Carno: First off, change up the model to make their heads rounder. Their heads were straight-up spheres. Make them have a charge attack like the Wooly Rhino but not maybe as powerful, but they can get a pack buff. Also, they were essentially the dino-equivalent to cheetahs, so let's make em hella fast, let em jump and have a charge leap, and let them be able to turn on a dime and also able to turn while standing still.
Megalosaurus: Give it its own animations instead of just using dilophasaurs animations. Also if they're going to have a sleep mechanic. Might as well flesh that out. Make them have a special damage percentage mechanic that scales with time of day; at noon they are the weakest, and at midnight they are at their strongest. Also at night, they could get a special perk where they are undetectable by parasaurs and tek helmet scan and also shield the rider.
Terror bird: jfc it's hideous, give it a new model. That's it. I don't care about these things but I hate the way they look.
Giga: First up, make it smaller. Not too much, just a bit to where it's not absurdly massive. Also, its roar needs an ability, I think it could maybe be useful as a crowd control ability that blows people back. The closer they are being enraged, the more powerful the roar is. Also, the enrage meter is now a meter at the bottom center of the HUD so it's a bit more noticeable. Lastly, they could have a stomp ability that creates a shockwave. Any player or dino caught in this will get a new "tremored" debuff which prevents them from being able to sprint for a few seconds.
Mosasaur: Now has a swimming charge attack that can damage structures and can breach out of the water. Now can deal "trample damage" by landing on players and rafts when they breach. Also cannot be grabbed by Tusos like Basilo and no longer dismounts players when they get shocked by jellyfish.
Basilosaurus: Can also breach like mosa but this instead damages on the ascent rather than the fall, so you can use them to attack rafts from undernearth. Also have a new ability when swimming at the surface where they spray water to create obscuring clouds of mist
Rock Elemental: Their rock throwing now does torpor damage (as much as a catapult turret) but cannot inflict torpor on other rock elementals. Also, they most have stones in their inventory to use this new ability, using 50 stone per attack. Also, make them breedable. To breed, one must be encumbered with stone. Then bring another elemental within its vicinity and they will mate. Babies are born incredibly frail and don't have a rock shell yet, and must be fed Sulphur. Once it reaches juvenile, the female will start "constructing" the rock shell around the offspring. Lastly, they can now "defecate" piles of sand.
Mantis: Can now climb surfaces and can glide. Also, make them faster and breedable. Breeding requires to male and female to be on aggressive, then mating enabled. The female will have a "stress" meter that appears along with the mating meter. If anything comes within aggro radius (including tribe tames and players), the stress meter will go up. Once the mating is finished, the female will lay a stationary egg sack that will lay 2-4 babies. If the stress meter reaches max before they finish, she will kill and eat the male and the egg sack will instead have 1-3 babies, with one of the babies guaranteed to be an exact copy of the father.
Lymantria: Can now climb walls and ceilings, passively create silk in their inventories and their spores now deal torpor. Also, now breedable. Male and female must be moved onto a wall or ceiling to mate. After breeding, females lay stationary egg sack that will give birth little caterpillar babies which drop to the floor. Once they have reached juvenile, they will crawl back up to the wall/ceiling and become a cocoon. In this stage, they have a "quality" meter that replace the food meter, and they must be "fed" silk to keep up the quality of the cocoon until they reach adulthood.
Wyvern: All wyverns now have a bar atop the HUD. Right click now must be held down to release breath attack, which will then consume the bar instead of stamina. Double clicking right click will instead release a ball of the breath attack and uses up a chunk of the bar. This charged attack will travel in an arc and will explode in a small radius to do AOE damage when it hits something. To accommodate this change, poison wyverns now have a normal poison breath attack and the poison ball is moved to the double right click. Also, now breedable. Can only be breed in an area of sufficient temperature. Once the female has finished mating, she goes through a gestation period before finally laying the egg.
Basilisk: Give them a turret mode that lets them shoot poison at enemies. When in turret mode, they coil up and can shoot in all directions. Also, make them breedable. Babies have a unique raise where the only imprint they will ask for is to swallow an Ovis whole, giving them another use since mutton is only useful until you can start making kibble.
Roll Rat: Saddle durability only affects its ability to roll. Once it is "broken", it can still be ridden, but it can't roll until it is repaired.
Rock Drake: Is now naturally immune to stun-based attacks; the player cannot be dismounted. Also to give them more PvP uses, they can now pin large targets like rexes and spinos, and their bite attack now has stamina-draining venom. Can now be bred. Can only be breed in cold temperatures or in radioactive areas, and the female goes through gestation before laying an egg.
Herbivores: It's ridiculous how carnivores have a wide variety of meats with different taming efficiency, yet most herbivores either require kibble for a simpler tame, or 8 hours with berries and crops. I propose that honey, sap, plant Z and Y fruits, rare mushrooms and flowers all be given taming effectiveness to all herbivores. Perhaps plant z fruits can be the herbivore equivalent of mutton.
Suggestion
TriloByte
Welcome to the 1,000,000th TLC idea thread!
Title says all, let's just jump right in.
Carno: First off, change up the model to make their heads rounder. Their heads were straight-up spheres. Make them have a charge attack like the Wooly Rhino but not maybe as powerful, but they can get a pack buff. Also, they were essentially the dino-equivalent to cheetahs, so let's make em hella fast, let em jump and have a charge leap, and let them be able to turn on a dime and also able to turn while standing still.
Megalosaurus: Give it its own animations instead of just using dilophasaurs animations. Also if they're going to have a sleep mechanic. Might as well flesh that out. Make them have a special damage percentage mechanic that scales with time of day; at noon they are the weakest, and at midnight they are at their strongest. Also at night, they could get a special perk where they are undetectable by parasaurs and tek helmet scan and also shield the rider.
Terror bird: jfc it's hideous, give it a new model. That's it. I don't care about these things but I hate the way they look.
Giga: First up, make it smaller. Not too much, just a bit to where it's not absurdly massive. Also, its roar needs an ability, I think it could maybe be useful as a crowd control ability that blows people back. The closer they are being enraged, the more powerful the roar is. Also, the enrage meter is now a meter at the bottom center of the HUD so it's a bit more noticeable. Lastly, they could have a stomp ability that creates a shockwave. Any player or dino caught in this will get a new "tremored" debuff which prevents them from being able to sprint for a few seconds.
Mosasaur: Now has a swimming charge attack that can damage structures and can breach out of the water. Now can deal "trample damage" by landing on players and rafts when they breach. Also cannot be grabbed by Tusos like Basilo and no longer dismounts players when they get shocked by jellyfish.
Basilosaurus: Can also breach like mosa but this instead damages on the ascent rather than the fall, so you can use them to attack rafts from undernearth. Also have a new ability when swimming at the surface where they spray water to create obscuring clouds of mist
Rock Elemental: Their rock throwing now does torpor damage (as much as a catapult turret) but cannot inflict torpor on other rock elementals. Also, they most have stones in their inventory to use this new ability, using 50 stone per attack. Also, make them breedable. To breed, one must be encumbered with stone. Then bring another elemental within its vicinity and they will mate. Babies are born incredibly frail and don't have a rock shell yet, and must be fed Sulphur. Once it reaches juvenile, the female will start "constructing" the rock shell around the offspring. Lastly, they can now "defecate" piles of sand.
Mantis: Can now climb surfaces and can glide. Also, make them faster and breedable. Breeding requires to male and female to be on aggressive, then mating enabled. The female will have a "stress" meter that appears along with the mating meter. If anything comes within aggro radius (including tribe tames and players), the stress meter will go up. Once the mating is finished, the female will lay a stationary egg sack that will lay 2-4 babies. If the stress meter reaches max before they finish, she will kill and eat the male and the egg sack will instead have 1-3 babies, with one of the babies guaranteed to be an exact copy of the father.
Lymantria: Can now climb walls and ceilings, passively create silk in their inventories and their spores now deal torpor. Also, now breedable. Male and female must be moved onto a wall or ceiling to mate. After breeding, females lay stationary egg sack that will give birth little caterpillar babies which drop to the floor. Once they have reached juvenile, they will crawl back up to the wall/ceiling and become a cocoon. In this stage, they have a "quality" meter that replace the food meter, and they must be "fed" silk to keep up the quality of the cocoon until they reach adulthood.
Wyvern: All wyverns now have a bar atop the HUD. Right click now must be held down to release breath attack, which will then consume the bar instead of stamina. Double clicking right click will instead release a ball of the breath attack and uses up a chunk of the bar. This charged attack will travel in an arc and will explode in a small radius to do AOE damage when it hits something. To accommodate this change, poison wyverns now have a normal poison breath attack and the poison ball is moved to the double right click. Also, now breedable. Can only be breed in an area of sufficient temperature. Once the female has finished mating, she goes through a gestation period before finally laying the egg.
Basilisk: Give them a turret mode that lets them shoot poison at enemies. When in turret mode, they coil up and can shoot in all directions. Also, make them breedable. Babies have a unique raise where the only imprint they will ask for is to swallow an Ovis whole, giving them another use since mutton is only useful until you can start making kibble.
Roll Rat: Saddle durability only affects its ability to roll. Once it is "broken", it can still be ridden, but it can't roll until it is repaired.
Rock Drake: Is now naturally immune to stun-based attacks; the player cannot be dismounted. Also to give them more PvP uses, they can now pin large targets like rexes and spinos, and their bite attack now has stamina-draining venom. Can now be bred. Can only be breed in cold temperatures or in radioactive areas, and the female goes through gestation before laying an egg.
Herbivores: It's ridiculous how carnivores have a wide variety of meats with different taming efficiency, yet most herbivores either require kibble for a simpler tame, or 8 hours with berries and crops. I propose that honey, sap, plant Z and Y fruits, rare mushrooms and flowers all be given taming effectiveness to all herbivores. Perhaps plant z fruits can be the herbivore equivalent of mutton.
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