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Flish's *NEW* game idea
Topic Started: Apr 13 2016, 04:04 PM (149 Views)
Fleeshstar
Member Avatar
What did Flish Shake Even Mean
[ *  *  *  *  *  *  *  *  *  *  *  * ]
So now with nemesis systemish thing

Assault -> Defense -> Crowd Control -> Detector -> Tank -> Assassin -> Ambush -> Assault

And then their is the jack of all trades for both teams who combines support, defense, and offense abilities to do everything.

All teams would have a default "master spawn" which can never be destroyed. Only one teammate can be spawned per spawner, except at the beginning of a match.

Humans

Assault
Quad Rider
Fast and deadly, the Quad Rider relies mostly on his quad to run over opponents. However, his quad has a battery life and needs recharged, so while charging, he has a deagle for safety. The quad, along with crushing opponents or damaging them, can smash through paper walls and run over worker termites and spawn eggs.
Health: 150
Primary: Deagle, does 50 damage. 30 bullets. 8 per round.
Secondary: Quad Battery, recharges quad. One battery.

Defense
Mechanic
The mechanic is a master of defense, hence her class. She can place down metal sheets that will block bombardier beetle acid shots, can create walkways and ramps, and create barriers for other bugs to maneuver around. She can also place down a robotic turret with a weak minigun.
Health: 175
Primary: Blowtorch, does 5 damage on contact, but will set enemies on fire if kept on them for one second, dealing 1 dps for ten seconds. Repairs damaged structures when used on them. 100 fuel.
Secondary: Build, builds a metal sheet, turret (25 damage per bullet), or a NPMC (Nuclear Powered Molecular Compressor) for teammates to spawn from. Only two turrets can be built. Four spawns can be built.


Crowd Control
Gas Specialist
The gas specialist is the master of crowd control. He has canisters of nerve gas, specially designed to only harm arthropod nervous systems, which slowly damages over time. As a sidearm, he has a stun gun, which will stun most opponents instantly. However, the gas cannot penetrate walls, and he can easily be overwhelmed by swarms if he is focused on because of his rather low damage output.
Health: 175
Primary: Nerve gas canisters, takes three seconds to take effect, lasts a minute, does 3 dps per second. Damage from canisters stacks. 8 canisters.
Stun Gun: 15 damage instantly, stuns opponent for one second. 12 cartridges.

Detector
Researcher
The researcher, using radar and a tranquilizer rifle, is a great support for the team when fighting off larger creatures on the move, such as centipedes. However, the radar requires the researcher to stay still to accurately measure distances, and the tranquilizers take time to take effect, making him vulnerable to "slow and steady" classes.
Health: 150
Primary: Tranquilizer Rifle, does 15 damage on impact, while slowing the effected opponent's movement by 15% every shot. Effects wear off completely if a dart has not hit the opponent in 20 seconds. 8 darts per clip, 12 clips.
Secondary: Radar gun, takes 2 seconds to use as the radar travels across the map. Shows through walls where scorpions, vinegarroons, and centipedes have walked, and where tiger beetles have landed in those two seconds. Unlimited uses.

Tank
Soldier
The soldier is all about staying around long enough to take things out before they take him out. However, he can easily be overwhelmed by bombardier beetles, because of their range and splash damage.
Health: 250
Primary: AR, 45 damage per bullet. 300 bullets, 20 per round.
Secondary: Grenade, takes a few seconds before explosion. 2 grenades.

Assassin
Sniper
A gamehunter, the sniper has killed many large beasts of the world. His bolt action sniper rifle allows him excellent range and power, and he can take out scorpions lying in wait particularly easy. However, he can be overwhelmed easily by a bulky opponent at close range.
Health: 150
Primary: Bolt Action Sniper Rifle, 180 damage bodyshots, 500 damage headshots (except for Tank who takes no headshot damage) 6 bullets per round, 36 in all.
Secondary: Mallet, 60 damage

Ambush
Hunter
Technically a poacher, the hunter is the master of taking out unaware or frantic players with his Beartraps. However, he has to be there to "put down" his enemy and reset the trap, meaning he is the prime target of the huntsman spider.
Health: 150
Primary: Machete, 60 damage, instakill on any trapped bugs.
Secondary: Beartrap, does 60 damage. Bug is released if not killed in seven seconds. Five traps.

Jack of All Trades
Bushman
The bushman was a member of an African pygmy tribe in the congo for most of his life, helping big game hunters track down prey in the dense foliage. Now, however, he uses his skills of the hunt on giant arthropods. His spear, a gift from his tribe, can be used to make a weak wall to temporarily slow enemy advance, or as a tricky to time instakill.
Health: 150
Primary: Shotgun, 10 damage per pellet (with 250 max). 6 shells per round, 30 in all.
Secondary: Spear, instakill if landed on anything but tank, which it pins down for a few seconds and does heavy damage. Takes about a second to perform. 11 spears.

Bugs
Assault
Tiger Beetle
Nothing is faster than the tiger beetle. Extremely fast and one of the two volant classes, the tiger beetle is the most maneuverable class in the game. However, the price is that at times it can be going so fast it can't stop to avoid things such as bear traps or quads. The tiger beetle also is fairly powerful on the damage, though its health is rather low despite being the size of a rhino. While running, the tiger beetle will simply crash into walls rather than scaling them, though it can also bash through metal sheets, NPMC's, and turrets. It often moves too fast for turret bullets to do serious damage. (15 ft long)
Health: 300
Primary: Bite, 60 damage. Fast, but a very precision based attack.
Secondary: Grab, grabs a human in its jaws and runs off with them, though it slowly looses speed till it stops completely.
Active Ability: marks a human in front of you if there are no obstructions, showing where they are to your teammates. (15 second cooldown)

[spoiler=Defense]Posted Image[/spoiler]
Termite
The Termite is very similar to the mechanic in all aspects, except for its method of creating an attacking weapon. Instead of a stationary attack, the termite will create an egg which eventually bursts into tiny worker termites, who will patrol paper walls automatically and only leave to attack humans. The termite is the slowest and one of the frailest bug classes, but has more powerful attacks than the mechanic to compensate. (5 feet long)
Health: 175
Primary: Bite, 50 damage. Slow, but it has a large hitbox.
Secondary: Build, build paper walls, worker eggs, or spawn eggs. Worker termites spawn in clusters of 15, each with 50 health. Their attacks do 10 damage. Workers do not take damage from gas. Only four spawn eggs can be built, and two worker eggs.
Active Ability: Creates a pheromone puff that temporarily calls nearby worker termites to your side. (20 second cooldown)

Crowd Control
Bombardier Beetle
The bombardier beetle uses its flight ability better than the tiger beetle, though its flight is slower. While the bombardier is harder to headshot than the tigerbeetle, it is much slower with a worse bite, meaning it relies on keeping back. Luckily, the bombardier beetle can shoot at range, and is only about the size of a leopard, so it is a fairly difficult target for soldiers or other short range dependent classes. Its acid, however, is completely useless against buildings or metal sheets, meaning these must be cleared, or the bombardier beetle must be careful before it can attack. (5 feet long)
Health: 200
Primary: Bite, 35 damage. Fast, but very precise.
Secondary: Acid shot, shoots a ballistic ball of acid, direct hits do 35 damage plus ten seconds of 1 DPS, splash damage does between 15 and 2 damage, but also has a guaranteed five seconds of 1 DPS.
Active Ability: The next acid shot will instantly kill a human if it hits them directly. (1 minute cooldown)

Detector
Vinegarroon
A slow and careful predator, the vinegarroon is rather slow on the move, and is not particularly dangerous on its own. However, it has the key advantage in its highly sensitive front limbs, which allows it to detect the footsteps of humans nearby with audible thudding. Explosives and the quad also set off the thudding, but with unique noises. Its powerful front limbs make it quite dangerous to attempt to kill on your own, but its slow speed makes it an easy target for gas specialists especially. However, its ability to easily detect a soldier's grenades, and then debuff the soldier with its acetic acid.
Health: 400
Primary: Claw lunge, 80 damage, but a slow attack.
Secondary: Acid spray, sprays acid directly forward in a small cone in front of the vinegarroon. If it hits the front of a human, their vision gains black spots until they go to a health pack. Does 5 dps for 20 seconds, or until a health pack is reached.
Active Ability: Vibration detect, the vinegaroon puts its legs down to the ground and detects vibrations for 15 seconds. 30 second cooldown.

Tank
Tiger Centipede
The tiger centipede is able to kill just about any human quickly with a good ambush, and can also do serious damage to a human who happens to not avoid being kicked by its many legs. It has high durability and damage, but is rather clumsy in movement and attack. Because of its length and awkward movement, the centipede oftentimes ends up forced to take nerve gas damage or flee. (60 feet)
Health: 2000
Primary: Lunge, the centipede curls its body backwards and lunges forwards. Its range and accuracy is effected by the centipede's position, though it has a wide hitbox. Unlike other attacks, it can only hit one human even if multiple were in the attack hitbox. If the centipede is killed while it masticates its victim, the human does not die, but takes 10 dps for five seconds, forcing death unless they are near a health station.
Secondary: The centipede stabs its back legs down, invenomating any human it hits and doing 3 dps for five seconds.
Passive: The centipede will do 75 damage and kick any human that gets nears its legs or segments.
Active Ability: Swings the back end forward, putting the Centipede in a U-shape. Kills a human if it lands on them. 30 second cooldown.

[spoiler=Assassin]Posted Image[/spoiler]
Huntsman Spider
The huntsman does just as its name suggests, except quite literally in this case. The huntsman is fast and deadly, but at the same time, frail, and it requires time to finish its kill. This means it is excellent at taking out players who are unaware, but it is poor in a brawl. Its silk can allow it to create new pathways for it and other huntsmans to make attacks in the future easier if a player camps a location on their own. (20 feet legspan)
Health: 200
Primary: Lunge, a slow attack, but with a fairly large hitbox. If it hits a player, it will grab them and stab its fangs through their chest in a timespan of three seconds.
Secondary: If the huntsman lays down a piece of silk which it will stay connected to until right clicking again. This silk can be used as a way to prevent fall damage when going downwards from a ceiling, or for creating paths for huntsman to use later. The huntsman cannot run while placing silk, and falls much slower.
Active Ability: The spider's primary and secondary abilities temporarily switch to buttons for a fast strafing ability. 1 minute cooldown.

[spoiler=Ambush]Posted Image[/spoiler]
Bark Scorpion
The Bark Scorpion is the master ambusher- he can kill a lone human in less than two seconds. However, he is the size of a Triceratops, and his head makes for an easy target for snipers, meaning he has to stay out of the way. (30 feet long)
Health: 300
Primary: Sting, the scorpion swings its tail forward to sting a human, does 30 damage plus 2 dps for 5 seconds.
Secondary: Grab, the scorpion lunges forward, grabbing a human, and stabbing them in the stomach with its stinger. This takes about 1.5 seconds, but the scorpion is unable to perform this attack for five seconds afterwards, as it eats the human. However, after these five seconds, it gains a temporary health boost. Its size and weight also allow it to destroy quads if they run into it.
Active Ability: the scorpion will temporarily block headshots with its pincers automatically. 2 minute cooldown.

[spoiler=Jack of All Trades]Posted Image[/spoiler]
Solifuge
The Solifuge can do everything, but not well. It's fast and powerful, but also fairly frail. It attacks fast enough to assassinate lone humans and groups, but its large head makes it a big target in both situations. Its secondary will allow it to stridulate, disrupting human's view for a few seconds. (20 feet long)
Health: 200
Primary: Lunge, slashes forward with its chelicera, doing 50 damage. this attack is precise, and can be used twice in succession, but then has a half second cool down.
Secondary: Stridulate, blurs and shakes nearby human vision temporarily. Slows them down slightly.
Active Ability: The solifuge's primary temporarily becomes an upward leap. 1 minute cooldown.

GAMEMODES
Supply Drop
Human capture the point.

King of the Hill
fight for the same point

Hive Destruction
Human team must destroy all bug spawns.

MAPS

Thicket
Gamemode: Supply Drop
A primarily linear map with four points to capture and defend. The map has deep canyons with branches and roots arching over them, many with thick thorns.

Vertical
Gamemode: King of the Hill
A map made primarily of the inside of a dead saguaro, with some sections on the outside. The insect base is located on the base of the roots, and the human base on a branch located directly above a few thousand feet. There are many cross sections and bridges across the inside. The capture point is directly located at the top of the cactus.

Barnstorm
Gamemode: Hive Destruction
Alongside the edge of an old barn. The outside wall is littered with dangerous barrel cacti, and is where the humans spawn. Several holes in the wood boards allow humans to enter to destroy insect nests inside.

Grove
Gamemode: Team Death Match
Takes place along a steep lakebank. There is heavy foliage, including cacti and other succulents. At the center of the map is a toppled Mesquite tree.
Posted Image
Credits:
4400
Quote:
 
CCW: I am back but will be leaving periodically for like a minute at a time because, as predicted, my clay pot's toilet is broken

Originals:
Goombat, Terrorsheild, Trooafly, Snappermouth, Turkoomz, Crocozin, Poison-Spine Frog
Normal:
Flamegle, Hogfish, Mulciber, Ignibruchid, Ignitherium, Mantalupus, Urinosaurus, Mapinguari, Furtusuchus, Ingrex, Spitdevil, Malocutis, Russian Rose Fungus, Torpedo Bullwhip, Lusca, Con Rit, Goliath Suncrown
Carnalug Clause
Magascutum, Wheel
Nani:
Boletot, Grove, Gattlomonstrum, Titanolimaxus, Armaruptor, Falxohirudus, Cutilamia, The Sorg, Branding Hellworm, Puddlelion, Flesh Louse, Ganglion, Marrolante, Breadgun, Belspider
God-Tier:
Ako, Xuanwu
Posted ImagePosted ImagePosted ImagePosted ImagePosted ImagePosted Image5343-9163-0037Posted ImagePosted ImagePosted ImagePosted ImagePosted ImagePosted Image
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Fleeshstar
Member Avatar
What did Flish Shake Even Mean
[ *  *  *  *  *  *  *  *  *  *  *  * ]
Posted Image
The Badlands are uninhabited wasteland. No one goes out there because of fear of attack (you know considering there are predatory insects everywhere)

Pleasant was the original colonization site. It ended up getting taken over very shortly after founding by a dictator and declared independence. Unfortunately, many generations later, the same family is in power and nothing was done for quite some time because of threats of war to the US. Pleasant was home to the only radio brought with the colonists, and of course their dictators keep it safely away. No one needs silly things like democracy afterall.

New Pleasant is the result of the first movement from Pleasant to avoid the dictatorship. They intend to recommunicate with the "greater ones" to try and be rescued. Basically they are a religion cult.

Honeymoon is the result of a group escaping Pleasant and finding a hive of bees. Of course a bee is a lot more dangerous when you're the size of a grain of rice, but the people of Honeymoon (who incorrectly believed the term "honeymoon" meant a location with lots of honey) realized they could make a living off of selling honey, as so much was produced, and it was so dangerous to obtain, they could effectively monopolize honey and now farm bees.

New Nyerk is an area who gained independence from Honeymoon because Honeymoon was not getting anything from the land but industry which Honeymoon really did not want considering the wealth honey could give them instead. New Nyerk was named after the fabled city of Nyerk from far away.

Agua is a powerful naval society, using both wind power and insect power, they control the seas, pirating any unauthorized vessels and forcing trade to be done through them so that they get the cut. Agua was mis-interpreted as meaning "islands". The people didn't exactly have a formal education.

The Offlands are a mysterious group rumored to be in connection, somehow, with the great ones. Nothing can exactly be said to confirm these rumors, even by the US government themselves, but Pleasant's government is adamant they are mere rumors. Communication with the great ones would not be good.
Posted Image
Credits:
4400
Quote:
 
CCW: I am back but will be leaving periodically for like a minute at a time because, as predicted, my clay pot's toilet is broken

Originals:
Goombat, Terrorsheild, Trooafly, Snappermouth, Turkoomz, Crocozin, Poison-Spine Frog
Normal:
Flamegle, Hogfish, Mulciber, Ignibruchid, Ignitherium, Mantalupus, Urinosaurus, Mapinguari, Furtusuchus, Ingrex, Spitdevil, Malocutis, Russian Rose Fungus, Torpedo Bullwhip, Lusca, Con Rit, Goliath Suncrown
Carnalug Clause
Magascutum, Wheel
Nani:
Boletot, Grove, Gattlomonstrum, Titanolimaxus, Armaruptor, Falxohirudus, Cutilamia, The Sorg, Branding Hellworm, Puddlelion, Flesh Louse, Ganglion, Marrolante, Breadgun, Belspider
God-Tier:
Ako, Xuanwu
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