Combat stances
Predators can now choose between three 'combat stances', Defensive, Grappling and Aggressive. (perhaps instead of having all three, they would have to choose 2?)
Defensive
Under the 'defensive' combat stance, you would:
- takes less damage
deal out less damage with melee weapons, but slightly more with ranged weapons
move slower (you are moving more carefully!)
small chance to automatically attempt to catch thrown weapons, such as knives, huggers etc.
small chance to parry (i.e block) slash and melee attacks whilst wielding a melee weapon
Increased energy regeneration
Under the 'grappling' combat stance, you would:
- be able to use your wrist blades (and only your wrist blades) while on the ground
be able to throw with a normal grab, and the delay to upgrade to an aggressive grab would be greatly lowered. If you throw someone with an aggressive grab in this stance, they will suffer a short stun.
if a opponent is on top of you, hitting 'resist' has a chance to kick them off you, stunning them. (lower chance on t3 xenomorphs)
xenomorph pounces and tackles have a rng chance to be counterattacked, briefly stunning them (only when empty handed)
Grabbing onto a xenomorph has a chance of stopping them from running away (runner 277 strains against your grip!) T3 have a much higher chance of escaping a grip.
Under the 'Aggressive' combat stance, you would:
- Deal increased damage in melee, decreased with ranged.
Move slightly faster
Take more damage (you are reckless!)
Melee weapons that have a special effect (whip trip, sword stun etc) have a increased chance to occur
Ability to perform a 'coup de grace', upon a critical opponent, which gives a 'flavor text' and kills the opponent (takes maybe 10 secs of standing over the opponent?)
have a slower bracer recharge, and longer cooldown before cloaking on/off
weaponry changes
- Hunting sword: no change
Chain whip: now has a chance to force a xeno to 'stalk' speed, for 10 secs upon attacking in melee (You snare the xenomorphs legs!) human effect unchanged.
Combi Stick: loses ability to block bullets and melee blows, instead gains two new abilities, magneto harness, which will return the stick to your hand when thrown after 5 secs, provided you're within 5 squares of it, and impaling throw, a effect that can occur if thrown at a target, this effect will deal extra damage, and pin the victim to the spot for 7 seconds. Does not work in melee.
Glaive: gains the combisticks previous ability to deflect bullets and melee attacks, due to it's size and two handed nature.
War scythe: Human effect unchanged, has a chance to 'eviscerate' a xenomorph, doing double damage on that attack.
Plasma caster: medium shots now have a chance to briefly stun t1-2.
Hunting traps reworked, now trap 'component' spawn on the ship for you to make into custom traps. For example:
alloy spike + trap mechanism = spike trap (brief stun, but does more damage to t3's)
power crystal+ mechanism = explosive trap, (essentially a mine, and all that entails)
Unstable crystal + mechanism: = fire trap (does no damage or stun, but sets the xenomorph on fire)
Clan amour changed into light, heavy, and medium.
Light: lesser protection, at the benefit of increased speed and mobility. Uses less plasma when using the plasma caster or cloaking.
Medium: the same as we currently wear, no change.
Heavy: Reinforced chest armour, greaves, and armoured gauntlets. noticeable Slowdown, but excellent protection. can deploy smaller healing crystals similar to b18, and has an on board system in tune with your body that allows you to check injuries and effects without a health analyser. Uses more energy to cloak and use the plasma caster.
(light and medium armours would exist on the ship already, only the heavy needs to be spawned in)
and so on.
Just a few of my half-baked ideas, feel free to comment.