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Mobs. Part 1. Cybermen

Mobs. Part 1. Cybermen

(New feature: when cybermen kill you, they turn your corpse into a cyberman, the specific model that killed you)
 
(I think that different variants of cybermen should have different tasks, here is something that could be used, but not set in stone
 
Cyberman task forces
Shock troopers-cybus
Security-tenth planet
Scouts-moon base
Medic-spare parts
Cavalry-new
Invaders-invasion
Builders-80's)
 
 
Cyberman hand arcs
 

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.

 
 
 
Cyber planner

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.

 

 

Whip
 

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

 

 

 
Cyberman variants
 
 
(Moonbase and tomb of the cybermen) cybermen

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

 
 
Spare parts cybermen

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

[The Dalek Mod Suggestion] The Cyberman "Upgrade" [Mobs, Bosses, Structures, Weapons, and more](UD-12/26)

 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

 

  • Cyber Wrist Blasters
  • Status effects from Cybermites
  • Cyberplanner giving a boost to cybermen within a radius
  • Lamp Guns
  • Cyber Wrist Blasters
  • The behavior of the Spare Parts Cybermen
  • The fact that each varient would be special
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