Post by drspendlove on Nov 28, 2017 12:05:04 GMT -5
I do not have a good name for this, but I think there's room for a very special grenade for the Scouts. It would deal no damage nor any debuffs. All it would do is attract nearby Xeno to a specific location, as though there were a Templar there to attack. Upon entering melee range of the distraction, the Xeno would individually realize the mistake and continue their path toward actual threats, assuming MP remains. It might last 1,2,3 turns based upon talent level and have a range/radius increase based upon talent level but the range would have to be fairly significant at a single point invested to have value, I think.
Because modifications to the map itself are hard and not backwards compatible, it would not modify the map itself, but rather apply a "debuff" to Xeno in its area-of-effect that indicates a the foe is distracted by the location. From a technical standpoint, the debuff would have to encode information on the location they are distracted by.
I would propose this distraction would not have 100% reliability, even at max ranks, but maybe more like 50% -> 90%. It also might affect ranged Xeno differently, such that they simply have to enter attack range of the location to know it is a fake and resume normal motion (removing the debuff.)
Finally, to be sure, it should have limited uses per scout, much like grenades. Maybe start at 2 uses at first rank and move up to 4 at max. It could be an interesting tool to allow Scouts (assassins!?) to avoid detection, move foes into flaming and overwatch'd choke points, or even give your tact point an extra turn of survival by moving foes away from it. It wouldn't be possible to pull foes off of templars in melee though, as they'd have a closer target than the distraction to focus on.
Because modifications to the map itself are hard and not backwards compatible, it would not modify the map itself, but rather apply a "debuff" to Xeno in its area-of-effect that indicates a the foe is distracted by the location. From a technical standpoint, the debuff would have to encode information on the location they are distracted by.
I would propose this distraction would not have 100% reliability, even at max ranks, but maybe more like 50% -> 90%. It also might affect ranged Xeno differently, such that they simply have to enter attack range of the location to know it is a fake and resume normal motion (removing the debuff.)
Finally, to be sure, it should have limited uses per scout, much like grenades. Maybe start at 2 uses at first rank and move up to 4 at max. It could be an interesting tool to allow Scouts (assassins!?) to avoid detection, move foes into flaming and overwatch'd choke points, or even give your tact point an extra turn of survival by moving foes away from it. It wouldn't be possible to pull foes off of templars in melee though, as they'd have a closer target than the distraction to focus on.