cronoadvance
New member
First time designing an item so please be kind
Why?: Batman. Inspired by the "rearview mirror" item reddit post. I would also enjoy having a balanced way to become aware of the bebop running towards me ready to double bomb me from behind.
Echosens
proto-Passive01: Allows for better distinction of enemy footsteps. When an enemy is generating noise and there are no obstacles in between, user will get a bubble signaling the projected source of the noise. Every 5 seconds emit pulsing sound waves that propagate and bounce around world geometry, allowing for more accurate tracking of players not taking their sonic landscape into consideration. Sound waves could emit a sound audible to players who might be affected.
proto-Active-01: For 5 seconds emit pulsing sound waves each second that propagate and bounce around world geometry, allowing for more accurate tracking of players not taking their sonic landscape into consideration.
proto-Active-02: Focus on targeted enemy unit. For "x" amount of seconds sounds emitted by the target will be amplified(to make traking easier).
Tracking mechanic: Not sure about this. I'm picturing a ghosly overlay similar to how we can see our allies behind walls, but balanced and stylized for the theme. Maybe they could drop residual "hints" as to where they were facing or what direction they ran after the noise was made.
The idea is to push the sound engine to the limit while expanding gameplay in a balanced and thematic way.
The mechanic might also be a way of porting "warding " mechanics from mobas. Giving us tactical ways to acquire vision without stopping the flow of the match.
I can already imagine some juking scenarios where you might be hiding in a corner, thinking you're safe, but the enemy is crouching around waiting for your next step.
Or when an enemy takes the urn and is running around frantically, this could open options for more interesting chases.
By making senselessly running around more punishable, rooftop parkour might become more viable as dropping down would better secure your play.
Thanks for taking the time to read. Please share your thoughts on this very messy idea.
Why?: Batman. Inspired by the "rearview mirror" item reddit post. I would also enjoy having a balanced way to become aware of the bebop running towards me ready to double bomb me from behind.
Echosens
proto-Passive01: Allows for better distinction of enemy footsteps. When an enemy is generating noise and there are no obstacles in between, user will get a bubble signaling the projected source of the noise. Every 5 seconds emit pulsing sound waves that propagate and bounce around world geometry, allowing for more accurate tracking of players not taking their sonic landscape into consideration. Sound waves could emit a sound audible to players who might be affected.
proto-Active-01: For 5 seconds emit pulsing sound waves each second that propagate and bounce around world geometry, allowing for more accurate tracking of players not taking their sonic landscape into consideration.
proto-Active-02: Focus on targeted enemy unit. For "x" amount of seconds sounds emitted by the target will be amplified(to make traking easier).
Tracking mechanic: Not sure about this. I'm picturing a ghosly overlay similar to how we can see our allies behind walls, but balanced and stylized for the theme. Maybe they could drop residual "hints" as to where they were facing or what direction they ran after the noise was made.
The idea is to push the sound engine to the limit while expanding gameplay in a balanced and thematic way.
The mechanic might also be a way of porting "warding " mechanics from mobas. Giving us tactical ways to acquire vision without stopping the flow of the match.
I can already imagine some juking scenarios where you might be hiding in a corner, thinking you're safe, but the enemy is crouching around waiting for your next step.
Or when an enemy takes the urn and is running around frantically, this could open options for more interesting chases.
By making senselessly running around more punishable, rooftop parkour might become more viable as dropping down would better secure your play.
Thanks for taking the time to read. Please share your thoughts on this very messy idea.