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HectorHellious

TLC Ideas (come share your ideas)

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TLC Ideas (come share your ideas)

Disclaimer - These are my ideas. Nothing more. Nothing less.

 Amphibians

Beelzebufo

  • Bug to Paste - Allow Melee to effect the amount of paste harvested from insects

Diplocaulus

  • Jet Slip - An ability, much like the Pteradon's Drill Attack, that will allow a dash forward to allow escape from danger. Give it a 30 sec cool down and deals no damage.
  • Shock Proof - No longer effected by Electrophorus or Cnidaria, but this does not protect its rider.
  • Aqua Invertebrate Hunter -  Change Trilobite Hunter ability to deal 5x damage to Ammonite, Cnidaria, Leech, Eurypterid, and Trilobite

Birds

Archaeopteryx 

  • Shoulder Chute - Change the Archaeopteryx to be a shoulder tame. To deploy (hold it within your hands) the Archaeopteryx as a "Glider", you must have no item in hand and hold Jump Hot-Key for 2 seconds (minimum) and the same to retract (place on your shoulder).
  • Jet Glide - While gliding, toggling the Sprint Hot-Key will increase your forward motion at the cost of the Archaeopteryx's stamina.  Increasing Archaeopteryx's speed stat will not change the gliding speed.

Ichthyornis 

  • Hostile No More - Change it to be passive unless provoked or near dinos that effect its "hunt and retrieve" ability.
  • Disarm - When riding a player it has a chance to disarm an attacking player

Kairuku

  • Mini Fridge - Increase spoil times of items within inventory. Can make Iced Canteen / Water Jar like the Refrigerator.

Dinosaurs

Diplodocus

  • Tail Whip - Give alternative attack that deals damage
  • Stun Whip - A minimal damage attack that stuns survivors and dinos for 30sec. Large dinos (dinos too big for the argie to carry) will only be stunned for 15sec. This has a 5min cool down.
  • Tek Saddle - Gives protection to all the riders from projectiles and elemental attacks (Wyvern Breath)
  • Convoy Saddle - A saddle with 4 platforms, two on each side of the saddle.  These cannot be built on but can carry Medium tames (dinos small enough to be carried by an argie) Tames will be consided passengers and cannot fall off but can be picked off like a survivor. Tames that are "Saddled Up" weight 25% less. To equip your tame, place it under the platform and open the Diplo's wheel. Click the prompt  "Saddle Up". To undo, walk up to the "Saddled Up" tame and open its wheel. It will have the prompt "Dismount"

Pachy

  • Increase torpor damage

Pachyrhinosaurus

  • Raging essence - Rage Gas Acts more like Rare Flower Effect

Parasaur

  • Parasaur wont defect people wearing a full ghillie suit

Pegomastax

  • Disarm - While riding your shoulder, it has a chance to disarm attacking players

Yutyrannus

  • Courage Roar - Effects itself but buff is reduced to 10%, Allies still gain 25% buff.
  • Savage Feathered Tyrant - Make is appear less like fur and more like feathers, much like the raptor

Fantasy

Unicorn

  • Horn Attack - Normal attack gives small bleed effect

Fish

Fishing Basket

  • Add that Ammonite and Eurypterid can be tamed

Aquarium

  • A structure that can hold two fish. It will have a food slot, two tame slots, and 25 inventory slots. Fish will eat only food placed in the food slot. If there are two of the same type of fish they will produce an item varying the fish. Only fish tamable by the fish basket can be placed in the Aquarium. Must be placed on a foundation and either irrigated or filled with wait water or the fish will die. Aquarium will have a decompose time if not irrigated and must be refilled before the water drains. It holds 3,000 water at a time.
  • Coelacanth will eat berries and produce Fish Scales which are equivalent to chitin.
  • Trilobite will eat berries and produce chitin with low chance at Pearl's
  • Ammonite will eat berries and produce Ammonite Bile with very low chance at Black pearls
  • Piranha will eat meat and produce Fish Scales
  • Sabertooth Salmon will eat meat and produce Fish Scales
  • Eurypterid will eat meat and produce Chitin with low chance at Bio Toxin

Invertebrates 

Achatina

  • Food - increase eating from berries/crops trough at half food instead of 10% food
  • Insect Paste - make it so it eats chitin to make paste on top of its normal 100 production
  • Shell - major defense increase when in shell

Araneo

  • Spider Feet - Ability to climb walls
  • Venomous - Bite attack has a chance to apply a debuff to stamina and DPS

Giant Bee

  • Honey Anti-Theft - If the hive is not locked then anyone can access it but enemy players not wearing proper armor will take double normal bee effect and bears and steal honey from even locked hives

Lymantria

  • Faster Flight - Slightly faster than argy
  • Nocturnal - buff to speed and healing at night and debuff speed and stamina during day
  • Butterfly - Add either a skin or variation
  • Spores - Spores change to a 5 second stun then a 20 second speed rebuff
  • Silk Factor - Its been stated by WC and the doisers that is does(or will) do it and many years later still doesn't. Make its poop count for like 25 silk or make it produce silk like the Achatina does paste in a 100 stack per hour

Pulmonoscorpius

  • Tranq - Make stinger attack deal less damage but more torpo like its water brother
  • Nocturnal - buff to speed and healing at night and debuff speed and stamina during day

Invertebrates 

  • Make all able to breed (besides bees, dung beetles, or Achatina) - Add an incubation items that breaks when they become adolescent and turn into small versions of the tames or just make them act like other dinosaur and make them just hatch tiny versions. Either way we are happy

Mammals

Megaloceros

  • Female Bite - A low damage attack that can harvest barries

Onychonycteris 

  • Make these rideable
  • Bat Claws - Can mantle on walls and hang from ceilings

RollRat

  • Miner - If left on wander it will have the chance to dig up stone, sand, clay, or gems

Sabertooth

  • Pack Buff

 

Reptiles

Liopleurodon

  • Change limited tame time to act more like Titansaur with a low "non-upgradeable" food

ThornyDragon

  • Make needles do more torpor
Edited by HectorHellious
More ideas and fixes

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Achitina: No longer has a hard cap on the ammount of CP it can produce, instead every achitina paste after the first 100 adds a 1% chance to not produce a paste when it would otherwise, upto a max falier rate of 66%. (IE if the snail has 101 paste in it will have a 1% chance not to produce a paste, 10 gives a 10% chance not to produce a paste, 50 has a 50% chance not to produce a paste, and 166 and up paste has a 66% chance to not produce a paste). The idea of this change is to make achitanas less micro-managy while still rewarding players who empty them frequently

 

Gacha: can now increase crafting skill through imprint and mutations, resources no longer have a hard cap, and instead any resources over the current hard cap of them have a 50% chance to not apear. (IE if a gacha would consistantly produce 60 organic polymer per crystal, instead of capping at 30, it would instead average out to 45 poly per crystal). The idea behind this change is to reward players for maximising crafting skill, sense as it stands the meta is just to mass-tame as many low levels as possible*

 

Diplodocus: now has a tail whip, this attack deals minimal damage, stuns players and dinos for 30 seconds, and has a 5 minute cooldown. Now has a special "Convoy saddle". This convoy saddle has 4-6 small platforms on it (I don't remember how big the diplo is) that are able to hold creatures between the sizes that an argent and a quetzal can carry (The largest would be around direbear size). Note that structures can *not* be built on these platforms, and that creatures would be placed on these via a scroll wheel option that's visible on both the diplo and carryable creatures. Creatures being carried by the diplo are also considered "locked in", meaning that they wouldn't be able to be Knockbacked-off or fall off due to de-sync, though other creatures would be able to pick them off.  The Idea behind this change is 2 fold. First, it gives the diplo self-defence capabilities while still keeping it's pacifist nature. By giving the stun both a long duration and a long cooldown, it prevents it from being abusable in PVP while still giving the diplo the ability to Get the heck out of dodge if it's in a tight spot. Second, it gives fliers some much-needed competition. Currently, nearly all the creatures that can carry other dinos are fliers, with the *only* exception being the karkinos. Not only does this new saddle give players more options, but it also does so in a way that prevents it from just being a straight upgrade/downgrade, with the Diplo trading the mobility and defendability of fliers and the karkinos for being able to carry 4-6 times as many dinos in a single trip (2-3 times as many in the case of the karkinos). In addition, due to the naturally highweight of the the diplo, in addition to being able to make use of weight reduction on creatures like ankies, doedics, and casteroids, this change makes the diplo a fantastic cargo option, which is especally nice due to many of the better cargo dinos (Karkinos, gasbags, basilisks, ect.), being DLC exclusive.

 

I've got a few more, but it's really late for me, so I'll post them in the morning.

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53 minutes ago, Umber0010 said:

Achitina: No longer has a hard cap on the ammount of CP it can produce, instead every achitina paste after the first 100 adds a 1% chance to not produce a paste when it would otherwise, upto a max falier rate of 66%. (IE if the snail has 101 paste in it will have a 1% chance not to produce a paste, 10 gives a 10% chance not to produce a paste, 50 has a 50% chance not to produce a paste, and 166 and up paste has a 66% chance to not produce a paste). The idea of this change is to make achitanas less micro-managy while still rewarding players who empty them frequently

 

Gacha: can now increase crafting skill through imprint and mutations, resources no longer have a hard cap, and instead any resources over the current hard cap of them have a 50% chance to not apear. (IE if a gacha would consistantly produce 60 organic polymer per crystal, instead of capping at 30, it would instead average out to 45 poly per crystal). The idea behind this change is to reward players for maximising crafting skill, sense as it stands the meta is just to mass-tame as many low levels as possible*

 

Diplodocus: now has a tail whip, this attack deals minimal damage, stuns players and dinos for 30 seconds, and has a 5 minute cooldown. Now has a special "Convoy saddle". This convoy saddle has 4-6 small platforms on it (I don't remember how big the diplo is) that are able to hold creatures between the sizes that an argent and a quetzal can carry (The largest would be around direbear size). Note that structures can *not* be built on these platforms, and that creatures would be placed on these via a scroll wheel option that's visible on both the diplo and carryable creatures. Creatures being carried by the diplo are also considered "locked in", meaning that they wouldn't be able to be Knockbacked-off or fall off due to de-sync, though other creatures would be able to pick them off.  The Idea behind this change is 2 fold. First, it gives the diplo self-defence capabilities while still keeping it's pacifist nature. By giving the stun both a long duration and a long cooldown, it prevents it from being abusable in PVP while still giving the diplo the ability to Get the heck out of dodge if it's in a tight spot. Second, it gives fliers some much-needed competition. Currently, nearly all the creatures that can carry other dinos are fliers, with the *only* exception being the karkinos. Not only does this new saddle give players more options, but it also does so in a way that prevents it from just being a straight upgrade/downgrade, with the Diplo trading the mobility and defendability of fliers and the karkinos for being able to carry 4-6 times as many dinos in a single trip (2-3 times as many in the case of the karkinos). In addition, due to the naturally highweight of the the diplo, in addition to being able to make use of weight reduction on creatures like ankies, doedics, and casteroids, this change makes the diplo a fantastic cargo option, which is especally nice due to many of the better cargo dinos (Karkinos, gasbags, basilisks, ect.), being DLC exclusive.

 

I've got a few more, but it's really late for me, so I'll post them in the morning.

Damn these are amazing ideas.now I just want a Diplo with 2 Thorny Dragons and 2 Velonasaurs. Adding these to the list later

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alright, I'm back.

 

Rock elemental: No longer has vunerability to deathworms, the rock that it diguises as now changes based on where it is, Ankies and Doedics deal much greater damage to them and apply the "shattered armor" debuff, which temporarily negates there natural damage resistance, and While in disguised mode, will slowly but steadily produce various minerals (Metal, stone, flint, crystal, ad obsidian).

Similar to my proposed changes to the achitina, it would not have a hard cap on how much it would produce, however, all resources go towards the same cap. The reason for this change is to give rock elementals a stronger utility in PvE, as there minimal speed, along with the lack of any significant threat that can't be easally dealt with otherwise. The removal of deathworm vunerability makes also serves to give them a stonger niche. Having disguises based on where they are makes them proper "ambush preditors", as they no longer stick out like sore thumbs in locations that don't use the standared rock model (Rag's volcano, Val's White cliffs and snow desert, ect), and the vunerability to ankies and doedics serves as a logical counter to them while also making them a bit easier to deal with in quarries.

 

Karkinos: More reliable right claw, can now carry flying creatures and aquatic creatures (Aquatic creature's can't be carried out of water), can strafe, able to stab downwards with it's second smaller pair of claws while airborn, breedable. 

the change to the right claw is just that, to make it more reliable. Being able to carry flying creatures is primarily for PvP, allowing it to snatch things like argents and pteras out of the sky, and being able to carry aquatic creatures is to reflect there own aquatic nature. strafing is because A. It's a crab, and B. to allow players to more easally alighn jumps, also it can already turn on the spot, so strafing isn't an issue. Attacking while in the air solves the issue of some dinos getting under it's hitbox and stunning it, due to it not being able to attack back. And being able to breed is just a nice bonus to fill out the lack of breedable creatures on ab.

 

Basilisk: now uses carnivore_high tag, immune to radiation, breedable, greatly improved turn radiues, and can "coil" by pressing C. While coiled it is immobile, able to attack in all directions, has a slight damage reduction, and is able to uncoil facing any direction

The Carnivore_High tag prevents the basilisk from being attacked by every dino under the sun, err, stone. I have no idea why it isn't already immune to radiation; all things considered, I don't know why it shouldn't be able to breed as is, the greatly improved turn radius is to make them a bit easier to controll, and the ability to coil both makes turret mode less cumbersum, and prevents dinos from just being able to stand behind it and eat it's tail.

 

Roll Rat: is able to roll wild, doing so to chase/flee from enemies, and is no longer rendered unridable when the saddle breaks, this instead just rendering the roll rat being unable to roll

the roll rat is, to my knowledge, the only creature to have an ability tamed that it can't do wild (excluding fliers not being able to grab), so letting them do it while wild/unsaddled/unridden closes this gap. and the saddle change is mostly just a QoL thing.

 

Gas Bags: Is much more liberal when it comes to using it's gas while following, and will refill this gas when it can, though this functionality can be disabled entirely via radial menu

The Gasbags is a good pack animal, however, it's overall reluctance to use it's gas when not being ridden can make it a hassle in caravans.

 

Saber: naturally lower agro range, can climb similar to the thylacoleo, however, it can only hang on for about 5 seconds, making this ability mostly useful for scaling small cliffs that it would otherwise have to go around

The saber fills largly the same niche as the direwolf, but worse. it already got a re-model, so making it stealthier and able to climb gives it a bit more identity from the wolf while also giving it a strong early-game travel niche due to it being attacked by fewer things and being able to go up cliffs other creatures have to go around.

 

Megalasaurus: reduced effects from sleep debt, grab can be disabled via radial menu

 

sleep debt will still be noticable, but will no longer turn it into nothing but a walking flesh sack, and being able to disable grab makes them more useful when not being ridden as they currently just spam the grab attack instead of doing there proper attack.

 

That's it for now, cold probably come up with a few more, but this is starting to lag my browser.

 

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Mammoth needs to become more of a combat mount than a gatherer. We already have several other good wood gatherers, and the mammoth has nothing special going for it. First of all it needs a new model, its god ugly. It also needs a health buff, for how large it is, it has a pretty pathetic base HP.

As for abilities some sort of attack with a trunk would be nice. Mammoths do poorly in boss fights due to the fact they're too fat to all fit around the boss, so the ability for the ones in the back to have a far reaching attack would make them viable.

Additionally a pack buff would be nice. Bonus resistance and damage for it and all nearby large herbivores would make it a useful support mount. The mammoth could gain increased strength when small dinos or babies are attacked due to its protective nature.

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On 7/15/2019 at 7:18 PM, Umber0010 said:

alright, I'm back.

 

Rock elemental: No longer has vunerability to deathworms, the rock that it diguises as now changes based on where it is, Ankies and Doedics deal much greater damage to them and apply the "shattered armor" debuff, which temporarily negates there natural damage resistance, and While in disguised mode, will slowly but steadily produce various minerals (Metal, stone, flint, crystal, ad obsidian).

Similar to my proposed changes to the achitina, it would not have a hard cap on how much it would produce, however, all resources go towards the same cap. The reason for this change is to give rock elementals a stronger utility in PvE, as there minimal speed, along with the lack of any significant threat that can't be easally dealt with otherwise. The removal of deathworm vunerability makes also serves to give them a stonger niche. Having disguises based on where they are makes them proper "ambush preditors", as they no longer stick out like sore thumbs in locations that don't use the standared rock model (Rag's volcano, Val's White cliffs and snow desert, ect), and the vunerability to ankies and doedics serves as a logical counter to them while also making them a bit easier to deal with in quarries.

 

Karkinos: More reliable right claw, can now carry flying creatures and aquatic creatures (Aquatic creature's can't be carried out of water), can strafe, able to stab downwards with it's second smaller pair of claws while airborn, breedable. 

the change to the right claw is just that, to make it more reliable. Being able to carry flying creatures is primarily for PvP, allowing it to snatch things like argents and pteras out of the sky, and being able to carry aquatic creatures is to reflect there own aquatic nature. strafing is because A. It's a crab, and B. to allow players to more easally alighn jumps, also it can already turn on the spot, so strafing isn't an issue. Attacking while in the air solves the issue of some dinos getting under it's hitbox and stunning it, due to it not being able to attack back. And being able to breed is just a nice bonus to fill out the lack of breedable creatures on ab.

 

Basilisk: now uses carnivore_high tag, immune to radiation, breedable, greatly improved turn radiues, and can "coil" by pressing C. While coiled it is immobile, able to attack in all directions, has a slight damage reduction, and is able to uncoil facing any direction

The Carnivore_High tag prevents the basilisk from being attacked by every dino under the sun, err, stone. I have no idea why it isn't already immune to radiation; all things considered, I don't know why it shouldn't be able to breed as is, the greatly improved turn radius is to make them a bit easier to controll, and the ability to coil both makes turret mode less cumbersum, and prevents dinos from just being able to stand behind it and eat it's tail.

 

Roll Rat: is able to roll wild, doing so to chase/flee from enemies, and is no longer rendered unridable when the saddle breaks, this instead just rendering the roll rat being unable to roll

the roll rat is, to my knowledge, the only creature to have an ability tamed that it can't do wild (excluding fliers not being able to grab), so letting them do it while wild/unsaddled/unridden closes this gap. and the saddle change is mostly just a QoL thing.

 

Gas Bags: Is much more liberal when it comes to using it's gas while following, and will refill this gas when it can, though this functionality can be disabled entirely via radial menu

The Gasbags is a good pack animal, however, it's overall reluctance to use it's gas when not being ridden can make it a hassle in caravans.

 

Saber: naturally lower agro range, can climb similar to the thylacoleo, however, it can only hang on for about 5 seconds, making this ability mostly useful for scaling small cliffs that it would otherwise have to go around

The saber fills largly the same niche as the direwolf, but worse. it already got a re-model, so making it stealthier and able to climb gives it a bit more identity from the wolf while also giving it a strong early-game travel niche due to it being attacked by fewer things and being able to go up cliffs other creatures have to go around.

 

Megalasaurus: reduced effects from sleep debt, grab can be disabled via radial menu

 

sleep debt will still be noticable, but will no longer turn it into nothing but a walking flesh sack, and being able to disable grab makes them more useful when not being ridden as they currently just spam the grab attack instead of doing there proper attack.

 

That's it for now, cold probably come up with a few more, but this is starting to lag my browser.

 

Bro these are amazing ideas!

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