What does this suggestion change/add/remove:
since each type green is gonna have 1 ability that's different from each other i got a recommendation for those abilities
-- Type-Green-A --
type green a will have the ability to enter a god like state which reduces all incoming damage and doubles speed + jump. this comes at the cost of an outline that lasts until the ability is cancelled (esp for everyone with infinite range), a slight glow around tg-a, inability to use any ability during or 5 seconds after the ability wears off, and anchors will stop the ability as well.
This ability costs 50 energy every 5 seconds, 240 second cooldown, idk what the name for it will be
-- Type-Green-B --
type green b will have their ability to turn invisible to everyone for 2-3 minutes, making it better for an escape or such. this ability turns you invisible, uses the detain tool on everyone around you, and damage done to you while invisible gives some more energy, at the cost of 25% more damage, not a toggle ability, and using any reality bending power or shooting a gun will remove invisibility.
the ability costs 100 energy and has a cooldown of 300 seconds
Possible Positives of the suggestion (At least 2):
- Gives type green the 2 new abilities
- type green buff (not needed since they can already bypass teslas and literally become invincible)
- abilities relate somewhat to their lore
- idk some ideas for type greens
Possible Negatives of the suggestion:
- abilities are slightly OP
- players will favor 1 TG over the other
- e-11 will not like
Based on the Positives & Negatives, why should this suggestion be accepted:
cus i tried to make the abilities relate to their lore like how type green a has a god like complex and type green b is more mellow
since each type green is gonna have 1 ability that's different from each other i got a recommendation for those abilities
-- Type-Green-A --
type green a will have the ability to enter a god like state which reduces all incoming damage and doubles speed + jump. this comes at the cost of an outline that lasts until the ability is cancelled (esp for everyone with infinite range), a slight glow around tg-a, inability to use any ability during or 5 seconds after the ability wears off, and anchors will stop the ability as well.
This ability costs 50 energy every 5 seconds, 240 second cooldown, idk what the name for it will be
+ Reduced Damage
+ Double Speed and Jump
- Outline that shows where you are to everyone (more suspectable for ambushes/firing lines)
- Slight glow around you (easier to see in dark)
- Can't use any ability other than materialize during the ability or 5 seconds after the ability (I'd think it'd be too op if you could blow off heads while using this)
- Reality anchors stop the ability
/ 240 second cooldown, 30 energy every 5 seconds
+ Double Speed and Jump
- Outline that shows where you are to everyone (more suspectable for ambushes/firing lines)
- Slight glow around you (easier to see in dark)
- Can't use any ability other than materialize during the ability or 5 seconds after the ability (I'd think it'd be too op if you could blow off heads while using this)
- Reality anchors stop the ability
/ 240 second cooldown, 30 energy every 5 seconds
-- Type-Green-B --
type green b will have their ability to turn invisible to everyone for 2-3 minutes, making it better for an escape or such. this ability turns you invisible, uses the detain tool on everyone around you, and damage done to you while invisible gives some more energy, at the cost of 25% more damage, not a toggle ability, and using any reality bending power or shooting a gun will remove invisibility.
the ability costs 100 energy and has a cooldown of 300 seconds
+ Invisibility for 2-3 mins
+ Detains everyone around you
+ Damage done gives energy
- 25% more damage
- one time use with cooldown of 300 seconds
- using an ability or gun removes invisibility
+ Detains everyone around you
+ Damage done gives energy
- 25% more damage
- one time use with cooldown of 300 seconds
- using an ability or gun removes invisibility
Possible Positives of the suggestion (At least 2):
- Gives type green the 2 new abilities
- type green buff (not needed since they can already bypass teslas and literally become invincible)
- abilities relate somewhat to their lore
- idk some ideas for type greens
Possible Negatives of the suggestion:
- abilities are slightly OP
- players will favor 1 TG over the other
- e-11 will not like
Based on the Positives & Negatives, why should this suggestion be accepted:
cus i tried to make the abilities relate to their lore like how type green a has a god like complex and type green b is more mellow