CODE BOUNTY: Despoiler + Burn buff( 125 USD | 75 USD )

:waving_hand:
Hi, resident battletech loser and discord lurker here.

Sprite work is currently under development, ( Thanks Essel!!! ) meaning this is purely a bounty for the coding aspect

Bounty for the Despoiler is 125 USD [ Taken by Cuberound ]
Bounty for the burn changes is 75 USD

Half of the bounty will be given when a presentable version of either is produced
The remaining half is given when either get’s into the full merge state. ( Possibly earlier depending on how long the TM duration lasts )

Do keep in mind that both are highly dependent on each other to work, so I’ll most likely focus on the burn changes first before any massive push towards Despoiler development is made.

Yes you can accept both bounties if you want to work on both

Design Doc in question

Content
Addition of the Despoiler
HP: 650
Armor: 20
Explosion Resistance: 20
Maximum Plasma: 600
Plasma Regeneration: 4
Slash damage: Min: 23 Max: 27

Passive:
Hyper Corrosive Acid
A third stage of the acid damage over time effect.
Deals 70 damage over 8 seconds, removes 15 melee armor and 15 bio armor from the afflicted target. Requires the marine to resist 3 times.

Corrosive Spit | 5 second CD
35 Acid damage
Applies lingering acid on the target akin to enhanced spit that deals 25 acid damage over 2 seconds ( Same as enhanced spit from the spitter )
If hitting a target already affected by lingering acid, upgrade it by one stage, causing them to take 50 acid damage over a period of 4 seconds.
Cannot apply Hyper Corrosive Acid

Decomposition Enzymes | 12 second CD
Blankets a 5 tile area around the Despoiler in a see through cloud of enzymes, spherical. Upgrades existing lingering acid effects by one stage and rapidly causes marines within the cloud that removes active helpful chemicals including stims.
Can cause Hyper Corrosive Acid

Enhanced Slash | 7 second CD | Duration 5 seconds
The next slash deals additional 20 acid damage and applies a lingering acid effect on the target, dealing 25 acid damage over 2 seconds.
If hitting a target already affected by a lingering acid effect, upgrades it by one stage
Can cause Hyper Corrosive Acid

Volatile Tail Stab | 15 second CD
Activating tail stab will begin a windup of three seconds, and upon conclusion, will enable you to launch a two tile attack that deals 1.2 times your maximum melee damage. It requires a direct click on the target’s sprite, however, if it is missed, it only incurs a standard slash delay. Additionally, it will always hit the targeted limb.
Deals an additional 15 damage for every stage of lingering acid the target has, to a maximum of 45

Damage values have to be closely observed to evaluate if the damage is too high, especially on the Hyper Corrosive Acid

Changes to burn damage behavior and how it impacts marines:

Burns require ointment or burn packs to be treated, otherwise they give a fracture effect. Burns chems will remain as they are but untreated burns will stop healing at a minimum of 5 burn damage.
If ignored or if a threshold is reached akin to a fracture threshold, they turn into third degree burns that require an IB like surgery.
Scalpel, hemo, retractor, scalpel then burnkit and close

Removal of acid spit destroying splints

Any additional feedback and discussion, especially in regards to the burn changes are highly appreciated

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i did nor understand

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I understandid the posr

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Not a loser unless you like Clan Jade Falcon or The Capellan Confederation.

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I suspect that some damage changes to burning will have to come alongside it else with the described changes getting burned becomes basicly round removal with about 15 min total of medical attention to get back one fully burned person. anyway I can prop code it even tho I MIIIGHT be taking on my plate more then I can handle right now with the multiz stuff and studies. the xeno side looks much easier as it has clear design specs that all feel fairly simple

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Ok but will i get paid if pr is denied

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you get paid half as long as its coded. Other half if its accepted and merged.

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FYI, I will say that the caste WILL look more powerfull than it is when/if it is released. Since everyone wants to try out the new thing (look at the bruiser). So expect heavy salt/cope/whatever on day one (especially since they stack off eachother).

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Will it’s appearance be based off an actual xenomorph variant?

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I wonder what’ll happen to base machine gun acid prae, sounds like they kind of occupy the same niche as ranged acid spit castes?

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How about the explody xenomorphs in the sewers from colonial Marines. I mean it’s not the same but it could be used as a base since the caste seems so hell bent to spew acidic stuff all over the place

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You mean…The boiler.

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Wait a minute…


The appearance inspiration is to lean more towards a more skeletal and sickly appearance, with the acid visually breaking down the body as even the natural acid immunity isn’t enough to hold up

Despoiler focuses on enhancing and dealing damage over time while prae is more focused on semi consistent damage.

The ideal plan is to have Despoiler be able to enhance the lingering acid from acid runners and spitters to kinda catapult off their efforts.

Damn you’ve got Wei/Esselnek to do the sprites? Now I’m really curious. Wish you luck either way, new castes are always what I want to see. :+1: