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[The Dalek Mod Suggestion] The Cyberman "Upgrade" [Mobs, Bosses, Structures, Weapons, and more](Last Upgraded- Dec 16)

Third time's the charm...

 

Name: Cyber Time-Squad

Description: The Cybermen have finally cracked Time Travel. Now they can eradicate any threat to the Cyber-Race at any given point in Time. Fortunately, they're kept in check to not damage the Timeline too much, but that won't stop them from tracking down their biggest threats and killing them...and, unfortunately, that's you...
What's more: they're every (currently in the DM) Cyberman augmented by their future and past counterparts...All the more to kill you with...

As heard in: Return to Telos

Attack Style: Melee; Ranged; Spawning.

Spawning: Any planet/dimension; Rarely.

Nature: Hostile.

Special Traits: Can spawn other Cyber-Mobs to help the cause of tracking down the assigned player (Cyber-Particles; "Unconverted" Cyber-Headsets; Cybermats; etc.).

Once the player has been killed, the spawned Cyber-Mobs will continue with their normal agendas.

Drops: All suggestions ArcPheonix has made; Steel.

Stats: Twice the stats of their normal Cyber-Counterparts.

Attacks/Abilities: Can use their Cyber Time-Ships to fly over the targeted player and drop Time-Squad Cybermen on top of the player.

Can use all weapons from every era of Cyber-History (i.e. Cyber-Guns, Throwable Cybermites, Cyberman "Lamps", Cyber-Wrist Blaster, etc.).

Can send Cyber-Hunters if they've materialised more than 1,000 blocks away from the player.

They can also leave their Time-Ships on "Tracking" to follow the player wherever they go in their TARDIS once they've found them to any dimension/planet/era.

If the player gets into their TARDIS and uses the flight panel, the Cyber Time-Ship will also take off and follow that TARDIS, shooting at it as it goes.

Notable Weaknesses: All weapons suggested by ArcPheonix will do more damage than conventional ones (Bows; Swords; etc.).

Suggestion for Implementation: They can spawn in the Cyber-Structures mentioned by ArcPheonix and will locate the nearest Cyber Time-Ship.

(Note: The Cyber Time-Ship is its own suggestion which will have its own details).

Why it Should be Implemented: It gives more threat to the Cybermen, since they can be easily defeated in the current version of the Dalek Mod.

Any other Information: Once there are 10 of them at that Time-Ship they will be assigned a player to kill and will "enter" the Cyber Time-Ship, which will locate the targeted player, but will only get within five blocks of their location. 

There will also be a chance that they misjudge the co-ordinates and materialise somewhere that's 1,000 blocks away from the player, where they will then send Cyber-Hunters to kill that player.

They should look like their normal Cyber-Counterparts but with parts of other Cyberman models in them (Ex: "Classic" Cyberman has pieces of "Cybus", "Tenth Planet", and "Moonbase"/"Tomb" Cybermen on it).

 

Now for the Cyber Time-Ship

 

Name: Cyber Time-Ship

Description: The Cybermen cracked Time Travel. These...are their Time Travel Capsules.

As heard in: Return to Telos

Suggestion for Implementation: It is basically a TARDIS without having the option to chose its destination.

This goes for the option of the "Flight Panel", "Flight", and Monitor to see the fixed destination. 

It can also be set to "Tracking" or "Autopilot" so that it has its own thinking to track players or to materialise somewhere.

They spawn in the Cyber-Structures that ArcPheonix has mentioned.

How does the player obtain it: Cyber Time-Ships are controlled by the Cyber Time-Squad and are locked until the player finds the Code to unlock it.

When the Sonic Screwdriver is hovering over the Cyber Time-Ship, it will be scanning it, once the scan is complete, the Code for entry shall be discovered.

There are four levels to encryption for the Cyber Time-Ship's lock: "Easy", which will take five seconds to scan completely; "Medium", which will take ten seconds; "Hard", which will take 20 seconds; and "Deadlocked", which won't be able to be opened.

The only way to destroy a Deadlocked Cyber Time-Ship is to Reverse the Polarity. After the Sonic Screwdriver has completed its scan of the Deadlocked Time-Ship, which will take the amount of time it takes to scan a normal entity, an option will appear that will say: "Reverse the Polarity." This option will send the Time-Ship to its point of origin (Spawn-Point) where it will self-destruct (despawn) along with the Cyber Time-Squad Mobs it brought along.

(Note: You click on the "Reverse the Polarity" option for it to be activated/used).

Why should this be implemented: It gives more time machines to use (for a time) and it makes the player realize that the Cybermen are more dangerous than they think...

Any other Information: There's no image for a Cyber Time-Ship, but I have an idea for it.

It will be a gray box with the Cyber Logo on all sides and one side will have the door to enter it.

It will be three blocks wide, three blocks long, and three blocks tall.

The Cyber-Logo :

                                     

Thread Update: Spoilers have been added to the suggestion to ease navigation. Also bumping for new ideas/feedback

my support is given,  IMO   the cybermen could Definitely use some more features and variants

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