Author Topic: [Archive] The Unvanquished OLD PROPOSAL  (Read 243825 times)

The Me

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Re: [Concept] The WarHammer40,000 Unvanquished.beta_1
« Reply #240 on: February 03, 2009, 04:48:15 am »
I think of karma as representative of a person's intelligence.
« Last Edit: February 03, 2009, 05:18:46 am by The Me »

Kaleo

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Re: [Concept] The WarHammer40,000 Unvanquished.beta_1
« Reply #241 on: February 03, 2009, 05:41:07 am »
A race of elves and crap from planet UBER 1337 doesn't make any sense in the tremulous universe. 

Eldar.

Makes plenty of sense.
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player1

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Re: [Concept] Kewl Dewdz!!!
« Reply #242 on: February 03, 2009, 06:58:58 am »
We'd like everyone who is in favor of this mod to come to our forums for an update. We have decided on a working visual theme for the mod and would like to let team members know the current "development roadmap" and "artistic direction". Interested persons should also view this, before entering into the discussion.

Also, we would like to announce that we will be meeting at 9 pm PST (GMT-8, for now), for DevTalkTM, a nightly discussion hosted by your pal, the ChanServBot, on IRC @ freenode, channel #unv. Stop by and say 'Hi!' or flame us for being elf-loving ninja pirates.

Cheers!

@Kaleo & The Me: i wub u guyz...

snb

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Re: [Concept] The WarHammer40,000 Unvanquished.beta_1
« Reply #243 on: February 03, 2009, 08:59:26 pm »
A race of elves and crap from planet UBER 1337 doesn't make any sense in the tremulous universe. 

Eldar.

Makes plenty of sense.

What I ment to say is this is a bad Idea.

Still doesn't make any sense.  How does a monkey get to planet eldar thousands of years ago? ( you know what I mean, the animals that came before humans)? A: He doesn't.  Thats why I don't like It, Its not really what I consider science fiction or mildly possible fiction. Its fantasy.  Impossible tales of unicorns and kidneys (referance if you don't get it).  And besisdes people have allready done this idea so it is subjected erntiermention.
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Kaleo

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Re: [Concept] The WarHammer40,000 Unvanquished.beta_1
« Reply #244 on: February 03, 2009, 09:25:30 pm »
A race of elves and crap from planet UBER 1337 doesn't make any sense in the tremulous universe. 

Eldar.

Makes plenty of sense.

What I ment to say is this is a bad Idea.

Still doesn't make any sense.  How does a monkey get to planet eldar thousands of years ago? ( you know what I mean, the animals that came before humans)? A: He doesn't.  Thats why I don't like It, Its not really what I consider science fiction or mildly possible fiction. Its fantasy.  Impossible tales of unicorns and kidneys (referance if you don't get it).  And besisdes people have allready done this idea so it is subjected erntiermention.

 Try talking out of your face, not your backside. You don't make any sense. The point of science fiction is to imagine the impossible.
Quote from: Stannum
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The Me

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Re: [Concept] The Unvanquished.beta_1
« Reply #245 on: February 03, 2009, 09:48:16 pm »
Science fiction - Fiction in which advanced technology and/or science is a key element; Technology which, while theoretically possible, is not yet practical.

Fantasy is fiction.

When the fuck did we start talking about thousand-year-old monkeys going off to warhammer planets? O.o

snb, btw you don't need to letter your points if you only have one, ;)
« Last Edit: February 03, 2009, 10:29:09 pm by The Me »

Hendrich

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Re: [Concept] The Unvanquished.beta_1
« Reply #246 on: February 04, 2009, 12:54:03 am »
See SNB, we're not copying off Eldars entirely, Kaleo was suggesting that we should take note of Elders for being futuristic but having a touch of mythology to their appearance (Or atleast thats what I think he was trying to show).

Unvanquished seems to be going on a similar route; Futuristic yet embracing the mythical past that made things like magic legendary- and feared. We're not saying that the Uns were monkeys that landed on a random planet and developed technology superior to humans, that would be a kick ass class though, nobody can mess with Space Monkeys.  :police:

The story plot is still sketchy and up for re-writes, but in time we'll make sure that the plot and it's characters stay true to the spirit of Tremulous, yet distinct as its own.

Hopefully if theres no more questions (and if what I said made sense), lets get back to the Unvanquished. Any word from Chessguy on more concept art?



snb

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Re: [Concept] The Unvanquished.beta_1
« Reply #248 on: February 04, 2009, 09:02:18 pm »
See SNB, we're not copying off Eldars entirely, Kaleo was suggesting that we should take note of Elders for being futuristic but having a touch of mythology to their appearance (Or atleast thats what I think he was trying to show).

Unvanquished seems to be going on a similar route; Futuristic yet embracing the mythical past that made things like magic legendary- and feared. We're not saying that the Uns were monkeys that landed on a random planet and developed technology superior to humans, that would be a kick ass class though, nobody can mess with Space Monkeys.  :police:

The story plot is still sketchy and up for re-writes, but in time we'll make sure that the plot and it's characters stay true to the spirit of Tremulous, yet distinct as its own.

Hopefully if theres no more questions (and if what I said made sense), lets get back to the Unvanquished. Any word from Chessguy on more concept art?


He he  ;D trying to hide spam in side a relevant package.  TROJAN FTW


You seem to be the only one who understood me and as do I to you.  I still think the idea is unoriginal, but it's not exact so I won't intervene any more.  Also don't call me SNB, it's a bit offensive.

(btw I'm going to call the third class in tremulous space monkeys nao LOL)
« Last Edit: February 04, 2009, 09:08:00 pm by snb »
Half Life head crab by the way
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your face

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Re: [Concept] The Unvanquished.beta_1
« Reply #249 on: February 04, 2009, 09:19:34 pm »
Go ahead, SNB, no one will care.
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player1

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Re: [Concept] The Unvanquished.beta_1
« Reply #250 on: February 05, 2009, 12:48:25 am »
Hi. Welcome to the Unvanquished: A Three-team or "Third Race" mod for Tremulous, (the free, open-source, standalone, asymmetrical shooter/slasher from DarkLegion Development, a game which started life as a Gloom-inspired Quake 3 mod). We are not DarkLegion Development, just a bunch of players inspired to try to create the mythical "Third Race" for Tremulous.

Thank you for your interest in this mod. If you are new to the mod, we hope you like the concept. If you have been following the project, welcome to our new forums and be prepared to be surprised, as we've completely rewritten the idea. But, then, that's what IRC is for, right?

If you'd like to get involved, join us at irc.freenode,net, in our chatroom, #unvanquished.

Herewith, our latest concept:

The UNvanquished, a Third Race for Tremulous (Overview)

Classes: Groundling, Stonecutter, Dreadnaught, Shaman, Mason
Weapons: either default, or purchasable at a Smithy structure; tentatively, three Swords (possibly class-specific) and a Dagger
Upgrades: movement and maneuverability buffs, like Speed, Strength, Stamina Regen, Health Regen, Jump Height, Walljump, etc.
Abilities: weaponless ranged attacks, potentially only against organic targets, like Vampire, Structure Vampire, nerfed Plague, nerfed Radioactive, etc.

Here's a useful thing to keep in mind:

Upgrades = buffs
Abilities = "spells"


  • Players can spawn as either a Groundling (the skirmisher class, the default fighter) or as a Stonecutter (the default builder).
  • If a player chooses to spawn as a Groundling, he has access to certain Upgrades and Abilities, which he can purchase, for Bounties.
  • A player gains Bounties by killing enemies, just like in standard Tremulous.
  • As a matter of fact, One Bounty equals One Evo (175 Credits, iirc).
  • To gain access to even better Upgrades and Abilities, the Groundling may "choose a tech tree" or "buy into the cabal", by paying one Bounty to unlock the Advanced Fighter Upgrades and Abilities, as well as the better weapons.
  • The Groundling may then choose one of the two advanced fighter classes, the Dreadnaught or the Shaman, which it immediately becomes.
  • Upgrades and Abilities will cost additional Bounties.
  • The Dreadnaught can use all of the Upgrades, but only some of the Abilities.
  • The Shaman can use some of the Upgrades, and all of the Abilities.
  • The Upgrades can be bought in the field, just like the Aliens evolve.
  • The Abilities must be bought at an Apothecary (a new structure, primarily used to accelerate healing, and dispense Phials, [or mini-medkits]; for a full list of Unvanquished structures, see below); somewhat like the Humans buying Weapons at an Armoury.
  • For a full list of Upgrades and Abilities, see below.
  • The Stonecutter, or default builder, has the ability to buy a limited number of class-specific Upgrades, and can also "get a union card" for the price of one Bounty, at Stage Two, and become an advanced builder, called a Mason.
  • The Mason can use a greater number of limited, class-specific Abilities, and of course, can build all structures, as they become available.

Class - Skin (Description)
Groundling - Brass (Default fighter, can buy limited Upgrades and Abilities)
Stonecutter - Sandstone (Default builder, can buy class-specific Abilities, and build limited structures)
Dreadnaught - Steel (Advanced fighter, can buy all Upgrades and limited Abilities, can buy BFS - big faskin' sword)
Shaman - Wood (Advanced fighter, can buy limited Upgrades and all Abilities, sword gets slightly more powerful at every stage)
Mason - Granite (Advanced builder, can buy class-specific Abilities, and build all structures)

All Upgrades and Abilities are not available during S1, and become available at only team stage-up. Stonecutter cannot become Mason until Stage Two. Some structures not available until later stages. Big Faskin' Sword not available until S2. The Unvanquished are somewhat impervious to flame, and dretch head-bite only does 3/4 of the damage it would do to a Human (72 instead of 96).

Hendrich

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Re: [Concept] The Unvanquished.beta_1
« Reply #251 on: February 05, 2009, 01:38:01 am »
Woah, those are some big changes.

Can you give us a link to an image or a descriptive idea of what the Smithy structure would look like? I'm having trouble trying to imagine such.


player1

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Re: [Concept] The Unvanquished.beta_1
« Reply #252 on: February 05, 2009, 04:55:58 am »
Chess Guy has not visualized it for us yet. I hesitate to influence his work. I expect to see something from him soon. Join us on IRC, or at our new forums.

8)

Chess guy

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Re: [Concept] The Unvanquished.beta_1
« Reply #253 on: February 06, 2009, 12:17:14 am »


From now on I'll try to make a 3d perspective drawing for the modelers  ;)
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Hendrich

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Re: [Concept] The Unvanquished.beta_1
« Reply #254 on: February 06, 2009, 01:22:41 am »
Is that smoke coming out of it, if so I can't seem to see the hole of where it appears in the 3D veiw....

Looks awesome anyways, gj. Atleast it looks easy to make the texture for the model. :P

Chess guy

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Re: [Concept] The Unvanquished.beta_1
« Reply #255 on: February 06, 2009, 01:38:47 am »
yah sorry it's pretty small 3d, look closely at the middle of it and you might see it. Anyways I was focusing more on perspective for the modelers than detail (and it might also be a monitor brightness difference). Thanks for the feedback.
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Amanieu

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Re: [Concept] The Unvanquished.beta_1
« Reply #256 on: February 06, 2009, 08:35:26 am »
You'll have to think about how you're going to show low-hp buildables: Humans have smoke and aliens have some acid dripping. If you're going to have smoke on this, then you're going to have to think of something else for the low hp effect.
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Hendrich

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Re: [Concept] The Unvanquished.beta_1
« Reply #257 on: February 06, 2009, 11:12:31 am »
You'll have to think about how you're going to show low-hp buildables: Humans have smoke and aliens have some acid dripping. If you're going to have smoke on this, then you're going to have to think of something else for the low hp effect.

Maybe sine the structures are made out of stone/metal, show red cracks on it when HP is low?

Amanieu

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Re: [Concept] The Unvanquished.beta_1
« Reply #258 on: February 06, 2009, 11:27:56 am »
That should be doable, although it may require some hacks :P
Quote
< kevlarman> zakk is getting his patches from shady frenchmen on irc
< kevlarman> this can't be a good sign :P

player1

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Re: [Concept] Smithy
« Reply #259 on: February 06, 2009, 06:50:32 pm »
Thanks for the Amanieu and Hendrich. I thought about that when I typed up the description, and was hoping someone would post a neato idea for a solution. Actually, if the model has some part that looks like a lava texture, in a little "window", we could use smoke at the low-HP indicator, as in Human buildables. As you point out, though, it would be nice to have some third way of showing structure damage, to convey a whole new Third Race, unique and different from the other two.

+1 Chess Guy (another nice job)

player1

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Re: [Models] The Unvanquished.wip
« Reply #260 on: February 06, 2009, 06:57:10 pm »
player1 would like to thank Chess Guy, nosbrain, your face, and especially TRaK, ^Einstein and Amanieu (and also The Me, Kaleo, and many others)

structure 2d concept art by Chess Guy
weapon design and all models and skinning by Brain and TRaK
invaluable advice by ^Einstein and Amanieu
lulz by faes

Current models

Structures:

The Icon:

Prior versions:
1st-idol
2nd-idol

Weapons:

The Dreadnaught Sword: (aka The BFS)

Prior versions
dreadnaught sword (unskinned)

The Wakizashi: (aka The dagger)

 prior versions
wakizashi-unskinned

Other:

A Yokai:



Hendrich

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Re: [Concept] The Unvanquished.beta_1
« Reply #261 on: February 06, 2009, 09:42:15 pm »
Awesomeness

In other words, this mod has officially jumped out of paper and its actually rolling along. Good job everybody, we're making excellent progress!
Yokai looks tastey...

your face

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Re: [Concept] The Unvanquished.beta_1
« Reply #262 on: February 06, 2009, 09:52:28 pm »
:D  And the Wakizashi's skin isn't entirely complete yet. 

Stoneness ftw.
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Booty Warrior

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Re: [Concept] The Unvanquished.beta_1
« Reply #263 on: February 07, 2009, 12:12:33 am »
Science fiction - Fiction in which advanced technology and/or science is a key element; Technology which, while theoretically possible, is not yet practical.

Fantasy is fiction.

When the fuck did we start talking about thousand-year-old monkeys going off to warhammer planets? O.o)

Fantasy is elves and wizards and the like. Trem is more 'Hard-SF' in flavor, and I just don't see it fitting personally. Perhaps you could redesign the new race as Genetically-modified transhumans who harvest aliens for parts and humans for 'conversion.' Or you could use, I dunno, robots.

player1

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Re: [Concept] The Unvanquished.beta_1
« Reply #264 on: February 07, 2009, 12:38:17 am »
@Booty Warrior: Thanks for your interest. Please join us at our forums, or on IRC, to offer your suggestions. And if you look closely, we already said that they are future post-trans-meta-xeno-humans who have genetically and cybernetically modified themselves. We stated at that time that the Unvanquished merely wanted to end the war and to restore peace. But it's true. You've discovered our dirty little secret. We want to harvest Aliens for 'parts' and Humans for 'conversion'. All your bases are ours now. Do not resist. Join us. 
 

Chess guy

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Re: [Concept] The Unvanquished.beta_1
« Reply #265 on: February 07, 2009, 02:18:07 am »
The Yokai (basis for all Unvanquished beings)



sketch by brain, coloring by Chess guy
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player1

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The Unvanquished Forums
« Reply #266 on: February 09, 2009, 07:56:58 pm »
@Archangel/seffylight/hymn/mooseberry/Roanoke/Bissig/Urscumug/Futilrevenge/gimhael/Kaine/_Equilibrium_/Mexel/Annihilation: Come see our latest concepts and assets, at our forums.

player1

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Re: Old [Concept] The Unvanquished.beta_1
« Reply #267 on: February 11, 2009, 08:38:53 pm »
Archive Only!!!

No-Longer-Necessary Models

Medic (Priestess) [female]
Scout (Nymph: Naiad) [female]
Spy (Nymph: Nereid) [female, variant of Naiad]
Soldier I (Evolute: Oni) [male]
Soldier II (Evolute: Tanuki) [male]
Heavy (Shōjō) [female]
Pyro (Merman) [male]
Sniper/Demoman (Mer-Centaur) [male]
Engineer (Artificer) [male]

Please pass this information on to all visual artists, modelers and interested parties. This is a comprehensive list of necessary character models for the mod. Any questions or concerns, please post, or do not hesitate to PM me via this site.

Models by Sub-Group

Lycandaemonfolk (Dog Soldiers)

Medic (Priestess - Kitsune) [f]
Engineer (Artificer - Tengu) [m]

Centauri Merfolk (Sea Kings)

Scout (Nymph: Naiad) [f]
Spy (Nymph: Nereid) [f]
Pyro (Merman - Kappa) [m]
Sniper/Demoman (Icthyo-Centaur - Yokai) [m]

Yeti-Nephilim (Titan-Giants)

Heavy (Shojo)
Soldier I (Evolute: Oni)
Soldier II (Evolute: Tanuki)

Uniforms/Costumes/Wardrobe - Black (Space Pirate Ninja Undead Zombie Mutant Cyborg Demons)
Gear/Bases/etc. - Green (anywhere Humans use Blue or Aliens use Red)
Insignia/Decorations/Markings - Gold
Weapons - Silver, where applicable

No longer to be disseminated to all visual artists and modelers. A manga/anime/traditional representation of these Japanese demons from folklore is what we are seeking. To anyone who says this doesn't go with Tremulous, might I remind you that the original Doom Space Marines fought demons from Hell? We're just bringing it full circle, with a manga/anime twist (Japanimation style - fight!).

player1

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Re: [Mod] The Unvanquished.beta_1
« Reply #268 on: February 11, 2009, 10:34:42 pm »
START HERE. Supersedes all previous info.

Hi. Welcome to the Unvanquished: A Three-team or "Third Race" mod for Tremulous, (the free, open-source, standalone, asymmetrical shooter/slasher from DarkLegion Development, a game which started life as a Gloom-inspired Quake 3 mod). We are not DarkLegion Development, just a bunch of players inspired to try to create the mythical "Third Race" for Tremulous.

Thank you for your interest in this mod. If you are new to the mod, we hope you like the concept. If you have been following the project, welcome to our new forums and be prepared to be surprised, as we've completely rewritten the idea. But, then, that's what IRC is for, right?

If you'd like to get involved, join us at irc.freenode,net, in our chatroom, #unvanquished.

Herewith, our latest concept:

The UNvanquished, a Third Race for Tremulous (Overview)

Classes: Groundling, Stonecutter, Dreadnaught, Shaman, Mason
Weapons: either default, or purchasable at a Smithy structure; tentatively, three Swords (possibly class-specific) and a Dagger
Upgrades: movement and maneuverability buffs, like Speed, Strength, Stamina Regen, Health Regen, Jump Height, Walljump, etc.
Abilities: weaponless ranged attacks, potentially only against organic targets, like Vampire, Structure Vampire, nerfed Plague, nerfed Radioactive, etc.

Here's a useful thing to keep in mind:

Upgrades = buffs
Abilities = "spells"


  • Players can spawn as either a Groundling (the skirmisher class, the default fighter) or as a Stonecutter (the default builder).
  • If a player chooses to spawn as a Groundling, he has access to certain Upgrades and Abilities, which he can purchase, for Bounties.
  • A player gains Bounties by killing enemies, just like in standard Tremulous.
  • As a matter of fact, One Bounty equals One Evo (175 Credits, iirc).
  • To gain access to even better Upgrades and Abilities, the Groundling may "choose a tech tree" or "buy into the cabal", by paying one Bounty to unlock the Advanced Fighter Upgrades and Abilities, as well as the better weapons.
  • The Groundling may then choose one of the two advanced fighter classes, the Dreadnaught or the Shaman, which it immediately becomes.
  • Upgrades and Abilities will cost additional Bounties.
  • The Dreadnaught can use all of the Upgrades, but only some of the Abilities.
  • The Shaman can use some of the Upgrades, and all of the Abilities.
  • The Upgrades can be bought in the field, just like the Aliens evolve.
  • The Abilities must be bought at an Apothecary (a new structure, primarily used to accelerate healing, and dispense Phials, [or mini-medkits]; for a full list of Unvanquished structures, see below); somewhat like the Humans buying Weapons at an Armoury.
  • For a full list of Upgrades and Abilities, see below.
  • The Stonecutter, or default builder, has the ability to buy a limited number of class-specific Upgrades, and can also "get a union card" for the price of one Bounty, at Stage Two, and become an advanced builder, called a Mason.
  • The Mason can use a greater number of limited, class-specific Abilities, and of course, can build all structures, as they become available.

Class - Skin (Description)
Groundling - Brass (Default fighter, can buy limited Upgrades and Abilities)
Stonecutter - Sandstone (Default builder, can buy class-specific Abilities, and build limited structures)
Dreadnaught - Steel (Advanced fighter, can buy all Upgrades and limited Abilities, can buy BFS - big faskin' sword)
Shaman - Wood (Advanced fighter, can buy limited Upgrades and all Abilities, sword gets slightly more powerful at every stage)
Mason - Granite (Advanced builder, can buy class-specific Abilities, and build all structures)

All Upgrades and Abilities are not available during S1, and become available at only team stage-up. Stonecutter cannot become Mason until Stage Two. Some structures not available until later stages. Big Faskin' Sword not available until S2. The Unvanquished are somewhat impervious to flame, and dretch head-bite only does 3/4 of the damage it would do to a Human (72 instead of 96).

player1

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Re: [Mod] The Unvanquished.beta_1
« Reply #269 on: February 13, 2009, 12:27:09 am »
Weapons:

All Unvanquished classes spawn with the default weapon; see below. Each class also has other attacks. See below for a list.

Groundling - Throwing Stars are "blaster_slot" weapon; Wakizashi is "rifle_slot" weapon; secondary & primary attack

Stonecutter - spawns with Stars as only "weapon"; can buy and use class-specific, nerfed Abilities* (press "Use Item" key)

Mason - same as Stonecutter; but can buy better, class-specific Abilities

Dreadnaught - spawns with Stars and default Sword; can buy all Upgrades, but these, for the most part these are not attacks; can buy Dreadnaught Sword; can also buy limited number of Abilities (select and press "Use Item" key to use)

Note: Most Upgrades take effect immediately and last until the player dies. Most Abilities can be saved, and used at the player's discretion, by selecting and pressing the "Use Item" key, at which point the limited duration of the Ability begins. Many are one-use, like the Human Medkit. Some Abilities can be toggled On and Off, like a Human Jetpack. Other Abilities can be used, or "fired", but must recharge before they can be used or "fired" again, like the Dragoon Pounce or Tyrant Charge.

Shaman - spawns with Stars and default Sword; can buy all Abilities and a limited number of Upgrades (select and press "Use Item" key to use); cannot buy Dreadnaught Sword; can buy Shaman sword

*Example of class-specific, builder "spell" turn foe into "pillar of salt" or "column of stone", which freezes player for very short duration. Advanced version: if touched by any entity, frozen player is "shattered" and dies.

Dagger or Bowglove to be used as Priestess-class Default (blaster_slot) weapon. Repair Tech to spawn with Bowglove and Default Sword. High Priestess to spawn with Throwing Dagger and yet-to-be-completed Greek sword (by Brain), possibly. Possible Dart projectiles for Bowglove to include Guided, Explosive, Plague and Radiation. Some possible Repair Tech abilities include: teamshield, stillshield, teamsee and cloaking. Note that while the Repair Tech and Shaman share some attributes, the RT is envisioned as a support or assist class, while the Shaman is envisioned as an evil medic or base-destroyer class. Shield-chaining, spell "radius", one-time use vs. rechargeable or stamina-dependent Abilities and other topics remain interesting ideas, yet to be fully explored.