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Idea (Class Idea) Trapper

Discussion in 'Capture the Flag' started by TheMrPancake, Oct 1, 2018.

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  1. TheMrPancake

    TheMrPancake Member

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    This was somewhat inspired by this post https://www.brawl.com/threads/73707/#post-938924. I liked their ideas but did not believe that the engineers abilities should be changed so I decided to make this class. I think the engineer and the trapper would be better as two different classes that can work together than as a rework of engineer.


    Name: Trapper

    Command: /trapper


    Free/Premium: Premium

    Intended Niche: A defensive character that stops the enemy before they can get to the flag.


    Intended Role: Defensive

    Possible Roles: Attack, Defensive


    Class Description: A weak ranged character that specialises in slowing, stopping, blowing up and killing opponents.


    Head: Leather Helmet

    Chest: Chain Chestplate (Protection 2)

    Legs: Chain Leggings (Protection 2)

    Feet: Leather Boots


    Hotbar:

    Slot 1: Iron Launcher - Iron Sword

    Slot 2: Mines - Stone Pressure Plates (3)

    Slot 3: 4 Steak

    Slot 4:

    Slot 5:

    Slot 6:

    Slot 7:

    Slot 8:

    Slot 9:


    Item Descriptions:

    Mines:

    When placed the mines will wait 1 second before arming. If an enemy walks on top of a mine it will explode (tnt). The mines will take 2 seconds to be replaced in the Trapper’s inventory if broken or if triggered they will take 4 seconds. Medics will not replenish mines if healing Trappers. Teammates cannot break mines but the trapper who placed them can. Mines can only be placed 5 blocks from the flag (this includes the flags fence post). Mines deal 5 hearts of true damage. Mines do little knockback. To deactivate a mine you simply need to break it. Using a pickaxe will mine it faster. Mines last for 90 seconds before self detonating. Every few seconds a couple red (or blue depending on team) particles will puff on around the mine signifying which team its from.


    Iron Launcher:

    Right click to launch 5 snowballs in a 45* cone in front of the Trapper, they always aim forward and aim at a horizontal angle (Best used from high places). When the snowballs land, on the ground, they spawn little grenades (firework charges) on the ground. After 0.5 seconds the grenades explode and launch enemy players backwards around 4 blocks. They only do 1 heart of damage (6 Second Cool Down). Could be used to knock enemies into a field of mines.


    Class Specifics:

    The best apart about this class is its kill effect. Upon killing an enemy player, with mines, grenades or your sword the Trapper gains an additional 2 mines instantly and increases their maximum amount of mines by 1 (Up to a total of 7). Getting a high kill streak with Trapper allows them to place many more mines. For example getting a 3 kill streak would increase your total mines from 3 to 6. Total mines resets if you die.
     
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    #1 TheMrPancake, Oct 1, 2018
    Last edited: Oct 5, 2018
  2. StormNox

    StormNox Active Member

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    We really do not need another class or imitation of engineer.
     
  3. Kayrex

    Kayrex Ex JMOD

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    Good concept. I like the idea, however there are a few things which i'd like to be tweaked:

    If you're giving the class full leather armor without any sort of enchantment (protection, etc.) it will be the easiest to kill out of all the current ones.
    + with the low steak count, you'd die to nearly any class very quickly.
    I suggest that you replace the leather chestplate and leggings with chain, enchanted with protection II and keep the leather boots and helmet, and increase number of steak to 4, so it doesn't die too easily.


    Instead of the mines dissapearing and turning into grey particles, I think it'd be better if they just stayed as stone pressure plates.
    They would still be hard to spot.

    The mines should not be able to be placed any closer than maybe 5 or 7 blocks away from the flag. If they could only be placed 2 blocks away from it, most classes would have to be heavily damaged before getting out of the flagroom. (except for soldier, ninja and maybe elf.)
    If the mines deal the same amount of damage a regular TNT block would do, it would kill you instantly unless you're playing heavy, (?) (I tested it out on a survival server, and I instantly died every single time except for when I used full diamond, and even then it left me with 4 hearts.) so this would be way too overpowered. Reducing the damage to 3 hearts of true damage would be better imo. And I also think that just removing the knockback from the mines would be better than making them fly across the flagroom, as that is what a normal TNT block would make you do.

    The mines should dissapear 90 seconds after being placed, becuase if they stayed on the same spot constantly everyone would know where it is and just avoid it.

    The maximum amount of mines the trapper should be able to get is 6 imo, otherwise they would just be able to place mines all over the map.


    Summary:
    Keep the mines as pressure plates.
    Give the armor a buff and increase the steak count.
    Reduce the damage and remove the knockback on the mines.
    The mines should have a limited living-time after placed.
    Make the mines not placeable unless you're 5 or 7 blocks away from the flag.
    Give the trapper a maximum mine count on 6.
     
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  4. TheMrPancake

    TheMrPancake Member

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    Thanks! I changed some of the stuff you mentioned, though I opted for less armour more steak.

    While its not good to have copies of classes I think the assassin is relatively the same to the ninja as the trapper is to the engineer. Both are alike and similar but they are different and add variety. The engineer is the bold, brave one who sets up a teleporter, turret and regen station. The trapper is the sneaky quiet guy who sets up a minefield for some unsuspecting person to step into. They are both different play styles and can be played in different ways.
     
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  5. THECOMMANDER5643

    THECOMMANDER5643 Well-Known Member

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    Just as a heads up, I've already suggesting a class like this a long time ago. The thread can be found here: https://www.brawl.com/threads/61972/.

    However, your concepts and ideas in this class are relatively well thought out. The idea of being able to place more traps based on the number of kills that you have accumulated is a very interesting mechanic that I didn't think of in my idea. For clarification purposes, however, does the number of traps reset to the baseline after you die, or does it go up based on the total number of kills you've gotten per game?
     
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  6. Foodcourt

    Foodcourt CTF MOD

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    Interesting concept:

    One concern I have, which @nnniko pointed out, is that with full leather armor it could potentially go down very quickly against multiple enemies or even just one ninja. I would suggest giving the class more armor instead of more steak, giving a class over six steak seems slightly excessive to me.

    Second, with regards to the mines, I like the idea, but I do not think they are effective enough. Three hearts of damage seems too little, especially given the fact you can destroy a mine pretty quickly. Suggest upping the damage slightly. I love the idea of the launcher being primarily used to generate knockback, if used tactically they could make a major impact. Also liked the part you added at the end with regards to receiving addition mines for being on a killstreak.

    Finally, I think this class needs something else. You suggested this as a premium class, and I think that something else should be added in addition to make it more well-rounded (given its current armor). I feel like only giving it two major functions is a little few if you are going to spend credits on it over the other classes available.

    Summary: Increase the armor, more damage via mines, and add something else it give it more character.
     
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  7. yairster

    yairster Yes
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    Great idea!
    Here is a thought, since the amount of players using the engineer class is VERY low, maybe thinking of replacing it with the engineer?
     
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  8. TheMrPancake

    TheMrPancake Member

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    It resets when you die, so keeping your trapper alive if they are on a kill streak is somewhat important.

    Not sure. I think there are still many players who use the engineer and for good reason, the teleports are extremely useful for bigger maps so I think the engineer has a good place. :smile:

    Thanks! Very useful, I agree with the points. :grinning:
     
  9. StormNox

    StormNox Active Member

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    While i do like this class because of its variety [engi gets boring over time], one thing i do not like is how it requires killstreak. If you wanna ask why i dont like how it requires ks, you should ask a necro main why they dont like blaze requiring 15ks. I said this class was similar to engi because it uses mechanisms and devices to damage others. I dont like how this class is kind of a better version of engineer because it is pointless to have 2 similar classes if you get what i mean. May as well replace this with engi. I dont think this is gonna get included within class menu unless it does replace engi or if engi does get removed.
     
  10. scapezar

    scapezar Ex-Ban/Appeal Manager | Ex-Hack Test Manager

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    i like the class idea, also, i think a stone pressure plate mine would be extremely easy to notice and avoid/disable - so tbh its detonation should be able to be triggered 1 block radius from it, and/or make them stone buttons, levers, or little explosive tnt-looking heads (able to be placed on the ground and walls)?
     
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  11. yairster

    yairster Yes
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    Yes, players will probably notice the mines, but the mines will prevent a lot of ways to capture the flag.
     
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  12. TheMrPancake

    TheMrPancake Member

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    As yairster said, the mines aren't so much as to be secret things that just kill you because thats not really fun, its more to stop people from going certain ways and punish them for doing so.
     
  13. scapezar

    scapezar Ex-Ban/Appeal Manager | Ex-Hack Test Manager

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    even still, 3 hits to break one basically means u have to wait just a mil sec to do it as ur running

    so perhaps increase the time/hits it takes to disable/break a mine? (would look more like an explosive cob-web, but still cool?)


    EDIT: is it just 3 hits on any other object/block or is it 3 damage ticks like on a player entity (with the red invincibility 'cool-down' for a split sec immediately after being hit) ?
     
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    #13 scapezar, Oct 3, 2018
    Last edited: Oct 3, 2018
  14. TheMrPancake

    TheMrPancake Member

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    I think I will just change it to breaking the actual pressure plate. Thanks! :grinning:
     
  15. SoCool21

    SoCool21 Bans Reports & Appeals Admin | McPvPer for Life <3

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    I'm against pretty much any class idea with an ability which involves having to place anything down. It forces camping and doesn't match the fast-paced gameplay CTF typically has, so it's not as fun to play (just as Engineer and old Necro).
     
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  16. TheMrPancake

    TheMrPancake Member

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    Yes I agree greatly with this but there is a difference between an engineer and the trapper. With the engineer the turret and buildings is 90% of the class but with Trapper you have abilities that you can use without needing your mines. Even with the mines they aren't like the turret or the cake, the trapper doesn't need to guard the mines or anything they can just place it down and be on their way. Hopefully you understand that it isn't about camping (It can be used for that but it is not forced), It is about using the mines as a utility.
     
  17. anto1001

    anto1001 Member

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    reminds me of my idea of a trapper, but i will have many diverse traps, though i didn't go in depth with it
     
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