##RAD-R - Locate and Tracker Unit##
Edit: Alright, so after afew minutes of thinking and reading the replies below, I’ve changed this Hunter slightly. I do apologize, I hadn’t thought there was an already long-range long-time tracker type Trapper released, so I’m going to have to redo my concept for Radar. My main concern while making his abilities rely on each other were to not make a super-long time tracker be “overpowered”. Here is the revised version of Rad-R the Robo Trapper.
To be honest, I was simply just bored and decided to make a few concepts for characters. Just graduated from Game Design and Programming, so I thought I would go ahead and have a little fun making up a few characters. Bucket as the support is the main inspiration I’ve taken into creating these characters. Imagine, an Army of Robots, no more unnecessary casualties with these monsters, no more deaths, all it would cast for exploration is Metal and Oil instead of Flesh and Blood.
RAD-R was originally a long time short range tracker unit, however now that I’ve watched some gameplay of Abe, I think I know why the people who commented already said what they said. I’ve changed RAD-R’s design to more of a Sonar seeker unite that can help track the Monster after finding him with his Sonar Device. I hope this time, RAD-R’s ability set makes him unique enough, yet balanced enough, to be taken seriously.
RAD-R’s first ability is the Sonar Lock-On ability. The ability acts similar to the Monsters ‘Scent’ ability, releasing a Pulse for RAD-R to see the surrounding area. The Pulse can only be seen by RAD-R, but it highlights every creature in the area, including the Monster. If RAD-R locates the Monster with this ability, it will lock onto the Monster with a [< >] icon that surrounds it, but only if RAD-R is able to Ping the Monster during the Sonar Lock-On duration (5~ish seconds?). The Icon lasts for roughly 30 Seconds, and only relies on the RAD-R’s ability to Lock On to the Monster during one of his Sonar Blasts. While the Monster is “Locked On”, other Hunters will see the [< >] Icon on their Screen, additionally, RAD-R’s Main Weapon has a Special Ability while the monster is “Locked On”.
RAD-R’s second ability is inspired by one of the games I’ve played while in class. The Game has many Snares and Traps and Slows, but one of the most annoying Controls that were used were focused on the users Controls and Vision. RAD-R’s second ability is called Electro-Sensory Scramble, which allows RAD-R to shoot a Mini Grenade at a location. A Direct hit on the Monster will Scramble the monsters senses, making its vision fuzzy for a few seconds (5-10?), but also negating its scent ability for 10-20ish seconds. This scrambles the Monsters ability to See. While arguably it doesn’t Trap the monster like Harpoons, or Slows the monster like Abe’s Stasis Grenades, Blinding the creature has a massive advantage, from disrupting its attack to allowing the Hunters to run away if need be.
RAD-R’s Main Weapon is a Tracer Bullet. While these bullets are low damage, they deal ‘pierce’ damage to a Monster with armor. A Tracer Bullet deals 0.1% of the Damage Dealt to the monster’s Health (1/100ths of the Damage RAD-R’s bullet deals) while the Monster has Armor. While this weapon is Low-Damage, what truly shines is its ability to Track the monster if RAD-R is “Locked On” If the monster is within 300 Units and RAD-R has the [< >] tag on the monster (and so long as he is aiming in the general direction), the Tracer Bullets auto-hit the monster. Obvious restrictions apply, as the monster must be at least on screen for RAD-R to shoot at it. While this weapon Seems weak, the ability to Deal Health Damage to the monster (no matter how minimal the damage seems), and the ability to Auto-Hit the monster if RAD-R is “Locked On”, this leads to a potential powerful Trapper. This Attack has low Damage per second.
Like all Trappers, Radar has the Mobile Arena arena ability.