>>3594
Wow, nice. There'd have to be a code base change and bugs removed so a building could belong to a spy. As long as the spy could never repair anything, it's be decent. Either have it like that and if the spy changes class the buildings blow up like if they were an engi (probably the right idea), or have the buildings just belong to an invisible entity placed on the spy's team (not as good, I think). Allow me to run with this one a bit. Valve already has put in some weapons with way too many effects to actually list or explain on the card anyways, so I'll go wild.
Okay, so first here are all of the secondary effects besides the main show for the sapper. A LOT of negative, but it's a very powerful main power.
Wololo
Level XX Sapper
>Player can own as many converted buildings as they are able to sap
>Enemy engineers cannot control or self-destruct stolen buildings
>Enemy engineers cannot build another of the building you stole until the converted building is destroyed
>Converted teleporters switch entrance and exit; your team and enemy spies can take them
>Team can get health and ammo from converted dispensers
>Sapper can remove enemy sappers
(Think how cool this would be just by itself. Slap sapper on enemy's sapper, both blow up, building restored. Like a better Homewrecker and very class-appropriate, just as much as airblast putting out flames is appropriate. Honestly, this might be something they should just add to the base sapper…maybe require 2 or 3 applications of friendly sapper to remove enemy sapper though, so enemy spies could actively outsap if still around. The main reason I thought of this, though, was because it would be a way to defend the converted sentry against enemy spies…so the Wololo should be an instant de-sap)
Spy is equipped with 3 sappers, numbered like ammo, which when destroyed (or when breaking off after completing task) will return to the spy's ammo pool after a five-second bar cooldown (separate bar for each sapper). While all three sappers are in play, the spy cannot select or place the sapper
Can be removed by enemy sappers
(only fair, but also important in the methods below these ideas)
-10% damage with all weapons
No random crits
No situational crits
(Can still get situational minicrits, and can still get crits from round end and other team-based crit events)
Player cannot capture points, push carts, pick up intelligence, or complete team objectives
Player cannot activate player-presence-based map objects such as lifts and gates, other than spawn gates
(Yes, that means you have to get another player help you open things sometimes, and you can't raise the lift for the rocket, can't turn the railroad tracks in the preliminary to capping the next cart point on that one map, etc, etc)
Player cannot use enemy buildings
(No enemy telefrags or teleports, no dispenser benefits)
Player cannot receive healing, overheal, or ubers from medics
(This includes enemy medics, the beam will connect but they won't see your health going up and you'll get no health. Basically, only way to get health or ammo is packs in the map or friendly dispensers.)
Then, there are two ways I see the conversion part going down.
"Variant A:'
>Reverses enemy building construction
>Rebuilds enemy buildings as friendly buildings
-100% sapper damage penalty
So how this would work is, it would have the same animations, timing, etc as the red tape recorder, exactly the same effect, only removable by any other sapper belonging to the building's team. Maybe it would take 2 or 3 normal sappers to remove it as well. Point is, another spy can get you shot by the sentry you just sapped with no engi around, just like you can while using it on friendly sentries.
Once the red-tape recorder completes, the toolbox doesn't turn into an ammo drop, it sits there maybe a half of a second and then starts building itself into a level 1 building of your team (backward for red tape recorder, so…forwards, but at the red tape rate). So, the rules are:
- You cannot attach this sapper to buildings your team engis make to upgrade them, or at all. You can only use sapper-in-hand application to break off enemy sappers. The sketch of where the sapper would go would be on top of the enemy's sapper, not directly on the friendly building.
- You cannot build the building past the level the enemy engi built it to, although the construction process will build it without any of the damage it may have sustained from other sources prior to becoming a toolbox (other damage will stay)
- The building activates as soon as it completes level 1 build, and remains active as the backwards-red-tape effect continues to upgrade it
- While downgrading the enemy building, sappers removed in the middle of a change will result in the building reversing and rebuilding to the level it was debuilding, just like the red tape