Ale buff. With just Leather Armor (Except for a Gold Helmet), he will die in just a few strokes from a Heavy or a Ninja.

    The Pirate is a class that's great at Cleaning up weakened enemies and Guerilla tactics. When buffed, he can plow through low-health enemies, but after his buff is over he's very vulnerable, dead in a few hits and without Steaks to participate in drawn-out battles of attrition.

    I hope you guys like this idea! Feedback is always appreciated. I think the class mechanics are fairly convoluted and may be clunky and unfun in practice. A lot of the items may be annoying or straight up overpowered in-game, leading to suicidal rush gameplay. I think we might want to pick and choose the items and attributes which would be fun to play against and scrap the annoying ones. For example, Empty Bottle seems a little gimmicky and not necessary for the class to function.

    I can post pictures of some of the ideas later.

    Class Type: Offense
     
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    #1 1337Noooob, Nov 28, 2015
    Last edited: Dec 10, 2015
  2. Jellyt0ts

    Jellyt0ts Active Member

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    Wow, this idea is honestly brilliant. I don't understand why it hasn't gained any traction. +1
    Also I would like to welcome you to the Brawl forums and I hope you enjoy your time here.
    •Jelly•
     
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  3. 1337Noooob

    1337Noooob Active Member

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    Thanks for the positive feedback!

    Got any criticisms? I do think there's a few things I can improve. I want to create something unique but at the same time I don't want it to be so different that it messes with game balance and annoys people.
     
  4. Jellyt0ts

    Jellyt0ts Active Member

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    Maybe an alteration to the class could be instead of having two weapons either have the Cutlass or the Hatchet as both a melee and a projectile weapon. This would make the class simpler and probably less powerful.
    •Jelly•
     
  5. 1337Noooob

    1337Noooob Active Member

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    Okay. Got any suggestions on how I would go about doing that? It's hard to combine the Cutlass and Hatchet into one weapon because if you make the Hatchet and Cutlass one, you'll lose your weapon if you throw it. That's the main reason I wanted to give the Pirate 2 weapons. Melee combat is optimal if you use both at the same time (Alternating between both weapons depending on the situation), but you can throw your Hatchet, which will get rid of your high burst damage option and only leave you with the Sword.

    Also, I did a cute mock-up of the class:
    Click to view imgur album!
     
  6. xxMineSheepxx

    xxMineSheepxx baaaahh

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    How can speed 4 help in water if you are wading? You don't walk / sprint on water.

    Implement it, it is a cool concept and it will be easier to cap or chase flag holders on certain maps like Standoff.

    Ale seems fine, make the empty bottle do the blindness effect to balance out the class. Let the empty bottle regen in 10-15 seconds.

    Cool concept, +1
     
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  7. 1337Noooob

    1337Noooob Active Member

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    @xxMineSheepxx

    I believe (not 100% sure) that Speed and Sprinting affect all types of movement. Since flying is affected, I figured swimming would be too. I'll test it at a certain time to figure out if it works.
     
  8. Deppuccino

    Deppuccino Well-Known Member

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    Actually, I think he might have had the concept of walking on the sea/river/lake/whatever's floor, as he implemented respiration on the helmet.

    I got an idea m8. Maybe you could only give the Pirate speed I or so, and instead give him Depth Strider III, and instead of implementing respiration on the helmet, you could make it so that whenever you gone in the water, you would get the water breathing effect, so you could actually take cover from archers whilst you're in water, bcuz even though players are extremely protected from projectiles whilst underwater, especially 3 blocks deep, players are extremely vulnerable to projectiles whilst on the surface.
     
  9. 1337Noooob

    1337Noooob Active Member

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    Wow, didn't know that enchantment was in the game. What update was it added in? It's exactly what I wanted for the class.

    Also, Water Breathing can be permanent. It doesn't have a purpose unless you're in Water so there's no point in turning it off when you're on land.
     
  10. Deppuccino

    Deppuccino Well-Known Member

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    Depath Strider was only added in 1.8 lol. It's used on dah booteez.

    And Medic has permanent water breathing, so not really a problem.
     
  11. 1337Noooob

    1337Noooob Active Member

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    Yeah, Water Breathing should just be on at all times.
     
  12. Plautius

    Plautius Well-Known Member

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    pirate reminds me of ship battle

    please no

    also, afaik i cant swim faster in water as ninja than i can as soldier but thats just me
     
  13. 1337Noooob

    1337Noooob Active Member

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    It doesn't have to be a Pirate, we can flavor it to be something what.

    Also, instead of Speed we can just use the Depth Strider enchantment which I did not know existed until today.
     
  14. 1337Noooob

    1337Noooob Active Member

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    *something else, not something what, on mobile so I can't edit it
     
  15. iMuffles

    iMuffles Well-Known Member

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    how about he spreads STDs to anyone in a close proximity for too long
     
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  16. 1337Noooob

    1337Noooob Active Member

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    Beautiful
     
  17. ThundaWabbit

    ThundaWabbit Member

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    I really like the idea of having a Pirate in this game, it would fit in with the ships map. But here's something I suggest. So you know how Pirates have a telescope. So it would be cool to give the Pirate a glass pane and when he holds it, it will give the player a very high slowness (something, I forgot what type of affect it suppose to be in order for you to render far) affect that sticks them on the spot but they can render far. That way the Pirate can tell from a far who is coming on your team's territory. If someone actually knows the affect that allows you to see farther distances, write it down below please. :smile:. Also, (something that might be cool, but won't fit in) maybe having Frost Walker on the boots, could help a player move faster on water besides swimming (and I know this enchant is going to be added in 1.9, but this is just a suggestion in case they decide to add more class when 1.9 comes out :smile: ).
     
  18. Deppuccino

    Deppuccino Well-Known Member

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    You can't actually automatically change someone's render distance, so this wouldn't work. And people can just turn their render distance up or use optifine's zoom.
     
  19. 1337Noooob

    1337Noooob Active Member

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    Yeah. I think he meant change the player's entity render distance, which is controlled by the server. Interesting idea, but I think it'd be difficult to code in. Entity Render Distance is a single server option, and you can't control the individual entity render distance for each player.

    I guess you could pull some shenanigans with invisibility or blocks, but it would be too much effort for a meh implementation of a fairly gimmicky ability that would only be useful in team games.
     
  20. fuy2000

    fuy2000 Member

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    I like it! @wintergreen3 please share this with other mods and council members
     
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