Board Thread:Suggestions/@comment-27749819-20161106052051

[WIP idea]



This zombie would have very weak attacks and somewhat low health. It would also have a walkspeed of eighteen. You may ask why it would be so weak in terms of the most basic stats. This is because of its useful abilities, which I will get into later. For its basic attack, a small scalpel, because why not— sure, he's not a doctor, but why not? This would deal a low amount of damage (the blades aren't meant to cause harm, they're meant to be used for surgical purposes most of the time). The Scientist would have a spawn chance of around three percent.

Alright, so let's get into the looks, shall we? To start off: Typical green skin, a z ombie 's face... If you read my previous suggestions, you would've known I was likely going to say that. A lab coat would also be favourable, just to go with the scientist theme, you know? Also, we have to include that beautiful cliche "mad scientist" hair, don't we?

Okay, so now I'll give you guys my idea on a perk for this zombie (I'm thinking pretty hard right now: What should I do...? And here comes the person who tells me to give up on making ideas— I can sense it). Alright, so here's what I'm thinking: When a Scientist is five or less studs away from a survivor, their firearms will deal only seventy percent of its usual damage. This will no longer take effect if the Scientist is moved out of the range of five studs, there for too long (maybe seven seconds?) or is killed. This idea may change.

So it's time to discuss the "special ability". The Scientist would have many, actually. This is the paragraph that will show why this zombie has such low stats. When the Q key is pressed, the Scientist will use up thirty stamina, and would toss a magenta chemical. When it hits something solid (usually something with CanCollide on), it would splash everywhere, the glass bottle smashed. The splash range would be around five studs (lots of five-stud range stuff, huh?), and when zombies are within the splash range, their walkspeed will go up by five for five seconds (seriously though, what's up with all these fives?). When E is pressed, a red chemical would be thrown, this time having a splash range of four studs (oh look, it's not a five! Please play very dramatic music, or maybe that alert sound when a Leaper jumps someone) and would cause the zombies within the splash range to have a damage boost: Their damage dealt would go up by seven (okay, I think I've stopped with the overuse of the number five, but we'll see) for three point five (dang it!) seconds. This would cost the Scientist sixty-five power. When F is pressed, a yellow chemical, which would use up thirty-five (again?) stamina. It would increase the jump power of zombies within the splash range, six studs, by seventy, and would last eight seconds. Okay, so you may be tired of reading this, but I have more, so prepare to be annoyed (D:). A green chemical would be chucked if Z was pressed. Want to guess what it does? You're quite correct if you answered that it heals. With a cost of eighty stamina, this chemical will heal fellow zombies within a splash range of five (I'll stop, I promise!) by twenty. I'm almost done, so bare with me now. Right, so next up is an orange chemical. This one, instead of instantly healing fellow human-eaters, causes them to regenerate health over time. This is helpful if the zombies are being punched or kicked. It costs a Scientist sixty stamina and lasts for ten seconds, healing a zombie by three every second. Finally, the last chemical, activated when X is pressed, and the only directly offensive one, the blue chemical! This one hurts all survivors in a splash range of ten studs, and causes them to take twelve damage each. The depletes the stamina of a user by thirty.



This may be a lot of work. I feel really bad for making this lol  