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Author Topic: The Dreadnought  (Read 853 times)
Steampunkette
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« on: July 10, 2009, 10:07:08 PM »

The Dreadnought is our Melee Ranged Tank and Crowd Controller

With heavy armor and strong melee fighting talent, the Dreadnought is a formidable for. But when he utilizes his crowd control abilities (striking at foe's legs, slowing their escape by harrying them, knocking foes down, or simply immobilizing them) he becomes truly frightening. While ranged weapons have a certain security in their range, the Dreadnought favors short ranged weapons such as scatterguns, pistols, and melee weapons. A strong solo class, the Dreadnought can be the center-piece of a strong team.
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kylev
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« Reply #1 on: July 28, 2009, 07:40:36 PM »

I thought I'd post my thoughts on this class since I usually enjoy playing the "tank" in RPGs.  

Unlike the other classes there isn't really a good real-world example to base the dreadnought off of;  therefore I think a good design is going to be critical in order to keep him from seeming anachronistic and generic compared to the other classes.  

At low levels the dreadnought might be comparable to a street thug or the like.  Higher levels might see him develop into sort of a melee shock trooper.  Basically, I think it will be important to keep the dreadnought from looking like a medieval knight- but not so advanced as to look robotic.  

I like the fact that even though this character is a front-liner, he ont be limited to melee only weapons, however I think you have an opportunity to create some interesting steam-punk melee weapons.  At lower levels things like clubs, night-sticks, and sabres will do, but more advanced weapons might include electric cattle prod-type weapons, chain swords, and pneumatic hammers (sort of like jackhammers maybe).  

Heres a sketch to suggest how the class might progress-
http://img.villagephotos.com/p/2004-9/826976/dreadnaughts.jpg

welp, hopefully you might find something interesting among that ranting  Grin
« Last Edit: July 28, 2009, 07:42:10 PM by kylev » Logged
Thrice Xandvii
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« Reply #2 on: July 28, 2009, 10:21:11 PM »

Wow...  Artz, you gotz dem!!

At any rate, I think that that sounds really nifty!  Especially when one thinks about the level of costumization that the Dev Team wants to implement in tCS: BaT&FAotMotMA (<robin>Wowzers, holy acronym Batman!! </robin>).
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CabbyHat
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« Reply #3 on: July 28, 2009, 11:53:05 PM »

I do like the idea of lower-level Dreadnoughts being like street thugs; it'd definitely be an interesting take, and help bring the class into the genre!
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All stories are Anansi's stories...
Steampunkette
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« Reply #4 on: July 29, 2009, 06:38:36 AM »

Well.... To give a bit of an insider's insight:

I've always thought of Dreadnoughts as the second most anachronistic class in the game (After Clockworkers) and absolutely love them for it.

Steampunk is an anachronistic speculative fiction, you see. Where things don't -quite- fit the times, yet are accepted. Dreadnoughts aren't designed to be the Knight of Medieval England. They're meant to be the fore-runners of the mecha-pilots of tomorrow.

And with a game focused on character customization to the nth degree (even allowing vehicle customization!) locking away costume bits to higher levels and "Forcing" players to be the street-thug with a baseball bat at level 1 really doesn't work, terribly well.

Though I have to say: I like the sketch and it very admirably communicates your idea!

-Rachel-
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kylev
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« Reply #5 on: July 29, 2009, 07:57:47 PM »

Thanks for the response, its interesting to hear some insider details.  

Also, I didn't mean to suggest that the player would be limited to their equipment choice- I  was just trying to represent the equipment one might gain as their character develops.  While I don't believe in level requirements for gear, am I right to assume that there will be ability/skill requirements?  (example; you need so much strength to wear certain armor).  

-btw, glad to hear you're emphasizing character customization, I'm all about the character building. 
« Last Edit: July 29, 2009, 08:00:10 PM by kylev » Logged
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« Reply #6 on: July 29, 2009, 08:06:08 PM »

Well... Every item will have it's own stats and requirements thereof. But a player can make any item they pick up -look- how they want it to look. A selection of different barrels, triggers, breeches, and grips, for example, let a player make a crappy pistol LOOK like it's a really strong one, even if it doesn't have awesome stats.

We'll be limiting customization to some degree (No pink polka-dotted pistols, for example) but for the most part what your character looks like, equipment and all, is entirely in your hands.

We don't want all the level-cap characters wearing the same exact outfit, after all.

-Rachel-
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Thrice Xandvii
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« Reply #7 on: July 29, 2009, 09:32:07 PM »

<limp_wrist>I KNOW, that would just be, like, totally... umm, UN-fabulous.</limp_wrist>

LOVE the fact that things will be customizable.  That is my favorite part of any game... making the character.  In fact, I have made several characters for pen-and-paper RPGs just so I could mess with stats with no intention on playing them.  It is also one of the reasons I am kinda excited about this game: I can get my fingers into the creation/brainstorming process now (even if nothing I say gets farther than my post, I still feel like I am creating something).
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DarienMason
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« Reply #8 on: July 30, 2009, 10:16:27 AM »

From the description of a Dreadnought I was imagining a Riot Policeman or a Bodyguard. I'm just reading these classes, but unless there's a hand-to-hand combat expert (Pugilist/Wrestler/Martial Artist) I imagine this could be the class for a Heroic Prize Fighter or Dastardly Pit Fighter.
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Rattletrap
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« Reply #9 on: February 23, 2010, 07:21:06 AM »

-For a great pulp-feel for a thug or enduring fighter check out The Goon from Dark Horse comics.

Good journey

Rattletrap
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