Mobs. Part 1. Cybermen
Description: either replacing a helmet or used on the hand. I don't think it should be seen. It allows you to fire arcs of electricity from your fingers. Stunning people and if used on someone for long enough, killing them
Origin: Moonbase, tomb of the cybermen
How do you suggest we implement it: as a tool or weapon which has a longer range than a sword
How does the player obtain it: by making it out of cyberman remains and cyber type tech
Why should this be implemented: it would useful as blasts temporarily stunned, allowing one to easily escape from a tough enemy. It could also be fun to shock players (muwhahaha!!)
Any other information: perhaps the stats could be. Every second shocking someone causes around 2-4 damage. The electricity causes slowness, mining fatigue, weakness, nausea and blindness.
Description: calibrates the capacity and effectiveness of actions, giving all cyber beings within a certain radius a strength boost
Origin: the wheel in space
Why should this be implemented: as a cool addition to the cyber roster and a gateway to the clever villagers
Behaviour: they are docile. But if you try and kill them. They will fire clever pods at you
Any other information:
Clever pods: perhaps there could be something in which you become the amalgamation of the cyber planner and oneself, Much like in nightmare in silver. Pressing a key puts you in your mind palace With the cyber planner.
Flame rifles
Description: this weapon projects flames. Causing fires and damaging people.
Origin: Invasion
How do you suggest we implement it: as a tool or weapon which has a longer range than a sword
How does the player obtain it: by killing an invasion cyberman
Why should this be implemented: because it be an effective weapon. Especially because there aren't that many ranged weapons
Any other information: the pure blast from the rifle should cause around 6 damage.
Description: a punishment weapon
Origin: Spare Parts
How do you suggest we implement it:
How does the player obtain it: either by making it or getting from a spare parts cyberman
Why should this be implemented:
Any other information: as well as the damage it should cause slowness
Cybergun
Description: a ranged weapon used by the Cybermen.
Origin: Earthshock
How do you suggest we implement it:
How does the player obtain it: by killing a cyberman using the weapon
Why should this be implemented:
Any other information:
Cyber wrist blaster
Description: a ranged weapon used by the Cybermen.
Origin: Army of ghosts
How do you suggest we implement it:
How does the player obtain it: by killing a cyberman using the weapon
Why should this be implemented:
Any other information: whilst using it it appears as a gauntlet in the players arm
Cybermite
Description: insectoid variants of cybermats
Origin: Nightmare in Silver
How do you suggest we implement it:
How does the player obtain it: by killing a new cyberman
Why should this be implemented:
Any other information: these can be thrown at mobs and players and causes blindness, slowness, weakness, nausea, and mining fatigue
Name of Mob: Moonbase cyberman
Description: these cybermen have various abilities which they will intelligently use to their advantage
Origin: The moon base. Tomb of the cybermen
Behaviour: they will attack in groups summoning others then strategically attacking. They also know stealth, identifying the stealthiest and best place to attack for a tactical advantage
Attack style: at mid range, they will use their cyberman lamp-guns. But at around a close distance, they will produce arcs of electricity which stun and, can't even kill. In close quarters combat, they will hit like many other forms of cybermen
How do you suggest we implement it:
Why should this be implemented: it is a brilliant design for the cyberman, also showing off the electricity ability. These cybermen definitely show the intelligence and creepiness of the cyberman done right
Any other information: they drop steel. They are also the scouts of the cyber military, stealthily attacking the enemy. They also drop lamp guns
Tenth planet cybermen
Name of Mob: Tenth planet cyberman
Description: the second variation of cybermen
Origin: The tenth planet
Behaviour: similar to the moonbase planet Cybermen
Attack style: at mid range, they use lamp-guns. And in CQC they will hit opponents.
How do you suggest we implement it:
Why should this be implemented:
Any other information: they drop steel. They also drop lamp guns
Invasion cybermen
Name of Mob: Invasion cybermen
Description: these cybermen are the only cybermen to have flame rifles. They tried to invade earth. But were stopped
Origin: The invasion
Behaviour: they will attack in groups and take over, invade and control areas. Then summon other types of cybermen to guard areas
Attack style: at mid-close range, they will use their flame rifles. In CQC they will hit like other cybermen
How do you suggest we implement it:
Why should this be implemented: these cybermen will attack in groups which poses a big threat from the cybermen. I feel that each variation should have different tasks.
Any other information: they drop steel. And their flame rifles
Name of Mob: Spare parts cyberman
Description: the original upgrade to mondasians.
Origin: Spare parts
Behaviour: these cybermen will patrol areas. They will often tell you to do stuff like stop whilst being scanned. Disobedience leads to their aggression
Attack style: at mid-close range, they will take out their whips and whip you
How do you suggest we implement it:
Why should this be implemented: these cybermen teach us what the original cyber upgrade was. It is necessary.
Any other information: they drop steel and their whips
80's Cybermen
Name of Mob: 80's Cybermen
Description: first Cybermen to use the energy handheld long ranged weapon of the Cybergun
Origin: Earthshock
Behaviour: these slow moving Cybermen will happily fire at ranges but will go in for attack if necessary
Attack style: mostly ranged weapons. That is where they are incredibly strong
How do you suggest we implement it:
Why should this be implemented:
Any other information: they drop steel
Cybus Cybermen
Name of Mob: Cybus Cybermen
Description: these Cybermen release loud clunking sounds when moving. They are unique as they come from a parallel earth.
Origin: Age of Steel
Behaviour: these cybermen are tougher than some other cyber incarnations
Attack style: these cyberman will sometimes use their wrist blasters
How do you suggest we implement it:
Why should this be implemented:
Any other information: they drop steel and wrist blasters
New Cybermen
Name of Mob: New Cybermen
Description: the most advanced cyberman yet, this variant marked the return of the mondasian cybermen
Origin: Nightmare in Silver
Behaviour: similar to the moonbase cybermen. But they will attack areas more effectively
Attack style: they hit at close range. At mid-long range, they will use their wrist cannons (more powerful than wrist blasters) At mid range they will throw cybermites. And every so often they can dodge projectiles
How do you suggest we implement it:
Why should this be implemented:
Any other information: they drop steel and cybermites. They are more durable than other cybermen
I consider this a duplicate ripoff of my thread which I worked really hard on.
ESPECIALLY the addition of Spare Parts Cybermen and the idea of Cyber Wrist Blasters
And DEFINITELY the part about Spare Parts Cyberman asking the player to stop and be scanned
I'm willing to believe this was a coincidence, but not without complete belief
Actually, no. You did read my post. I remember that you mentioned it on the official suggestions thread, so a lot of this stuff, you know I've suggested