Random Ideas
Trem'ons: (short for tremulous monsters), based off the Pokemon RPG games
It is like what it sounds. Tremulous in pokemon. However I could add some NS2 related stuff as well.
Stats Info:
Attack is direct attack power (mellee) with 100 as 100% damage
Special Attack power is the same as before, but for ranged attacks and other special abilities such as remote acid tubes and turrets with 100 as 100% damage
Defence is Armour. Generally not found on the Tremulous Generation. This filters damage by [100 - Defence]%
Special Defence is resistance to a certain type, independant of regular Defence. This filters type damage by [100 - Sp.Def]%
Speed is the class' agility. May be slower due to carried weapons (NS2 Generation). This also provides hit chance on this class by foe's accuracy and move accuracy stat multiplied together for a % chance of hitting this class.
Accuracy is the hit chance in % and weapon type accuracy
_______________________________
Move Specific Stats:
PP is the number of times you can use move this before recovering.
Type: Types of move Mellee, Ranged, - (Special)
_______________________________
Other:
"Crit"ical Damage: Target is hit with double damage when hit in the head with a 30% chance unless stated. Only Tremulous Humans are capable of this chance
"Leg" Shot Damage: Target is hit with half damage with a 30% chance unless stated.
"Non-loc"ational Damage: Target is uneffected by crit/leg shot damages.
_______________________________
Builders
These builder classes may build the following buildables if they have the "Build" move
Aliens
Granger: "Egg"pod (always first), Acid "Tube", Barri"cade"
Advance Granger: Ontop of the previous class,Â
Booster, Trapper
Battle Granger: Ontop of the previous class, Hive, Hovel
Humans
Ckit: Repeater (always first), "Medistat"ion, Armoury, Turret, Telenode
Akit: Ontop of the previous class, "DC" Defence Computer
Bkit: Ontop of the previous class, "Tesla" Generator
Marines
Marine (All Arms/Weapons upgraded versions): "Power" Node (always first), "Arm"oury (always first), "Obs"ervatory, Robotics "Factory", Phase Gate (requires Obs)
Khaara
Gorge Hive1: Cyst (always first), Hydra, Clog, Shift
Gorge Hive2: Ontop of the previous class, Gorge Tunnel, Craig
Gorge Hive3: Ontop of the previous class, Shade, Whip
_______________________________
Buildables
Aliens
Passive ability: Regeneration - All Alien Buildables regenerate 10% each turn
Acid Tube (150 hp): Deals between 1 and 4 damage, depending on accuracy, per acid tube built. Hits up to 5 times consecutively. 90% accuracy per hit - Requires consecutive hits to proceed up to 5 hits
Hive (125 hp): Deals 40 damage with a 20% crit and 40% leg ratio per hive. Has a 95% chance of hit.
Booster (150 hp): Provides 3x healing for an alien
Barricade (300 hp): Provides partial protection, absorbing up to 300 damage and reducing enemy accuracy by 50% with all missed hits absorbed by barricade
Hovel (300 hp): Provides absolute protection if camping, absorbing up to 300 damage
Eggpod (210 hp): Provides a creep for structures to live on. Chance of the egg getting hit depends on how many buildables are available. Gives the builder a 10% chance of respawning after being KO'd in battle
Humans
Passive Ability: None
Medistation (180 hp): Regenerates 10 hp/turn for a human camping.
Armoury (420 hp): Regenerates 5 PP per turn for a random move requiring PP if human is camping.
Turret (180 hp): Deals 4 damage per shot, up to 5 shots per turn. Requires 2 turns before activation. Has a 65% accuracy - Requires consecutive hits to proceed up to 5 hits
Defence Computer (180 hp): Reduces turret activation to 1 turn required and increases accuracy to 80%
Tesla Generator (180hp): Only hits target if user is camping, deals 18 damage with 100% accuracy and prevents attacker from dealing melee damage.
Telenode: Chance of the telenode getting hit depends on how many buildables are available. Gives the builder a 10% chance of respawning after being KO'd in battle
Marines
Passive Ability: None
Armoury (500 hp): If the marine is camping, it regenerates 25% health every two turns and 25% PP for a random move every two turns.
Observatory (500 hp): Increases accuracy by 50% per obserbatory
Robotics Factory (300 hp): Provides one "ARC" (Anti-Buildable Artillery) unit every 3 turns, or can construct a repair unit which repairs 10% armour per turn for the user or Marine buildables.
ARC (Anti-Buildable Artillery) (200 hp): Deals 100 damage per tur nto buildables only. Requires 2 turns to activate
---
---
Khaara
Passive Ability: Regeneration - All alien buildables regenerate 5% each turn
Hydra (150 hp): Deals 10 damage per shot, up to 2 hits with a 60% accuracy. Consecutive hits are not required
Whip (250 hp): Deals a 30 damage slap per turn with a 60% accuracy if the user is camping, or 10 damage plus 3-turn anti-armour acid per turn if user is not camping, with a 20% accuracy.
---
---
_______________________________
PokeTrem (Pokedex)
Starter Trem-ons:
-Granger (Alien)
-Ckit (Human)
Additional hidden NS2ons:
-Marine (Machinegun)
-Skulk (Khaara)
Evolution (Aliens): (Anything under the previous class counts as a possible evolution path)
_______________________________
Starter Classes:
Granger
Stats
Attack: 100
Sp.Atk: 100
Defenc: 0
Sp.Def: 0
Speed : 80
Moves:
1. Build (builds an egg, then followed by a random buildable listed above)
Type: Normal | -
Atk: 0
Acc: -
PP : 15
Other: Consumes 2 turns to build
2. Taunt (Infatuates the enemy; enemy has a 50% chance of not attacking | 50% Chance of reducing the foe's attack by 50%)
Type: Normal | Ranged
Atk: 0
Acc: 80%
PP : 10
3. Camp (User hides in their base, allowing to make use of their own buildables to deal damage. However is safe from melee attacks and a 50% reduction in enemy accuracy while camping.)
Atk: -
Acc: -
PP : 10
Abilities:
1. Respawn (If an egg is built, the class has a 10% chance of reviving after KO with full health if egg is alive)
2. Camp (Enemy takes damage per buildable types built)
3. Heal (User heals 4% hp/turn, 12% hp/turn if booster available and the alien is camping)
Ckit
Stats
Attack: 100
Sp.Atk: 100
Defenc: 0
Sp.Def: 0
Speed : 100
Moves:
1. Build (builds a repeater, followed by a random buildable listed above)
Atk: 0
Acc: -
PP : 12
Other: Consumes 2 turns to build
2. Taunt (Keeps foe from switching out | 50% Chance of reducing foe's accuracy)
Atk: 0
Acc: 50%
PP : 10
3. Blaster (Uses energy pistol to fire two weak shots)
Type: Energy
Atk: 9
Acc: 35%
PP : -
4. Camp (User hides in their base, allowing to make use of their own buildables to deal damage. However melee attacks have a 90% reduction in accuracy and a 50% reduction in enemy accuracy while camping.)
Atk: -
Acc: -
PP : 10
Other: Consumes 2 turns while camping. At the end of the second turn, one buildable is fully repaired.
Abilities:
1. Respawn (If a Telenode is built, the class has a 10% chance of reviving after KO with full health)
2. Defence (Enemy takes damage per offensive buildable types built, while camping)
3. Heal (User heals 10% hp/turn if medstat available while camping)
4. Reload (User refills a random PP-requiring move if an Armoury is available, while camping)