Introduction This was originally an idea for an event I had but I thought that it could be implemented into the regular flood gamemode. As it stands, there are currently no props that offer more than either protection or buoyancy, sometimes both. Boat motors, flags, balloons, and thrusters exist but are not quite significant as what I am suggesting. I've come up with a few props that have unique effects that players can take advantage of to increase their chances of winning/surviving the round. With these props in play, boat building gains a new level of complexity and a nice, attractive category gets added to the spawnlist. General Statements These props are: Not to be used as protection (none of them should float either) Not to be used every round (similar to predator missile but lower investment) Activated by the 'use' key (E) Conspicuous and easy to hit but have an above average amount of health Fireproof and cannot be unwelded Functional only when they are alive and not touching water Most effective when used in a team All $1200 and limited to one specific spawn per team (meaning that only one of these props can be used at a time) Props Spoiler: 1. Damage Amplifier Health: 500 Ability: Multiplies all bullet/arrow/melee damage dealt by you and your team by 1.5 for 15 seconds. Cooldown: 60 seconds. Cooldown begins after the 15 seconds pass. Model: models/props/de_piranesi/pl_orrery.mdl Strategy: Admittedly, the use of this prop is very straightforward but you have to remember that people are going to focus it down as quick as they can. It's best to use it with high fire rate weapons such as the AK-47, FAMAS, Para, TMP, and Glock and with weapons that are most effective up close such as shotguns. Notes: The actual prop is a model of the solar system but you can't deny that it looks like some kind of death ray. The bottom of the circular stand of the prop has no texture but shouldn't be a problem since it is very visible regardless. Spoiler: 2. Countermeasure Generator Health: 375 Ability: Heals all props on the boat it is welded to and itself for 50 health, extinguishes them if they are on fire and makes them immune to fire and unwelding for 15 seconds. Cooldown: 50 seconds. Model: models/props/de_nuke/equipment3b.mdl Strategy: A proper usage in the beginning of the round against the initial explosive barrage can be the difference between life and death. Trying to get the most out of the individual prop healing is not a top priority; it's better to use it sooner than later so it can have the largest effect possible. Notes: The low profile of this prop compensates for its relatively small health pool. Additionally, only the bottom of the front terminal of this prop has no texture. Otherwise, the table in the back of it is perfectly textured. Spoiler: 3. Food Stack Health: 550 Ability: Heals you for 25 health. Team members use this prop individually and have separate cooldowns. Cooldown: 45 seconds. Model: models/props/cs_militia/food_stack.mdl Strategy: While it's universally useful, it should be saved for when enemies are using bugbait against you or when a melee fight is incoming. Notes: Once again, this prop has no texture on the bottom. It shouldn't be a problem but is annoying nonetheless. Spoiler: 4. Ammo Pile Health: 500 Ability: Refills magazines/ammunition of the weapon you are currently holding, amount varying by weapon type. Does not work for the Para. Team members use this prop individually and have separate cooldowns. Amounts are as follows: - 3 magazines for pistols (2 for Dual Elites) - 2 magazines for submachine guns - 1 magazine for SG 550, 2 for AWP, 10 for Contender - 1 magazine for shotguns, 3 for Double-barreled - 1 magazine for assault rifles - 1 for explosives (2 for Molotov) - 8 arrows for Compound Bow Cooldown: 60 seconds. Model: models/props/de_prodigy/ammo_can_03.mdl Strategy: You can waste your time trying to calculate which resupply would give you the most damage, or you can decide on which type of weapon you need more ammunition for instead. If someone's on the other side of a map with a vending machine cover raft, get more AWP mags. If there's a huge boat right in front of you, get one more sticky TNT for that sweet, sweet damage. Notes: It would be nice if it could somehow replenish sledgehammers or crowbars but since they disappear after you use them, I'm not sure how it could do so. Spoiler: 5. Gun Cabinet Health: 650 Ability: Gives you a random gun that you don't own or have holstered with full ammunition. Team members use this prop individually and have separate cooldowns. Cooldown: 90 seconds. Model: models/props/cs_militia/gun_cabinet.mdl Strategy: There isn't much strategy in a gimmick prop like this, but I just had to include something like it. Notes: No bottom texture as usual. Conclusion I'm peeved that I couldn't find better props (fully textured ones) that visually fit their abilities in the base HL2/CSS models, but if there are better options for them I'm completely open to changing them. I appreciate all critique and would like to hear some potentially needed balance suggestions. Also, everyone is free to come up with more ideas for special props. These are just the first 5. Thank you for reading.
Good ideas, Dawson had many similar ideas but iirc they were all a lot more complicated to make. These definitely seems more approachable. I think only one special prop should be usable per team per round, and then they should be balanced to be roughly equally as good. That way, it'd add a lot to the gameplay about which special prop you choose etc.
Awesome ideas although the Damage Amplifier should be much more weaker (probably 1.25-1.5x damage). I can think of a scenario where this can be extremely overpowered and discouraging for the other players which isn't really good (Gather teammates, build a boat next to a team with damage amplifier and obliterate them with m249s in matter of seconds). I think the special props should also extremely heavy (of a car--varying on the prop) so players have to build sustainable boats that supports its mass and to reduce potential douchebag-ery mentioned above.
I have edited the stats of the damage amplifier. For the case of the heaviness of it, I say that that would make it too difficult. I've already said that it can only be functional if it's completely outside of water and that should be enough. Otherwise, it's too much work to get anything out of it.
I find the idea really interesting since it's not something i've seen before anywhere else nice idea 1+ form here if i have a vote on this ^^